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halby

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aselia has 80,000 oromo (nationality) farmers with 100% employment (and no promotion/demotion going on i might add)
50,000 amhara farmers with 100% employment

tehre is room in the RGO for 150,000 workers, so why is it only employing 50,000? I assume descrimination against amhara nationality, but that makes little sense, as as an ottoman colony, the primary and accepted culture is turkish...

what screen in the game shows this descrimination? is it in a tooltip somewhere?
is there anything i can do about it? My first reaction, to avoid a revolt, is to encourage soldiers, get these ppl to stop being farmers, if the RGO wont hire them. :) but it's right around 1870 wehre the colonization of africa rush has just started and i need all my national focus to colonise.
 

halby

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and in a neighboring province there are 100,000 farmers out of work for presumably the same reason, but weirder, of the 50,000 amhara farmers, only about 80% are employed... that RGO is at 17% employment, what the heck!

maybe the goods they are producing (coffee and grain) just don't have enough of a market to support additional workers?
 

Abefar

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Yes if the RGO cant sell its products due to lack of demand its not making any money thus not being able to pay salaries to its workers, so it will start laying off workers until it can sustain it self.
 

halby

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so, colonies usually start out mostly farmers, but with all of the sexy +farming techs, they can produce all the goods it's possible to sell using only some fraction of the population... you can't make factories in colonies, therefor no laborers... you can only have 4% clergy, farmers can't really promote to beaurocrats (ignoring NF), can't really be craftsmen in the late game, cuz again, the efficiency of farming,mining, and factories means we get everything we need thru factory production or importation...
Soldiers gets a -3% chance due to being a colony..

So in a rich opulent society, colonial farmers are pretty much guaranteed to be unemployed, and unable to promote or demote to any other POP... obviously you can use NFs to alleviate this, but there are much more pressing needs for NF.

I suppose if i set my tariffs super high, my colonials might become craftsmen and artisans at a slow rate... but is that a good thing? wouldn't it be better to have super happy country full of rich people, and poor unemployed colonies, than a slow trickle of craftsmen from your colonies that produce goods you could have bought cheaply from elsewhere, or produced cheaply from factories anyway? :p


This seems to say that a 50,000 POP colony will be exactly as beneficial to the realm in terms of $ and goods as a 1mil pop colony, but the 50,000 POP colony will be happy, while the 1mil pop colony will be a sad panda.
This is the opposite of what I expected, it seemed from uninformed assumption that conquering a sexy populous city like cairo or alexandria would be superior to conquering some backwater hunk of desert, but in the end, the desert is better.

Am I missing something?
 

halby

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OK i checked this across all of my colonies that produce grain... all colonies with > 50,000 pop give me exactly 163$, the higher the pop beyond that point, the higher the MIL... So I guess that answers that, try not to grab provinces with > 50,000 population :)
 

newtype0083

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I assume you are talking about the Coffee RGOs in Ethiopia. Once the later RGO efficiency techs/inventions kick in, Coffee supply far exceeds demand. There isn't enough POPs in the world to buy the coffee from your efficient Coffee Plantations. Therefore, all the unemployment as the POPs cannot make enough money selling coffee at $0.05 a ton.
 

falloutboy14

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Perhaps there should be a means in increase consumption as goods become more available. Or give provinces a back-up product to produce. If the world has too much coffee. It can change to spices or another good.
 

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Except that the point of the mechanic is to fire workers so they will immigrate to somewhere with work or change professions. You can industrialize like crazy if you unemploy people in your states.

It doesn't work as well when it comes to colonies; the POPs don't move around that much and tend to just be unemployed. I wish they would flock to my states and get factory jobs.
 

bram51

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Also you have tecnhology that decreases amount of land used.

For exmaple you decreas the needed amount of farmland with tec. So your rgo can't be filled with less farmland.

Lessfarm land = less people working on farm.

From these kidns of land you must breed your armies.
 

Black_Shade

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Coffee and tobacco are bugged, and currently producing ~10x what they should be. If you look at the production files it becomes pretty obvious because they have a different format than every other RGO good in the list and that someone made a typo. Been reported for a long time but paradox apparently doesn't want to fix it, so I just manually do it everytime I apply a new patch. Just start the game as the Netherlands- check out Java unemployment on coffee plantations-or the US for tobacco plantations and you'll see how obvious the bugs are.
 

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Coffee and tobacco are bugged, and currently producing ~10x what they should be. If you look at the production files it becomes pretty obvious because they have a different format than every other RGO good in the list and that someone made a typo.

What do you mean?
Code:
coal_mine = {
	template = RGO_template_labourers
	output_goods = coal 
	value = 4.1
	mine = yes
}

[B]coffee_plantation[/B] = {
	template = RGO_template_farmers
	output_goods = coffee 
	value = 2.1
	farm = yes
}

cotton_plantation = {
	template = RGO_template_farmers
	output_goods = cotton 
	value = 4.0
	farm = yes
}

dye_plantation = {
	template = RGO_template_farmers
	output_goods = dye 
	value = 1.0
	farm = yes
}

Seems to be in the same format/range etc. to me.
 

bram51

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Just watch your RGO.


You'll see an -xxx % of tec.

There is just fewer farmland to tec. Thats why they aren't filled.

You can ee it yourself. You don't need to be a pro. Just read!
 

An Elder Thing

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I have seen RGO collapse with oil in that oil is not in high demand and when a resource gets replaced the workers rapidly turn into craftsman until the RGO is only partially full and can produce enough to make ends meet.
 

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What do you mean?
Code:
coal_mine = {
	template = RGO_template_labourers
	output_goods = coal 
	value = 4.1
	mine = yes
}

[B]coffee_plantation[/B] = {
	template = RGO_template_farmers
	output_goods = coffee 
	value = 2.1
	farm = yes
}

cotton_plantation = {
	template = RGO_template_farmers
	output_goods = cotton 
	value = 4.0
	farm = yes
}

dye_plantation = {
	template = RGO_template_farmers
	output_goods = dye 
	value = 1.0
	farm = yes
}

Seems to be in the same format/range etc. to me.

Ahh, it was changed in the beta patch a week ago. Starting with patch 1.2, coffee and tobacco entrees as something like 15, they were the only items in the RGO section that weren't in decimal format and production was far too high. But one of the changes in the 26 sept. patch was coffee and tobacco production, glad it finally got fixed!
 

docfrance

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The best way to deal with RGO unemployment is by building more factories. This works in two ways: first, the factories drive up the demand for RGO goods; second, unemployed RGO workers will convert to craftsmen very quickly.

So start building factories! RGO unemployment is a good thing for industrialization.
 

Biges

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The best way to deal with RGO unemployment is by building more factories. This works in two ways: first, the factories drive up the demand for RGO goods; second, unemployed RGO workers will convert to craftsmen very quickly.

So start building factories! RGO unemployment is a good thing for industrialization.

How do I get unemployed labourers/farmers to migrate and become craftsmen in some of my empty factories? I play Netherlands and even managed to convert one Asian province in state, so I have factories there.
Should I put craftsmen NF to the unemployed provinces? Increase/decrease poor taxes? Too bad RGO goods can't be changed :(
 

Naselus

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Thread Necros make the baby Jesus cry.

It's pretty much impossible to get a colonial POP to leave a colony if it has under 60% unemployment.
 

Biges

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Baby Jesus does not concern me, I'm atheist (OK, I'll make a new thread next time.)

Anyway, thanks for the answer. And if the unemployment is 100 %? Damned, I had been forced to enact unemployment subsidies, now these lazy asses won't move :-/