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Walle76

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... or when will the craftsmen be socialists?

I play Sweden/Scandinavia and are playing a rocking game. Preussia is almost only a memory and russia has soon no coast. Mare nostrum - baltic sea, as I say...

My problem is that the shithoals to liberals just are limited citizenship. When will they understand that it is nice to put germans, russians, balts etc. in factories?

Or- is there any chance that I can get the nice little socalist party in charge without 100% taxes (witch anyway is impossible with lassiez faire).

I WANT TO BUILD FACTORIES AND MAKE PEOPLE CRAFTMEN.
 
May 29, 2007
702
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After 1875-1880, putting conservative pops out of work by closing RGOs and Factories will turn them socialist. Hold elections and do the job 2 days before term. Of course, this IS a real micromanagement hell ...
On the other side, if you go for warmongering, you do not really need to rely on immigration for boosting your economy - and so there is no real need for democracy (besides perhaps the nice MIL bonus if PLU raises); i would therefore advice staying with constitutional monarchy so you can choose your party. Keep in mind that each party change results in +1 MIL for every pop: try to use elections as often as possible. If you need more pops, conquer some ruskies or germans and force-migrate them by promoting craftsmen in factoryless states on one hand, and ensuring free slots in homelands on the other.

Have fun,

qwerkus
 

Walle76

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Hm...

... But If I warmongering, I do need full citizenship- not for immigrants, but for making people to craftmen and clerks...

Hm. So it isn´t a catastroph to give the power to the socialists once or twice? I did it for 10-15 years ago, before an election to industrialize pommern and Holstein,but now I need it again. Im in the 80:ies and the liberals are still racists...

Standings: Liberal party 57%, Conservative 32% and Unionsocialisterna 17%.

How angry will the people be? I have really low militance in the kingdom. Few militant POP:s (commies, reactionarys, anarco-liberals).
 

olorin42

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What you do as a CON MON is one day before an election, appoint a full citizenship party. THen with the game paused, promote all the non-national pops you want since you have a full citizenship party. While you are at, if the party also is a state capitalism party (a good idea if available), you can then build NEW factories where you need them. Just make sure you have the money, iron, and concreate plus machine parts (and anything else needed) to build the factories if you want a lot). Now the next day, the election carries the party your pops want back into power. You get a +1 Militancy hit for appointing a party. If militancy is an issue, just put one division in each province to get the -0.20 mililitancy per year. You should easily be able to do this every 3-4 years and never let militancy get worse than the initial +1 from where you start. Also, if you plan well, you should need to do this much less frequently. Note, make suire the election is not on the 1st of the month. Bad idea to have one of the fringe parties in power at the start of the month - that will change you from a con mon if the wrong party is in power (reactionary, AnarchoLib for example). Best way is to call the election on the 3rd of a month and then on the 2nd, appoint a party. No risk that way.
 
May 29, 2007
702
1
Yup. Olorin42 is right; the 2-days-before-election power switch combined with massive promotion and factories building can prove a real efficient management technique. As of your MIL question:

1- Check out the ledger, on pop screen to find out how militant your pops are. Garrison critical aeras, and it wont be a prob. You can use rebells (units that appear when one of your prov is occupied by the ennemy, and rebells) as garrisoning units, to lower the costs. This MIL change that appear while hovering the pops screen is shown in MIL points / year, eg -0.02 = -0.02 MIL over a year. Do the math to guess how long it will take them to 'forget' your political manipulations. In my example, it would take them 50 years ! With military presence, cooling time is shortened to 4.25 years, as we get a -0.20 bonus.

2- There are two strategies: the maniacal one and the practical one; on one side, if you want to spare valuable lives, you can check out MIL every few days and adjust your garrisons accordingly. This is for small to medium countries. On the other side, one could think that revolts are not really a problem in a very vaste empire, since a few kills wont cripple your all economy. You can garrison your homelands, because of the national pops bonuses, and post some 3-div cuirassiers corps around to mat the unfaithful rebells. And once it gets really extreme, your PLU should be high enough to switch to democracy and cool down the whole country.
 
Last edited:

Walle76

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Back to the beginning...

... Anyone know if/when the unionliberals goes full citizenship? Or does another libera party join the scen?

In 1903 and my culture level is around 23 so I think that the materialistic base for anti-racism schould be there.