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Stonewall

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I'm playing 1.02 USA GC and its 1854. I've been running very low taxes, maybe 25%, and have lots of exports and factories. I'm making a decent amount of money, produce everything I need at home and yet my pops are going bankrupt. Their cash reserves are dwindling and I can't seem to reverse it. I've tried subsidizing imports, even though I only import maybe 10$ per day. And not all my pops are going broke. I have soldier pops with cash reserves at 22,000 and a clerk with 0. Any thoughts??
 

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Stonewall said:
I'm playing 1.02 USA GC and its 1854. I've been running very low taxes, maybe 25%, and have lots of exports and factories. I'm making a decent amount of money, produce everything I need at home and yet my pops are going bankrupt. Their cash reserves are dwindling and I can't seem to reverse it. I've tried subsidizing imports, even though I only import maybe 10$ per day. And not all my pops are going broke. I have soldier pops with cash reserves at 22,000 and a clerk with 0. Any thoughts??

Soldiers are rich, but no one else can keep any money.

http://forum.paradoxplaza.com/forum/showthread.php?t=123166&highlight=reserve
 

DGuller

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Lower the everyday requirements for each POP. I myself fixed this problem by putting every good at 1 for rich guys, .5 for middle income, and .3 for poor folks. Solved the problem for me, but I'm not sure how balanced it is, I may have made it too easy.
 

unmerged(16133)

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soldiers are not taxed like farmers are or even clerks and officers are there is something to the rich soldiers part right there.
on the reduced demands for pops well, i have messed with it some and think if it's done it needs to be done somewhat evenly across the board, ie reduce consumption by 1/3rd across the board rounding to .05 ie a consumption of 1 would go to .65 seemed to help but the problems are in the costs of some of the items regular clothes and furniture 35 years into the game are more valuable than the luxary versions at times which has no real way of being in reality.
 

Stonewall

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Thanks for the suggestions. I loweder required goods by 1/3 and it seems to have corrected the problem.
 

TheButcher

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Does your pops have a minimum wage? I am starting to suspect the minimum wage would help them have money. Too bad I can't get rid of my lazy fairy government to test this. Hope that helps.
 

unmerged(17664)

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TheButcher said:
Does your pops have a minimum wage? I am starting to suspect the minimum wage would help them have money. Too bad I can't get rid of my lazy fairy government to test this. Hope that helps.


Hey good idea. That might help. The best suggestion i have read on these boards for this particular nuance of the game ;) Thanx :)
 

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Stonewall said:
I'm playing 1.02 USA GC and its 1854. I've been running very low taxes, maybe 25%, and have lots of exports and factories. I'm making a decent amount of money, produce everything I need at home and yet my pops are going bankrupt. Their cash reserves are dwindling and I can't seem to reverse it. I've tried subsidizing imports, even though I only import maybe 10$ per day. And not all my pops are going broke. I have soldier pops with cash reserves at 22,000 and a clerk with 0. Any thoughts??

it's the backlash of 1.02 = pop's not having any money!

I don't understand people complaining about pop merging when their nations are revolting mid game because the AI simply thinks that prohibiting clothes, glass and furniture is the cournerstone of conservatism in the early years,
 

Dinsdale

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Spruce said:
it's the backlash of 1.02 = pop's not having any money!

I don't understand people complaining about pop merging when their nations are revolting mid game because the AI simply thinks that prohibiting clothes, glass and furniture is the cournerstone of conservatism in the early years,

PoP militancy can be lowered through social reforms and democracy. These can outweigh the militancy caused through not getting goods. If anything it's just as straightforward as 1.01 to keep the population civil, provided you have reforms before a liberal revolution kicks in.

From what I've noticed, the PoP money/goods bug doesn't kick in until the second half of the game, by which time militancy can be very low and it will take time to rise.
 

OriginalRafiki

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cholthe said:
In which file do you edit this? Savegame or anything else?

Thanks.
My guess would be that he has edited the *need.txt-files located in /db/economy.

:) Rafiki
 

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Most of the time when a POP runs out of money, it is due to crime, is it not?
 

OriginalRafiki

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Mazza said:
Most of the time when a POP runs out of money, it is due to crime, is it not?
Nah, I'd think it often is caused by high taxes, high tariffs and/or high prices on stuff they need/wish to buy.

Crime does other stuff, usually.

:) Rafiki
 

Dinsdale

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rafiki said:
Nah, I'd think it often is caused by high taxes, high tariffs and/or high prices on stuff they need/wish to buy.

Crime does other stuff, usually.

:) Rafiki

There comes a point in the game though that no tax/tariff changes make any difference to PoP cash.

Anyone have an idea why soldiers/clergy don't appear to be taxed, or are paid so much? Is there a text file where values are stored for these?
 

unmerged(14180)

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I have noticed the same thing, just as a test, i money cheated heavily and put zero tax on my pops, the same thing happened. here is what i found.

Lower class pops ran out of money very quickly, could also never get everything they wanted/ sometimes get everything they needed.

Middle class pops also kept losing all of their money, bit better supplied than lower class pops for goods.

High class pops made a very good income and surplus, usually didn't have any probs getting what they wanted.

Soldier pops become rich.

Nothing else makes a diff in this areas, wage changes didn't seem to make a diff.

Again, this is on NO taxes.
 

Stonewall

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cholthe said:
In which file do you edit this? Savegame or anything else?

Thanks.

You go into the db/economy directory and edit the needs files for the pops. While reducing by 1/4 seemed to help the situation, there is no reason a low taxed max crime fighting country that has industrialized to a large degree should have middle class pops that are broke. I'm going to tinker with altering the pop income modifier and see if that helps skew things back in a more reasonable direction.


Additionally, I'm getting pops that can meet all their luxury and everyday needs, but can't afford their life sustaining requirements. Seems like their priorities are much like mine :D
 

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Dinsdale said:
PoP militancy can be lowered through social reforms and democracy. These can outweigh the militancy caused through not getting goods. If anything it's just as straightforward as 1.01 to keep the population civil, provided you have reforms before a liberal revolution kicks in.

From what I've noticed, the PoP money/goods bug doesn't kick in until the second half of the game, by which time militancy can be very low and it will take time to rise.

I know, but I want to play the conservative empire with no social reforms and a lot of uprisings,

no seriously, the game should work and that flaw has its consequences. Also the 1861 scenario seems to have the issue,

in fact, I've only noticed positive cash reserve with Belgium in the 1.02 mod, and that's not good,
 

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Spruce said:
I know, but I want to play the conservative empire with no social reforms and a lot of uprisings,
I like to play that way as well. I don't think it's possible with this problem, and with the reliance upon tariffs during the early game.

Are there any side-affects of lowering pop requirements? Does it solely affect their purchases from the "phantom" market?