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Irioth

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By now, I own all of the games from CK-DV to HoI2-Arma. As it concerns Vicky/Ricky, in comparison to the other games, I find it very fine, except for one feature that is seriously turning me off vs. it, namely the need to manage the conversion between POP-types manually, province-by-province. I relish the job of industrializing my country by building RGOs, railroads, and factories, but the bean-counter taedium of managing the change between farmers and clerks and worry how many craftsmen and soldiers are needed in every province and whatnot drives me seriosuly nuts with sheer boredom, exp. since you do not need to do anything like it in EUIII or HoI2. Is there ANY way to have the game manage this on its own, so I only have to handle demographic changes occasionally ?

I will try anything, from console commands to Mods to scripted events.
 

OHgamer

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scripting events would be your only solution.

the convert_pop command could be used to convert x% of pops in a state from farmers/labourers to craftsmen/clerks based on specific criteria set in the trigger.

Note though that this converts a % of pop groups, not raw numbers, so if a state has 20 pop groups, and you write an event that converts 10% of the state's pops to x, it will convert 2 groups, though they might be the 2 largest groups (and thus result in more than 10% of the raw population converted) or the 2 smallest (resulting in much less than 10% raw pop converted).
 

Irioth

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Well, it's a letdown. Anyway, thanks for the event command hint. Now, I've checked those commands, and I've noticed add_pop_type exists, too. I suppose some combo of POP conversion and addition for craftsmean and clerks might fill those factories. Writing a couple events is not an hurdle as micro-managing POP conversions all the time.

However, I've not yet got the gist of it. Let's suppose I build one factory per type in Berlin, 16-17 once Machine Parts and Freedom of Trade get unlocked. How many craftsmen and clerks should I convert/create with those two commands in order to fill them ?
 

OHgamer

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each level of a factory requires 5 pop groups, with the optimal balance being 3 pops craftsmen to 2 pops clerks

so 3x17 = 51 craftsmen POPs and 2x17 = 34 clerk pops needed to fill 16 level-one factories.
 

Irioth

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OHgamer said:
each level of a factory requires 5 pop groups, with the optimal balance being 3 pops craftsmen to 2 pops clerks

so 3x17 = 51 craftsmen POPs and 2x17 = 34 clerk pops needed to fill 16 level-one factories.

I see. Heartfelt thanks for the advice. Now, I suppose I gotta do some experiments with convert POP and add POP commands in events to find the right mix (I suppose the same rate 1 level/5 POP applies to RGOs as well, we don't want to leave those fields and mines totally untended). I also suppose some soldier POPs should be added, so you can kill the mobilization pool (to protect your precious craftsmen and clerks) with no ill effects. Some capitalists POPs are necessary, too, but IIRC they work state-wide, so I suppose 2-3 capis per state are sufficient.

Aristos, I dunno if they work province-wide or state-wide, but I do remember they improve like capis, but only on agricultural RGOs. Officers, they add leadership, but do they provide manpower like soldiers, too, or not ? Priests they are rather useless, even more so than aristos (unless you want to keep a strong political base to conservative parties), if you have enough clerks and you are not a despotic government. Me, I would always switch to constitutional monarchy, best form of government IMO.

clamp2004 said:
The best thing you can do though is to overbuilt your factories....

that way you can have equal amounts of craftsmen and clerks working in them

What do you mean by overbuilding ?
 

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clamp2004 said:
The best thing you can do though is to overbuilt your factories....

that way you can have equal amounts of craftsmen and clerks working in them

This you have to explain. :confused:
 

clamp2004

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If you overexpand your factories you can have the same amount of clerks and craftsmen in them

For example if your factory can contain 10 workers, then the clerk-craftsman ratio is 4:6, even if you have 5 clerks and 6 craftsmen. However if your factory is level 3 (eg. can contain 15 workers) then you can put in 5 clerks and 5 craftsmen, boosting the efficiency of the factory.

The number of clerks allowed in a factory is more limited than the allowed craftsmen. The number of craftsmen allowed in a factory is not limited by any other factor than the factory size.
 

unmerged(37660)

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clamp2004 said:
For example if your factory can contain 10 workers, then the clerk-craftsman ratio is 4:6, even if you have 5 clerks and 6 craftsmen. However if your factory is level 3 (eg. can contain 15 workers) then you can put in 5 clerks and 5 craftsmen, boosting the efficiency of the factory.

No need to overbuild any factory to get equal numbers of craftsmen and clerks. In a level one factory you can have 2 craftsmen and 2 clerks. There..done..and equal.

Hammer
 

Gen. Skobelev

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CiCHammer said:
No need to overbuild any factory to get equal numbers of craftsmen and clerks. In a level one factory you can have 2 craftsmen and 2 clerks. There..done..and equal.

Hammer

And full very soon. I rather prefer the overlarge factories so I can keep 1:1 ratio no matter how many POPs are in the state.
 

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notger.heinz said:
But isn't the consensus that 3:2 is the best ratio?
Or is 3:2 only the best ratio for five free spaces?
It would obviously be most optimal to have only clerks. The 3:2 ratio is the maximum allowed for a full factory.



I'm still not sure how you manage to get 1:1 ratio though, if I empty a multilevel factory completely then add the workers one by one manually again, the game will still not in general allow a 1:1 ratio, no matter how many empty levels are left. What am I missing? :confused:
 

Gen. Skobelev

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beowulf said:
It would obviously be most optimal to have only clerks. The 3:2 ratio is the maximum allowed for a full factory.



I'm still not sure how you manage to get 1:1 ratio though, if I empty a multilevel factory completely then add the workers one by one manually again, the game will still not in general allow a 1:1 ratio, no matter how many empty levels are left. What am I missing? :confused:


Hmm could this be changed somewhere along the ridein a patch? I seem to recall that it was indeed possible to get 1:1 ratio with large enough factory. Increasing factory level allowed putting more clerks there without adding single craftsman.
 

unmerged(37660)

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The game will permit a 1:1 ratio while a factory is undergoing expansion. So if you have a level 2 factory that you are upgrading to level 3, you can place 5 clerks and 5 craftsmen in it. The game seems to recognize that the factory is allowed up to 6 clerks for being a level 3 (which it actually isn't yet)

Hammer
 

unmerged(27576)

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Aside from scripting you can manage pops better now by splitting. From a large 70-100k pop (that you convert into factory workers before splitting) you can get like 5 separate pops, enough for a whole factory. Convert some clerks like this and you have 10 pops, 5 craftsmen / 5 clerks.

Pops only get large enough to split (use ledger to find large ones) every couple years (i think its like 20-40 depending on healthcare/tech, not including assimilation from immigration).
 

JoeGiavani

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As an aside, it's possible to get a factory with only clerks in, if there are clerks and a load of labourers, and the labourers then merge with other POPs, you'll be left with a factory full of clerks.