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Orm

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Acacia said:
:headdesk:

I was saying that I'd hate to have to be the one to choose which peasants get to become clerks and then capitalists.

Lighten up, I was making a joke. My response wasn't to your post. Dark Scipio said perhaps it should be harder to turn farmers to capitalists, to which I said it's impossible as it is. Also note the use of ;) .
 

Dark Scipio

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MTJ said:
Each POP represents four people.


How can a factory require a half million workers? :confused:
It's a bit odd to see 90% of your population being Clerks and Soldiers, especially when all my Grandparents were farmers (and were most others in this part of the coutnry)

Another flaw of the POP system.

And the progress of turning peasants into capitalists should be harder. ;)

Perhaps a start would be: No autopromotion of capitalists.
 

OHgamer

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MTJ said:
Each POP represents four people.


How can a factory require a half million workers? :confused:
It's a bit odd to see 90% of your population being Clerks and Soldiers, especially when all my Grandparents were farmers (and were most others in this part of the coutnry)

Keep in mind a "factory" in Victoria does not represent one factory per se but the presence of the entire industry in a given state. So an Automobile factory in Michigan would represent the entire auto industry building cars in Michigan, not just a sinlge Ford factory.

That being said, the number of workers is definitely too much for almost any industry at the state level for this (or indeed any) period. However, for sake of greater simplicity in POP management, the largest POP unit is 99,999 POPs. A pop cap limit of 10,000 would of course be more realistic in terms of number of workers in an industry at the state level, but would of course also mean managing even larger numbers of POP groups, which many players would likely find daunting and too much micromanagement (though me personally it's not an issue) unless there were indeed some form of auto-promotion feature that players could access.
 

truth is life

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I always envisioned a POP auto-promotion being pretty much just that--the POPs would promote themselves when they got enough money and consumer goods. Of course, some jobs couldn't be auto-promoted into--only rather small numbers of people decide to become soldiers, for example, so the only way to get more soldier POPs would be to promote more soldiers--but most jobs could be accessed by POPs in this way.

Furthermore, I envisioned the cost of autopromotion being on a sliding scale. A farmer, for example, might need only access to life and everyday goods and an open job slot in the state (or perhaps country) before becoming a craftsman, but a clerk becoming a capitalist would need to have all needs fulfilled and have a substantial amount of cash. The difficulty a POP faces in autopromoting might even be modified by other factors, such as literacy. It would be easy for a craftsman to become a clerk in Britain or Germany, but very difficult in China or Bolivia.

This would, I think, make industrial development slower and more realistic. Instead of building a bunch of factories way out in the middle of nowhere and instantly turning a bunch of peasants into factory workers, you'd have to slowly build up your economy to allow your peasants to migrate to cities and become craftsmen and clerks. You'd have to make tough tradeoffs in the budget; do I have high tariffs to balance my budget (knowing that it slows POP development) or do I cut back on military spending, for example.
 

unmerged(106891)

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Jul 8, 2008
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Perhaps the player would set quotas for the number of soldier POPs they would pay for, and the POPs see if they want to join the armed forces. If they were anti-military then they wouldn't join. Jinogistic they would instantly. Perhaps other factors like if you've been declaring war a lot could affect this also.

This is turning into a second wishlist thread! :rofl: