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Peter Ebbesen

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The other is understanding the indirect effects of what's going on - as you say - the unintended consequences - where altering one lever somewhere effects a factor, which affects something else in the model that you didn't think of before.
Only one thing to say here: read all tooltips and remember. There is so much information ready at one's fingertips in the population screen* if one has the patience to look and once one has learned the basic principles one seldom needs to look again except when POPs start acting in unexpected ways.

* and elsewhere, but central to understanding V2 is POPs, so that's where one should begin if one seeks understanding.
 

Xcapos

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Main source of clerks are craftsmen and they need 2 things to promote to clerks: money and a high literacy rate. Two things most nations lack at the beginning, the first because of the imbalanced craftsmen needs (which is easily fixed). Best thing you can do is use the NF to promote craftsmen (and not clerks). The 2 other sources are bureaucrats and clergymen but for them to promote to clerks you will need to lower their respective sliders which is not something you really want to do at the beginning of the game. So yes, it will take time to create a big population of clerks.

This chart is really helpfull: http://forum.paradoxplaza.com/forum/showthread.php?t=491404