where can i get the unlimited patch?
and how fast do pops move aproxametely to provinces they r nedded in???
and how fast do pops move aproxametely to provinces they r nedded in???
Dumb question, but are you sure they're the right kind of POPs? Unemployed Clerks won't go to RGOs. Only farmers and laborers will.Polenpaule said:600-700 pops migrating is far to less, i have provinces with about 60 unemployed POP´s and then there are provinces with 1 POP and a lvl 4 RGO. In my opinion migration of unemployed should be based on a percantage of the unemloyed POP´s in a province, the more unemployed POP´s the bigger the migration.
Memnon said:Dumb question, but are you sure they're the right kind of POPs? Unemployed Clerks won't go to RGOs. Only farmers and laborers will.
Shh... it took me a long time to master this technique, lets not get it taken away.DGuller said:No, he's quite right, the migration rate from a single province is capped at about 1100 a month, which can be extremely low amount for a Chinese province. I think that the whole POPs should migrate all at once, otherwise there is potential for arbitrage, when you can split one big POP into many tiny POPs and get much more out of them due to non-linearity of POP output.
King Tiger said:Best way to get migration to the plain states.....
Build factory/factorys...start out with just one for simpistiy sake
convert 3 native pops to craftmens
covert 2 of your yankee pops to clerks(preferablely large pops back east assuming your playing US,but works for any nation)
*edit* make sure this 2 clerks are unemployed
make sure that the plain states are the only unfill factory
the clerks will migriate to that state....once they reach a reasonable size convert them back to farmer/laborers....rinse and repeat
I think that the whole POPs should migrate all at once, otherwise there is potential for arbitrage, when you can split one big POP into many tiny POPs and get much more out of them due to non-linearity of POP output.
DGuller said:Just how much more micromanagement does this game need? I think the purpose of POPs was to be a population unit, not be a stack of humans held together. I think that the current immigration model undermines this greatly, and the last thing I want to do is split the POPs to optimize output. Taken to the extreme, you would want to split every POP down to the size of 100.
Gwalcmai said:The problem with shifting the max pop size (AFAIK, the "spawn threshold" is the max pop size, I don't think it makes sense otherwise) down is remaking the whole pop setup for every country in the game. For some reason, I don't think Paradox would want to do that.![]()
Agreed. Much game-balance is predicated on having POP sizes cross various thresholds at predictable times and either increasing production at home or triggering migration. Changing the thresholds will require changing the setup if the similar result is desired.Gwalcmai said:The problem with shifting the max pop size (AFAIK, the "spawn threshold" is the max pop size, I don't think it makes sense otherwise) down is remaking the whole pop setup for every country in the game. For some reason, I don't think Paradox would want to do that.![]()