Victoria 3

Victoria 3

View Stats:
Darthclimo Nov 2, 2022 @ 1:58pm
Qualifications and Social Mobility
I just upgraded one of my Urban Center's Production Methods to Gas Streetlights. Ignoring Laborers, the Increased Employment was Engineers: +500. My question is this:

Where do those Engineers come from? Are they promoted from a lower Class or Strata? Let's say we have, for argument's sake, 1.000 Peasants. Of those 1,000 will 500 Peasants enter the Workforce to replace the 500 that replace the 500 that replace the 500 (and so on) that are promoted to Engineers? Or am I fundamentally misunderstanding how this mechanic actually works?
< >
Showing 1-14 of 14 comments
SIX Nov 3, 2022 @ 2:59am 
My understanding is that it is unemployed to whatever is open and then whatever back to unemployed when you downsize on a ratio base on education access standard of living etc
Oaks Nov 3, 2022 @ 3:06am 
This part of the game should be a bit more transparent I feel.
For the lower strata jobs like laborer, I've noticed usually my peasant population goes down as I creat new laborer jobs, so that's pulling from peasants.

Higher up, I find it harder to tell. I think it pulls some jobs from one place to your new factory if the pay is better.

As for social mobility, I see no indication of how many of one job type will be able to move up takes higher rank one.
Ango1eiro Nov 3, 2022 @ 3:50am 
I had to runs (Brazil and Scandinavia) and despite of huge difference in literacy I didn't notice much difference in qualifications and social mobility during industrialisation. POPs were just taking any jobs.
archonsod Nov 3, 2022 @ 4:08am 
It's something to do with the qualifications, but it's somewhat opaque about how they work. What it looks like is that there's a certain number of 'qualifications' generated per pop and when a new job is generated, pops who qualify will move over assuming it pays more than their current job. Otherwise you'll get problems like '150 pops who qualify for engineers are currently working in the fruit plantations' because the fruit plantation pays more despite not having any 'engineer' vacancies. It's not clear what controls those qualifications though; the University suggests it provides a boost (since it claims to provide +50% qualifications) and the tutorial suggests pops gain experience for a given job by working at it, so I suspect it's some kind of tier system - Labourers can promote to Machinists, Machinists can promote to engineers and so forth.
Pops will also migrate internally if there's job vacancies open. No idea if migration appeal plays any part in that - the tutorial suggests it does, experience suggests otherwise.
Darthclimo Nov 3, 2022 @ 5:58am 
Thanks for not clearing anything up, guys! 😂 It’s reassuring that I’m not the only one dealing with the opaqueness. Let’s try this another way: Is there ever a time that a job WON’T be filled BECAUSE the population isn’t educated? There is a way—hidden as it is—to check “pop promotions: it’ll say Clerks +27, Shopkeepers +45, etc. I wonder if that rate coincides or correlates with the rate pops are being employed at buildings? I wonder if say 50 new Engineers are being produced weekly, that 50 Engineers will fill up the building aforementioned. If those Engineers move from another engineering job there will still be a -50 deficit of engineers. I imagine that pops are logically promoted as in a Peasant can’t pronto into an Engineer.

I’m immensely enjoying the game, but the way in which it communicates information to the user leaves a LOT to be desired.
Prown Nov 3, 2022 @ 6:10am 
In Vic 2 it mattered as to what pop types were unemployed, and what was needed for what, as it took a while for pops to promote, or demote, to different positions. They also made it so that it was possible to actually tell who was unemployed as well, something that Vic 3 Hides as much as possible, and then lumps all unemployed into a big group, making it impossible to tell anyway what kind of unemployed you have.

Luckily, or perhaps because of the lack of unemployment ledgers, None of this matters. While you do need certain worker types, they get qualified so fast to their relevant stations that it makes near no difference.

Basically it's a carry over from Vic 2, but they implemented it so poorly that they had to circumvent the mechanic almost entirely because there is no way to actually affect all of these worker types, other than just mindlessly throwing up some universities in your states and calling it a day.
Last edited by Prown; Nov 3, 2022 @ 6:11am
Orange Brutus Nov 3, 2022 @ 6:24am 
On this same note, I'd love to know how to get people to stop "being fired" from buildings the second a good isn't making very good money. Is there a way?

It seems like market fluctuations just keep firing and hiring people so my radicals just continuously go up.
MtvYoloSwag Nov 3, 2022 @ 6:28am 
What does it take to get a peasant to join the workforce?
Mine seem to stay stagnant, while the trickling in amount of unemployed are immediately put to work so for example it stays ~20m peasants, 0-150k unemployed, 12m+ employed.
Prown Nov 3, 2022 @ 6:28am 
Originally posted by Orange Brutus:
On this same note, I'd love to know how to get people to stop "being fired" from buildings the second a good isn't making very good money. Is there a way?

It seems like market fluctuations just keep firing and hiring people so my radicals just continuously go up.

Subsidies are the only way i can think of, the factory will only employ if it's profitable, if it's not, it's up to the government to fit the bill instead.
Prown Nov 3, 2022 @ 6:29am 
Originally posted by MtvYoloSwag:
What does it take to get a peasant to join the workforce?
Mine seem to stay stagnant, while the trickling in amount of unemployed are immediately put to work so for example it stays ~20m peasants, 0-150k unemployed, 12m+ employed.

I may be wrong, but i think the game priorities unemployed before peasants, since the peasants are still self sufficient. even if that means getting unemployed from other states to come work instead.

If you really want your peasants out of their land, you could flood the arable land with farms... but I'm not sure you WANT unemployed over peasants
Last edited by Prown; Nov 3, 2022 @ 6:31am
MtvYoloSwag Nov 3, 2022 @ 6:30am 
Originally posted by Orange Brutus:
On this same note, I'd love to know how to get people to stop "being fired" from buildings the second a good isn't making very good money. Is there a way?

It seems like market fluctuations just keep firing and hiring people so my radicals just continuously go up.
I'm pretty sure subsidizing prevents that, might get expensive though depending on your income.
MtvYoloSwag Nov 3, 2022 @ 6:31am 
Originally posted by Prown:
Originally posted by MtvYoloSwag:
What does it take to get a peasant to join the workforce?
Mine seem to stay stagnant, while the trickling in amount of unemployed are immediately put to work so for example it stays ~20m peasants, 0-150k unemployed, 12m+ employed.

I may be wrong, but i think the game priorities unemployed before peasants, since the peasants are still self sufficient. even if that means getting unemployed from other states to come work instead.
That makes sense, I have millions in one region unemployed so I too prefer them to move over and work before my peasants. Thanks!
Fruchtkompot Nov 3, 2022 @ 6:37am 
They are not always there I for one find myself offen lacking capitalists and aristocrates.
*s*t*a*r*s* Nov 3, 2022 @ 6:51am 
Originally posted by MtvYoloSwag:
Originally posted by Orange Brutus:
On this same note, I'd love to know how to get people to stop "being fired" from buildings the second a good isn't making very good money. Is there a way?

It seems like market fluctuations just keep firing and hiring people so my radicals just continuously go up.
I'm pretty sure subsidizing prevents that, might get expensive though depending on your income.

You're correct.
< >
Showing 1-14 of 14 comments
Per page: 1530 50

Date Posted: Nov 2, 2022 @ 1:58pm
Posts: 14