Quick Questions - Quick Answers

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Revolution 11

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How can I find out which of my states has the most peasants in it?
If you go to the GDP (or maybe markets) map mode, I think, it will show you the total peasants in each state as well as unemployed Pops when you zoom in on the map. You might also be able to customize the outliner to show this information, not sure on that.
 

Oglesby

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Why are AI Countries able to conquer Decentralized states? In my savegame, it happened twice... they start a little colony, then ware and i cannot colonize anymore :(
When colonizing, tension can increase which allows the decentralized state to start a war against the colonizer. In that war the colonizer can add conquer state as war goals.
 
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agathorn

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In one of my states ALL buildings have just gone to 0 everything. 0 wages, meaning 0 workers, and thus 0 production. So why did the wages go to 0? Even if I subsidize the building, wages stay at 0. The state has plenty of infrastructure.

1666818776146.png
 

Pluckey

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Any reason why AI US seems to not get that much migration?
Or why AI Russia's population growth is so slow (generally like 0.2% a year) compared to France or Britain which are much higher? Or even East India company is higher.
 
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PtY

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Yes. I think it is in the diplomatic lens, you get a small box with all the flags of the countries that have an interest in a given region.
Where? I can't find it in any of the tabs under the diplomatic lens. I also can't find any info when I lock the strategic regions view with the diplomatic lens open.
 

Darsara

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Why does Sinai have a State Trait that improves Dye Plantations, yet Dye Plantation's can't be built there? Unless I'm missing something, the trait does nothing & never can do anything. According to the game files, the only agriculture it can support is ranches.
From the same area, any idea why Dongola as the Sahara Desert trait, but not the Nile River trait? Shouldn't that extend at least that far?
 
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agathorn

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In one of my states ALL buildings have just gone to 0 everything. 0 wages, meaning 0 workers, and thus 0 production. So why did the wages go to 0? Even if I subsidize the building, wages stay at 0. The state has plenty of infrastructure.

View attachment 896023
So I realized that I was building new buildings all over the place and I simply don't h ave the population to staff them! I literally have a nationwide unemployment rate of 0 so that's my problem.
 
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Germanicus_Caesar

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I like the game but more questions:
Is there a cooldown time on diplo plays between nations?
For naval invasion, I had 3 flotillas, they had none, similar size army yet my invasion failed every time. Do I simply need more ships? (Even though they have none)
I suddenly started losing a ton of money after building buildings I thought would employ and satisfy my pops, what’s the rub?
Also, radicals are stacking up, is there any screen that shows me exactly which pop group is radical and how to reverse that?
Finally, what is the most efficient way of improving SOL for a specific pop group?
 
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Carrierguy

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If I build a building that needs a certain qualification and my pops don't have it will they eventually work the building or must I increase my literacy level before they get the qualifications.

I am just starting to build railways for Transportation. I know I need 40 Transportation. Is there a way to see how much as single Railway will provide without putting the building in the production list.
 

T.j. Arnold

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As the Cape Colony, in my game only Food buildings ever show up as predicting to be profitable, so I'm not sure what to build.

Also after a few years from the start date, only my new colony with 1k dudes is being listed as the only place any building is expected to be profitable, but after building something there the new factory ends up losing money immediately...

I'm completely unsure how to grow since Importing anything is useless, with the UK always taking the majority of things I need imported, and the building profit prediction seems broken.
 
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Kabsef

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As the Cape Colony, in my game only Food buildings ever show up as predicting to be profitable, so I'm not sure what to build.

Also after a few years from the start date, only my new colony with 1k dudes is being listed as the only place any building is expected to be profitable, but after building something there the new factory ends up losing money immediately...

I'm completely unsure how to grow since Importing anything is useless, with the UK always taking the majority of things I need imported, and the building profit prediction seems broken.
I've found so far that the building predicted profitability tooltip is the most useless thing in the world and should be ignored at all times. I don't think a single building I have built/levelled up in my first (tutorial) game as Chile so far has ever once indicated it would be profitable - and yet almost every single one of them is and the couple that aren't still go through intermittent periods of profitability.
Instead I've found it is much more effective to simply use your own judgement as to what you think would make a profitable building (e.g 'this good is really expensive in the market, I should attempt to produce it'). A lot of the time I do end up with buildings which are initially unprofitable, but I'm able to make them profitable by switching around production methods in other buildings to cheapen the input good costs etc, or increase demand for the unprofitable good by seeing if it can be used in other buildings' production methods or exporting it and so on. I sometimes find myself pre-empting demand as well by building initially unprofitable buildings (like a paper mill) which I know will become profitable once my next building finishes which needs that good (e.g the bureaucracy producing building, I forget its name).
Not all of this is applicable if you are in the British Market of course, as that provides you with an incredible amount of goods at your disposal by default as I understand. I haven't played as a nation in that market myself, but from what I see the general strategy appears to be to invest heavily into buildings that produce whatever is in high demand in the British market - and you don't need to waste time & money diversifying out your buildings and producing most everything you need like I've been attempting with Chile because the market is already providing a lot for you.

TL;DR: Ignore the predicted profitability. I have never seen it be a useful metric thus far - I was actually considering making a thread about it. The only times I have ever seen it be useful is when changing production methods - it sometimes gets that right.
 
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