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I've always had a place in my heart for Portugal, especially due to it's history in the Era of Exploration, and I've wondered just how viable a game as Portugal is, in either Ricky or RIP. What would be good strategies to build up it's (naturally) low population?
Hmm, so you want more POPs... When the Liberal Revolution starts to happen in Italian countries (and thus dissolve their alliances), you can conquer them easily, transforming their laborers and farmers into craftsmen that will migrate to your industries in Portugal. Other than that, aim for researching Medicine early on and put the "Health Care" reforms on Good at the first chance (I don't think you have to actually fund it, though).
In VIP it is possible to grant statehood to Angola and Mozambique through colonial migration and industrialise them (Portugal only acquires the non-coastal areas in the late 1880s). Since you won´t industrialise until them - all farmers must stay in their RGOs and be split regularly - the game is pretty boring until 1870-1880. But it can be done Early introduction of full healthcare helps a lot. For RP gain, convert all of the Azores pops into clergymen, and demote clergy in mainland Portugal.
On a side note, Bissau will get migration first (and can be turned into a state). Since the all of Guinea forms one state, you can conquer Guinea later from the uncivs, and those provinces will get added to your existing *state* of Guinea-Bissau. Same goes for Goa, but the Brits aren´t likely to give up the Bombay region unfortunaltey...
In order to have a more useful population you can trade bissao to england with something else (preferably attached to something else britain owns )and then get it back again. this way it becomes a state province since guinea is state to the brits. in mazambique's port amelia has the lagest portugese population. If you managa the push away some of the african minors of that province the portugese become majority in 20 years time. you might need some full citizenship though otherwise you'll have to push some portugese to migrate to port amelia from other parts of mazambique. don't do all provinces at once cause they will end up in angola or even worse goa. better trade goa with something better. Hope it helps a bit. But as a game it's really exciting.
This chart is your friend. Full Citizen European Powers get #10,000 for same religion and lower class.
My advice is to conquer Uruguay or a single province in Latin America with a level 1 RGO, build a factory, send all the non-Portuguese craftsmen to this factory, demote them laborers, overflow the RGO, assimilate them and send them abroad.
After you assimilate them than you can do whatever you want. You can send them back to Portugal (though this makes little sense as I would have kept them in their original cultures) or use them to colonize Africa and Asia.
Though the problem with this strategy is that it means a lot less effective RGOs. It's extremely overpowered to play as a full citizenship European country, keep the dozens of cultures separate and say putting 2000 of each 12 cultures onto each province (which would make you an industrial and resource powerhouse). Meaning 24,000 workers can reach the same efficiency as 120,000 of your own. At the same time your national cultures can all be employed as clerks and you'll be a technological power.
I guess that has always been a fault at how minorities are never militant enough in this game.
In fairness, you should be able to appoint minorities into factories as craftsmen in the first place. This was the age of exploitation of the worker. Factories didn't particularly care who was working >provided it wasn't women although even alot of them did that as they got paid less then men< without a full citizenship party its basically impossible to industrialize Ukraine for instance. There's to few Russian pops there and lacking the Ukrainian culture >at least in VIP< you can't jam them in. I had a list broken down a while back as to how the various citizenship policies and religious ones should have handled it. Ie. the more liberal your policy the more control in promoting non accepted pops.
In fairness, you should be able to appoint minorities into factories as craftsmen in the first place. This was the age of exploitation of the worker. Factories didn't particularly care who was working >provided it wasn't women although even alot of them did that as they got paid less then men< without a full citizenship party its basically impossible to industrialize Ukraine for instance. There's to few Russian pops there and lacking the Ukrainian culture >at least in VIP< you can't jam them in. I had a list broken down a while back as to how the various citizenship policies and religious ones should have handled it. Ie. the more liberal your policy the more control in promoting non accepted pops.
In fairness, you should be able to appoint minorities into factories as craftsmen in the first place. This was the age of exploitation of the worker. Factories didn't particularly care who was working >provided it wasn't women although even alot of them did that as they got paid less then men< without a full citizenship party its basically impossible to industrialize Ukraine for instance. There's to few Russian pops there and lacking the Ukrainian culture >at least in VIP< you can't jam them in. I had a list broken down a while back as to how the various citizenship policies and religious ones should have handled it. Ie. the more liberal your policy the more control in promoting non accepted pops.
There's no rule saying you can't alter the party files. I usually play my Reactionaries and Fascist with full citizenship on.
That's the same problem with Jingoism, the A.I. usually goes into panic and promotes everyone into soldiers or mobilizes, so each time you conquer a province, 90% of the population are soldiers. o
There's no rule saying you can't alter the party files. I usually play my Reactionaries and Fascist with full citizenship on.
That's the same problem with Jingoism, the A.I. usually goes into panic and promotes everyone into soldiers or mobilizes, so each time you conquer a province, 90% of the population are soldiers. o
There's no rule saying you can't alter the party files. I usually play my Reactionaries and Fascist with full citizenship on.
That's the same problem with Jingoism, the A.I. usually goes into panic and promotes everyone into soldiers or mobilizes, so each time you conquer a province, 90% of the population are soldiers. o
Yes, I usually go through and edit the major parties of countries that might need mass conversions of pops to soldiers or conquer provinces that will have huge soldier pops (prussia im looking at you) so that they are pro-military rather than jingoist. Shhh, dont tell any one.
So the only real advise is to build up the population? Hmm. Would it be possible to conquer land in America, as another user notes, but instead of merely assimilating those provinces, set up immigration 'outposts' there?
So the only real advise is to build up the population? Hmm. Would it be possible to conquer land in America, as another user notes, but instead of merely assimilating those provinces, set up immigration 'outposts' there?
I never said anything about assimilating the Americans. Rather, use them as assimilation ports.
Doing so, as Portugal, you could conquer Spain and turn all the Spaniards into Portuguese (with a short trip to the re-education camp/factory).
That's why Catholic Countries are the best because they can assimilate the most people in Latin America, North America and Europe.
It makes little sense to Portuguese the Iberian peninsula because your better off having the Spanish remain Spaniards (so they don't effect your RP) and use them as your lower class. But you can neverthess turn a lot of Spaniards into Portuguese and use those Portuguese to colonize Korea or Japan (and turning them into states) so you can build factories overseas in Asia and have huge Asian armies...