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Victoria 3 - Dev Diary #11 - Employment and Qualifications

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Happy Thursday and welcome to another deep-dive into the guts of Victoria 3’s economic machinery. This week we will be talking about Pop Professions, specifically how and why Pops change Profession. While this is an automatic process, the mechanics of it is still crucial knowledge to keep in the back of your head when building your society. Perhaps you want to ensure the population in one of your states are able to take on Machinist jobs before embarking on a rapid industrialization project there, or perhaps you want to ensure you don’t accidentally enable too much social mobility in a country already prone to uprisings against their true and lawful King.

First, a quick recap. In the Pops dev diary we learned that all Pops have a Profession, which determines their social strata and influences a number of things like wages, political strength, and Interest Group affiliations. In the Buildings dev diary we learned that buildings need Pops of specific Professions to work there in order for them to produce their intended effects on the economy and society. Finally, in the Production Methods dev diary we learned that different Production Methods change the number of Profession positions available in a building. So how do Pops get assigned to these spots?

Our approach here differs a bit from previous games. Victoria 1 and 2 has the concept of a “Pop Type”, a fundamental property of Pops in those games that defines most aspects of their existence - what function they perform in society, what goods they need to survive vs. what goods they desire, what ideologies they espouse, etcetera. Pops in Victoria 2 autonomously change into other types over time depending on their finances and the various needs and aspects of the country. Providing access to luxury goods in your country permits Pops to promote more easily. Generally speaking, higher-tier Pops will provide better bonuses for your country as different Pop Types perform different functions. By manufacturing or importing special goods and educating your population you would turn your simple, backwards Pops into advanced, progressive types in ideal ratios, which maximizes these bonuses to increase your competitive advantage.

Pop Types from Victoria 2: Aristocrats, Artisans, Bureaucrats, Capitalists, Clergymen, Clerks, Craftsmen, Farmers, Laborers, Officers, Slaves, and Soldiers.
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Victoria 3 Pops instead have Professions. These are in some ways similar to “Pop Type”, but the ideal ratios and economic functions of those Professions differ based on the building they’re employed in and the Production Methods activated. The fundamental difference between these two approaches become clear when considering the Bureaucrat Pop Type/Profession in Victoria 2 and 3. In both games, Bureaucrats increase a country’s administrative ability. But in Victoria 2 Pops promote into Bureaucrats independently in relation to the amount of administrative spending the player sets, while in Victoria 3 Pops will only become Bureaucrats if there are available Bureaucrat jobs in Government buildings, usually as a result of the player actively expanding Government Administrations.

Professions in Victoria 3: Academics, Aristocrats, Bureaucrats, Capitalists, Clergymen (temporary icon; will be changed to be more universally applicable), Clerks, Engineers, Farmers, Laborers, Machinists, Officers, Peasants, Servicemen, Shopkeepers, and Slaves.
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The latter approach gives the player more control over where these job opportunities are created, and combined with Production Methods cause demographic shifts to have stronger, more localized effects that are easier to predict and understand. It’s also more flexible, permitting the same Profession to cause different effects in different Buildings given different Production Methods. So in Victoria 3 higher-paid Pops don’t by their very nature perform a more valuable societal function than lower-paid Pops - rather, each acts as a crucial part of a Production Method’s ‘recipe’. Each of these roles require the others to be effective - without enough Laborers to shovel coal the engines the Machinists maintain stay dormant, and without seamstresses to work the sewing machines the Shopkeepers don’t have any clothes to sell.

Buildings adjust their wages over time in order to achieve full employment with minimal wage costs. As employment increases, so does the Throughput - the degree by which the building consumes input goods and produces output goods. By the laws of supply and demand, this makes a building less profitable per capita the closer to full employment it gets, so at first blush it might appear irrational for a building to pay more wages just to reduce their margins. But since a “building” does not represent a single factory but rather a whole industrial sector across a large area, and we assume the individual businesses in that sector compete with each other rather than engage in cartel behavior to extort consumers, this adjustment of wages to maximize employment makes sense. However, buildings won’t increase wages due to labor competition if this would cause them to go into deficit, so there’s little point to expanding industries beyond the point where they’re profitable.

Employees are hired into available jobs from the pool of Pops that already exist in the state, but unless they’re unemployed these Pops will already have a job somewhere doing something else. Pops can be hired under two conditions: first, they must be offered a measurably higher wage than the wage they’re currently getting from their current employment. Second, unless they already work as the required Profession in another building, they must also meet the Qualifications of that Profession to change into it.

These Steel Mills don’t pay as well as the Arms Industries, but they do seem to offer better terms than the Textile Mills and resource industries in the same state - with the notable exception of Fishing Wharves, who also need Machinists to service their trawlers.
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Wages are set by individual buildings in response to market conditions. A building that is losing money will decrease wages until it’s back in the black. A building that has open jobs it can’t seem to fill will raise wages until it either fills the necessary positions or runs out of excess profits. As a result, different buildings in the same state will compete for the available workforce. What this means in practice is that a large population with the necessary Qualifications to perform all the jobs being created in the state will keep wages depressed and profits high. Only when industries are large or advanced enough that they need to compete with each other for a limited pool of qualified workers are wages forced to rise. This rise in wages also comes with increased consumption, which increases demand for goods and services that some of the same buildings may profit from in the end.

