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Its quite impressive how terrible the system is.
To avoid radicals under the unemployed, you should boost your social sector. That will help a lot. But to do this, you need a high income. This can be done by a better tax-system (% pop taxes).
Other way to lower you radicals are lower taxes in general. But this is only possible on wealthy countys. Look early in the game for good and stable custom unions. This will help a lot.
Last thing is to look at your pop types. And if they got discrimiated. you can hold it this way, But you shouldnt do any migration. A homogen society is the goal here.
If you have a multi-ethno state, than you need as fast as possible "mutliculturism".
Many buildings also like to make their employee numbers a sinewave, which turns these buildings into a radicalism factory
For now you can try using this mod that fixes this issue
https://steamcommunity.com/sharedfiles/filedetails/?id=2884120444&searchtext=fire+me
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- selecting to fast laws
-> didn't prepare for some laws (so they don't radical themselves at -10)
-> to many laws back to back without giving the political partys time to
recover from it
-> didn't use my Authority to push the "enemys" political power down to
around 5% - 8%
-> get as fast as u can the law for "poverty help" or how it is called in eng,
it's
most of the time a game changer for radical power, same with "secret
service" (or how it is called in eng) in the "office for internal affairs"
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- selecting new tech for all my industrie together, so u need less workers
-> make it a few each year or in citys or buildings where u don't have max
labour u don't need it till u got labour problems. If u have like 80% from
100% labour in that biulding, than build it otherwise u just kicked them
out and made radicals of them
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- give your radicals time to stop beeing radicals (who could have thought about that)
-> don't make any new laws
-> only change tech that will "change" the workfoce or loose workforce in
small bits around your Land
-> research important Tech as fast as possible that will reduce workforce
and apply it to newly, from the ground up, constructed buildings (where
people didn't work till then)
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- different tips for some playstyles
-> if u WANT to colonize go "multiculture law" otherwise u will get majoy
problems later on with "outcast cultures" in your nation who will go
radical
-> if u DON'T colonize go "migration controll law" otherwise same
problem as the top
-> Same with "Religon Law" as the 2 above
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after i respected most of the tips, i got like 98 million people living in my state (prussia) at around 1900. around 10mill radicals (changing living standard cause of war or unhappy parties with small political influence) and around 4-5 min loyal people.
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It's easier to get Radicals than Loyalist, since a lot of aspects (around 6-8?) make them radicals and only 2 make them Loyalist.
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For a tipp if u have huge radicals cause of living standart problems even with a living standard from around 15 (min. 9-10) look at the Peoples TAB on the left side, since that "living standard from 15" is just an Average in your Country and NOT the "ALL are on 15"
Some parts of your people can have problems (less work, to high regional prices (not markt prices there are 2 kinds of prices in your Country), was a war place were fights happend and so on)
Hope that helped a bit :)
So they don't go only radical cause they lost the job (will fix it when they get a new job), they go radical since u kicked them out while they were shareholders of that comp.
A other problem is, when your pops aren't educated enough to get the better positions u turned that jobplace into. (-workfoce, + engineer for example) If they can turn into that and stay in that "factory" they won't go radicals
Yeah I've slowly come to this realization too, plus I'm also seeing that(and I may be incorrect/partially correct) trying to get the peasants employed in RGO buildings can alleviate some of the SoL radicalization.