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swilhelm73

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I started up a game as Prussia, and rather then focus on industrialization, I decided to go for colonization.

I managed to get a few colonies, and eventually start industrializing too.

I've got a number of unemployed clerks - my unemployed craftsmen all disappeared whether they emmigrated, devolved, or merged, who knows - but I'm hoping some of them will move to the colonies. It will be a long time before I can fill up any RGOs, so that is my only choice really.

Well, checking the ledger my clerks are going to the US, along with a bunch of other POPs (no my taxes aren't high and yes I've gone democratic). I understand this is the way the game is designed to work.

Eventually I notice a couple of my colonies are getting immigration...woohoo! Finally!

Nope.

Turns out the immigrants are all Greeks and Bulgarians fleeing the mighty Russian onslaught on the Ottoman Empire.

Argh. Those immigrants to a rubber province really won't do me any good until rubber actually becomes worth anything and I can't use them to make a colony a state, so I had to chuckle a bit.

This leads me to wonder though, shouldn't I have some control over where foreign immgrants move to? They'd at least be somewhat worthwhile working on a cotton planation or raising coffee...
 

valisk

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I've been thinking that when building a colonial outpost a small (1000) national culture pop should also be created there to represent the people needed to run the province and their families etc.
 

Darkrenown

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swilhelm73 said:
Argh. Those immigrants to a rubber province really won't do me any good until rubber actually becomes worth anything and I can't use them to make a colony a state, so I had to chuckle a bit.

You could convert them to craftsmens and hope they move to your mainland factories. Of course, they might head off for the USA but I think they're meant to check the mainland for work before they leave.
 

unmerged(12435)

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Your craftsmen work in factories, so they will never emmigrate to the colonies where you have no factories.
Now that your colonies have only RGO´s, only farmers and labourers will eventually go there. What you need to do is:
- have lots of farmers/labourers in your homeland provinces that have no slots where to work (when they emmigrate, they check also other homeland provinces if there are free slots before checking colonies)
- free RGO slots in colonies
- works better if you have some social programmes installed - otherwise the USA are big cometition.

Anyway, colonization is a very slow process and probably your people will not create majority in the colony (unless you manually trigger some events that support colonization)
 

swilhelm73

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Draculin said:
Your craftsmen work in factories, so they will never emmigrate to the colonies where you have no factories.
Now that your colonies have only RGO´s, only farmers and labourers will eventually go there. What you need to do is:
- have lots of farmers/labourers in your homeland provinces that have no slots where to work (when they emmigrate, they check also other homeland provinces if there are free slots before checking colonies)
- free RGO slots in colonies
- works better if you have some social programmes installed - otherwise the USA are big cometition.

Anyway, colonization is a very slow process and probably your people will not create majority in the colony (unless you manually trigger some events that support colonization)

Actually, this is off by a bit.

I said I had free *clerks*. Both clerks and craftsmen can move to your colonies, even though there is no factory for them to work in. This is the way I normally claim colonies as it is rare you have alot of full RGOs waiting to emmigrate.

Social programs have no direct effect on emmigration. AFAIT, militancy is the greatest determinate in whether they go to your colonies or another country after it has been determined they will emmigrate.
 

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valisk said:
I've been thinking that when building a colonial outpost a small (1000) national culture pop should also be created there to represent the people needed to run the province and their families etc.


that would be a good thing:

clerics for a mission post
soldiers for a fort
clerks for a trade post
laborers (or maybe craftsmen?) for a coaling station
 

unmerged(10564)

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What actions do you recommend taking on solving the problem of immigration? I played also as Prussia and made almost 90% of my labourer workforce to clerks and craftsmen and still I have regions with almost no population due to immigration rates of more than 10%.

Any ways how to decrease this? :wacko:
 

swilhelm73

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kokomo said:
What actions do you recommend taking on solving the problem of immigration? I played also as Prussia and made almost 90% of my labourer workforce to clerks and craftsmen and still I have regions with almost no population due to immigration rates of more than 10%.

Any ways how to decrease this? :wacko:

Lower militancy and give them jobs faster.

In my Prussia game pretty much all my craftsmen went away (how exactly I don't know) because I was working mostly on colonization.
 

unmerged(10564)

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swilhelm73 said:
Lower militancy and give them jobs faster.

In my Prussia game pretty much all my craftsmen went away (how exactly I don't know) because I was working mostly on colonization.

I've industrialized all of West Prussia and most of the other territories and still there are zones with -10%.

I have also increased literacy to a maximum and added minimum wages.
 

Aquitaine

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How did you do this? I just did a whole game as Prussia and could not make any social reforms the whole time, except for the one-shot Bismarckian ones which cost five times as much money as I ever had.
 

unmerged(13384)

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In my experiance with Prussia, if i dont build factories right off all my craftsmen move to berlin and merge into those. At one point int 1855 I had over 4.5 million citizens in Berlin and no craftsmen in any other state besides the ones who had jobs at the start.

Interestingly during a recent campaign as Belgium, I had a lot of social reforms and a great economy. My African colonies were Congo and kenya. After the Irish potatoe famine to my surprise Kenya and Congo had majority IRISH populations. Whats even wierder is that every single one of those pops were soldiers. Its hillarious when the mighty Belgian millitary is made up of native quality Irishmen :rofl:
 

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I had a very nice experience with Yebuti. I got to grant it statehood very soon after I claimed it due to a bunch of clerks moving there. Even got japanese craftsmen moving there now from one of the small isles just south of mainland Japan. It's just a small pimple on Africas arse but it's still factories :)
 

unmerged(10564)

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Aquitaine said:
How did you do this? I just did a whole game as Prussia and could not make any social reforms the whole time, except for the one-shot Bismarckian ones which cost five times as much money as I ever had.
Well, I've got at least one factory of a kind and no less than 2 factories level 2 in each state or 3 factories level 1 in Prussia. Plus I've traded lots of tech with my neighbors (Sweden pays kindly for Prussian knowledge) and colonized all of Congo, Benin and Tchad in Africa and Borneo & New Guinea.

That made a positive and steady influx which allowed me to improve my social benefits!