A Pop’s Qualifications measure how many of its workforce qualify for certain Professions, and updates monthly depending on how well their current properties match up to the expectations of the Profession in question. For example, at least a basic education level is required to become a Machinist while a much higher one is required to become an Engineer. Conversely, the ability to become an Aristocrat is less about education and more about social class and wealth. Buildings won’t hire Pops who don’t meet the Qualifications for the Profession in question.

These 981 Machinists qualify to become Engineers at a rate of 4.08 per month. Their Literacy is nothing to write home about but they at least meet the cut-off of 20%, aren’t starving to death, and benefit substantially from already working in an adjacent field. All factors and numbers are work-in-progress.
machinist-quals.PNG

If some Paper Mills required more Engineers and this Pop was being considered, only the amount of qualified Engineers they’ve accumulated so far could be hired. Currently that is only 85 (not shown). If those 85 were all hired, this Pop would then end up with only 896 members left in the workforce of which 0 now qualify to become Engineers. Since all recently hired Engineers used to be Machinists, all 85 retain their Machinist Qualifications. Furthermore, if 512 members of this Pop qualified to be Farmers before the hire (52%), of the 85 of them who were newly promoted to Engineers, 44 of these new Engineers are also qualified to become Farmers.

To be considered for a “job” as Aristocrat a Pop must have at least moderate Wealth, and the more Wealth they have the faster they will develop this potential. Unlike many other jobs Literacy is not a requirement for being accepted into the aristocracy, but an education does make it easier. Bureaucrats and Officers have an easier time becoming Aristocrats than other members of society, while Pops who suffer discrimination on account of their culture have a much harder time. Finally, if a Pop does not meet the minimum Wealth requirement, they actually devolve any prior potential for becoming Aristocrats. This means that down-and-out former nobles robbed of their land and forced to go unemployed or (perish the thought) become a wage laborer will - over time - lose their ability to return to their former social class. All factors and numbers are work-in-progress.
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Like all Pop attributes, Qualifications follow the Pops as they split, merge, move between buildings, migrate, and die. If you had previously developed a lot of potential Bureaucrats in your country but ran into budgetary problems and had to shut down your schools, over time those Pops who have already developed the Qualifications to become Bureaucrats will die off and not be replaced by newly educated ones. If your Capitalists in a given state had been underpaying their local discriminated employees to the degree that nobody gained the Qualifications to take over for them, and then some of those Capitalists move away to operate a newly opened Iron Mine in the next state over, rather than promoting some of the local discriminated Laborers to the newly opened jobs they will simply leave the spots open (and the mines underproducing) until some qualified Capitalists move in from elsewhere to take over.

Qualifications are entirely moddable by simply providing the computational factors that should go into determining how the value develops each month. If you want to make a mod to split up the Clergymen Profession into individual variants for each Religion in the game, you could make the Imam Profession dependent on the Pop being Sunni or Shi’ite. If you wanted Aristocrat Qualification development to be highly dependent on the amount of unproductive Arable Land in the state the Pop lives in, you could do that. An event option or Decision that makes it faster and easier to educate Engineers but harder to educate Officers for the next 10 years? Absolutely.

A breakdown of all Pops in Lower Egypt that qualify to become Engineers. Of course, any openings will be offered to existing Engineers first, and not all of the remaining qualified Pops would actually be interested in the job - though if it was lucrative enough, perhaps some Aristocrats on a failing Subsistence Farm would consider a career change.
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The intent of Qualifications is to signal to a player what capacity for employment they have available among any subset of their population. They cannot, for example, conquer a state filled with under-educated people they also legally discriminate against and expect to immediately build up a cutting-edge manufacturing- and trade center there. These efforts will be throttled by their inability to employ the locals into highly qualified positions, meaning they have to wait for members of their already qualified workforce to migrate there from the old country to take on any high-status positions created for them. But by building out their education system, paying Bureaucracy to extend their administrative reach to the new state through incorporation, and changing their Laws to extend citizenship to these new residents, they can start to build this capacity also in the locals.

In summary, Qualifications is the mechanism by which access to education and your stance on discrimination - in addition to many other factors - impact your ability to expand different parts of your society. It is also the mechanism that sorts Pops logically into the economic (and thereby political) niches you carve out as you expand, ensuring your laws and economic conditions inform the social mobility of Pops based on who they are. It’s quite subtle, and you might not even notice it’s there - until you run into the challenges caused by rapid industrialization, mass migration, conquests, colonization, and other drastic population shifts.

That is all for this week! Next Thursday we will finally get into how all this economic activity translates into revenue streams for you, when Martin presents the mechanics governing the Treasury and national debt.
 
