Will pops convert religion in Victoria 2, and if they do will the player have any control over it?
It's Alpha, I expect their using EU3 icons as placeholders.
If pops are no longer a fixed size what is the deal with different ideologies/issues within each pop?
Wouldn't it be less confusing to split dissidents into a separate pop with different ideology/issue?
Or perhaps the opposite. Why don't you merge all catholic dixies into one pop and just change the ideologies/issues composition?
Really love what you are doing with the POPs and the fact that OHgamer helps is great news.
My questsions:
1. Will we have some filters to short the POPs so we can get more information about what is going on in every state?
2. What are the "Su" "Ev" and "Lu" columns?
3. The literacy of the cleric POPs is 10%. Since they are now a kind of teacher POP shouldn't they have 100% literacy? it's a little strange to have illiterate teachers.
4. Is there a way to get information of what the POPs are changing to and how fast in this screen?
You can filter by POP types, by state, by province, there are tool tips for the rest and thesetups are not complete.
The U is Unemployment.
this is looking to be one of the best interface King.
I presume unemployment adds to Consciousness and feeds somehow into Militancy...
Its written clearly on the screen twice.
Yay, we're famous!So far so good, how you tax your POPs and how you spend your state money influence what your people become. However we felt there was more to POP promotion than this. Just think what Oklahoma Land Run of 1889 where the government didn’t just alter taxation and spending but got people to move somewhere and become farmers.
No POP splitting, there is no need. Productivity is directly linked to POP size, so splitting a POP down will not give you any extra output. Secondly there is a trickle effect on promotion so only a small number of farmers will decide to become something else at any given time, so again no need to split for promotion purposes either.
Won't it have side effect of having huge POPs changing from one class to another all the sudden when conditions "tick"?
Somehow I imagined that POP promotion in case of huge POPs will spawn new, smaller POP of new class (people that left their previous occupation to start new work), with old POP getting a bit smaller.
I assume it's not the case and in late game big POPs will change their type as a whole, not partially?
Also, I assume demotion of POPs (like cappies and others losing their status and such) is still possible via the policies?
Will the issues of some POPs be more important than others? For instance, the issues of Aristocrats VS the issues of slaves.
And if yes, how is the weight of the issues calculated and is it modable?
no POPs promote through a drip effect. So the promotion is through a gradual process. It is more like migration in the old victoria.
Awesome.
Same with culture change (like becoming Yankee, German or Russian), I assume?
No matter the political system, the more money you have the more sway you'v got in the real world.I suppose that would depend on the political system. With voting rights based on wealth, the issues of Aristocrats would matter more than the issues of slaves. With universal suffrage, not so much. That much was already implemented in V1.
Other than that, Aristocrats (and other wealthy POPs) should certainly spawn more powerful rebels, simply due to having the means to arm themselves. I hope this has been accounted for. Or, some other kind of ability to cause disproportionate malarkey.