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There is enormous replayability in playing different countries, or playing the same country and take it into different directions. I play mods for new mechanics and alt-history, but never felt diversity lacking in vanilla.
Well, mechanical mods are best but there is usually an extreme lack of differentiation between countries so mods are needed to fix that as well.
 
Will efficiency of pops at their jobs be affected by literacy? Not just in terms of civilian industries, but also military applications for more technically demanding roles like engineers, artillerists, and pilots- if you can't calculate trajectories it feels like a given that combat effectiveness would suffer. Or will more technically-demanding roles actually be gated behind minimum literacy requirements too? For example, an engineer at a hydroelectric plant needing more education than one overseeing a logging operation.
As presented, each qualification is all or nothing: a given person can either do the job, or not. A pop has a certain number of qualified Engineers, and they can do any type of Engineer work. Of course, it should be relatively straightforward to mod in more job types if you want a finer-grained sense of your pops' effectiveness.

Will there be something like "construction workers"? To build and maintain infrastructure =)
According to DD#3,
When Buildings are constructed, the construction uses Pop labor and goods,

For maintainence, Infrastructure buildings such as Railroads have their own workforce.
 
Of course, it should be relatively straightforward to mod in more job types if you want a finer-grained sense of your pops' effectiveness.
As PoPs are differentiated by Profession, Culture, Religion, Workplace (Building/State) one has to be careful when adding more of any of these categories as the number of PoPs that one has to iterate across can get out of hand.
 
Pops appear to be tracked by industry, so it could also be that Publicly Traded ownership offers a lower rung of the industry also a part of the dividends. That is, instead of it going to the capitalists alone, the engineers, being generally well educated and wealthy, also get a share. If not necessarily as great a share.
This is absolutely what I expect.

It's not perfect as random people can't buy shares in other companies, but it's kinda like everyone is eligible to be a stock owner in the company they work at and receive those dividends.

That said, I suspect they'll have to make sure it's not *just* that. Capitalists typically want to go public after a bit because it is amazing for their own wealth.
 
Another Profession won't matter if the new type replaces an existing Profession in a building (for example, let's say a new Artists Profession replace Academics in a certain building) since no more Pops are created than before.
Is there any meaningful overhead from Qualifications? e.g., if you add 5 new jobs with their own qualifications and every pop needs to track 20 qualifications instead of 15, does that cause performance hits?

Any of the above scenarios pale in comparison to the situation where most of the world abandons discrimination policies and Pops start moving around a lot, which can happen in a vanilla game and is the worst-case scenario we need to benchmark for.
How do pops moving from state to state work? Previously you mentioned that people don't look for jobs in other states, but that migration is modeled by pops growing and shrinking - which I assumed meant that the new (or enlarged) immigrant pops don't "remember" the pops they came from, but I suppose that might not be true.
 
Any of the above scenarios pale in comparison to the situation where most of the world abandons discrimination policies ( ... ) [ this ] is the worst-case scenario we need to benchmark for [ it ]. ( ... ) :p
Well most people wouldn't benchmark for that......


On a more serious note, so the number of jobs is almost irrelevant as long as the number of pops does not significantly change? On what machines are you benchmarking?
 
Will different religions have different literacy requirements for Clergy? It makes sense for Christian, Muslim, or Jewish Clergy to require a level of literacy, but it makes less sense if applied to, for example, West African Vodun or Maori traditional religion.
 
I find it highly unlikely that literacy will be modeled in this way. Education in a religious tradition is not the same thing as being able to fill out paperwork- the issue with having clergy in non-literate societies be "literate" is that they could then switch jobs to Clerks or Machinists or Engineers. It would make no sense for a witch doctor or shaman or medicine man to be able to take up those jobs unless they had the kind of transferrable skills implied by Literacy. Illiterate =/= unskilled or untrained, and on the flipside, skilled/trained =/= literate. In game terms I find it highly unlikely that religious leaders in a non-literate society would be counted as literate simply because they learn an oral tradition.

But plenty would be smart enough to learn those jobs.

Also, I've a feeling that people from those non-literate societies are likely to be actively discriminated against, which would realistically throttle the number of people who could shift to educated jobs in industrialized societies to those who are willing and able to learn how to read, accounting for those who are literate according to the game but not able to shift profession.

It's not perfect, but it'd fit the mechanics. The sort of society that has no writing system is in this era also not likely to accumulate the knowledge and resources necessary to build the factories and other facilities that would require literacy, especially before some great power decides that society makes for a great 'protectorate' to exploit.
 
Pops should be able to deliberatly get qualified for a new job, if it allows them to get a higher wealth than what they currently have
 
A building that needs more Engineers and finds it can't attract them based on their low wage rate will raise the wage rate generally, not only for Engineers. The latter would be cool but there's so many moving parts already - floating wages for each individual Profession in each building is the stuff of designer nightmares. Maybe one day!
That's really a pity! Sounds almost game-breaking
 
I can’t find these “Potentially Qualified” or “Monthly Change in Qualifications“ information tool tips in the game.
Did they not make it into the game or how do I find this information?