Victoria 3

Victoria 3

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Jay50 Nov 14, 2023 @ 2:35pm
Factories not hiring as Morocco
Hey all,

playing as Morocco, my factories are barely hiring anyone. Some only a maximum of a few hundreds, and few others maybe 2000 to 3000. In all factories the demand of the produced goods is very high and the supply of goods needed is also very high, thus the factories are making profit.

I let the game run to 1842, but factories are still barely hiring.

Looking around the world map, other nations do not seem to be having this problem. Morocco starts out with very low literacy, could this be the reason?
Last edited by Jay50; Nov 14, 2023 @ 2:36pm
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Showing 1-15 of 18 comments
McPepos Nov 14, 2023 @ 2:36pm 
Same with Paraguay, must be a bug with hiring
Jay50 Nov 14, 2023 @ 2:43pm 
I just checked paraguay (played by the ai) in my game and they seems to be hiring. The factories aren't full, but that's because there a shortage of free peasants.
n'bow Nov 14, 2023 @ 2:53pm 
This bug for Peru too
Urk_da_WAAAGH! Nov 14, 2023 @ 3:00pm 
Definitely a bug, my factories aren't hiring either.
Jay50 Nov 14, 2023 @ 3:10pm 
Read somewhere on the paradox forum this has something to do with job satisfaction: pops are happy with their job in the subsistence farms/manufacturers and don't want to work in a factory. This is fair enough, but the ui does a rather poor job of explaining this imo.
McPepos Nov 14, 2023 @ 3:13pm 
The problem is even starting buildings with laborers start to tank and lose them to subsistence ones, wich I HIGHLY doubt it's intended. Something related to job satisfaction and subsitence is not working properly as even with free labour, full subsidies and what otherwise would be a very productive well paying building is not hiring
Kelgran Nov 14, 2023 @ 4:54pm 
Well guys, i dont know about americas countrys (cause i usualy play on china and russia) but this moment that your building cant hire workes is usualy cause of traditionalism (it was in 1,5 and when i first saw this ♥♥♥♥ it was frustruating) i think it cause like you you have a lot of serf peasants and they cant change job/profession so building can hire only workers who have freedom (etc medium class) but they wont work on this small payment (but it only my thoughts)
So try to change traditionalism on something alse and check if this work
Jay50 Nov 14, 2023 @ 11:27pm 
Thanks! Will try that sometime.
Urk_da_WAAAGH! Nov 15, 2023 @ 2:12am 
Originally posted by Kelgran:
Well guys, i dont know about americas countrys (cause i usualy play on china and russia) but this moment that your building cant hire workes is usualy cause of traditionalism (it was in 1,5 and when i first saw this ♥♥♥♥ it was frustruating) i think it cause like you you have a lot of serf peasants and they cant change job/profession so building can hire only workers who have freedom (etc medium class) but they wont work on this small payment (but it only my thoughts)
So try to change traditionalism on something alse and check if this work

that's not it, something weird is going on with job satisfaction
Jay50 Nov 15, 2023 @ 2:18am 
Could be serfdom as well maybe? This nakes more sense historically as it meant that peasants were tied to the land, and thus not able to work in factories.
Urk_da_WAAAGH! Nov 15, 2023 @ 3:21am 
Originally posted by Jay50:
Could be serfdom as well maybe? This nakes more sense historically as it meant that peasants were tied to the land, and thus not able to work in factories.

Brazil doesn't have serfdom and the issue persist even after abolishing slavery, as i said, something is off with job satisfaction as they prefer subsistence farms to laborers with 4x the salaries.
Last edited by Urk_da_WAAAGH!; Nov 15, 2023 @ 3:51am
Arquin Nov 15, 2023 @ 4:21am 
Its the new job seekers function. You dont have enough people to fill all jobs and/or the new factory is not good enough to attract new workers. Pops basically have their own desires now.

From reddit (PDXdev) :
"Jobseekers are simply pops who are interested in taking another job if a better one comes along. Prior to this change, all pops were considered to be "Jobseekers". It acts as a filter to the employment mechanics, such that pops that already feel they're doing well in their current position won't be evaluated for every single position as Peasant or Laborer that might be coming up. In the future it will also be used to inform Migration and other mechanics, but for now it's mostly done for performance reasons.

We have exposed this metric in certain interfaces because we believed it was a more consistently useful metric for "how useful would it be to expand buildings in this state". The new value means something a bit different and takes some getting used to, but we also recognize that there are many use cases where it's more currently more meaningful to be able to see Unemployed and/or Peasants, like before. To this end we're going to add a switch (very soon!) to allow you to decide which of these factors you'd like to see, because it depends heavily on your situation (do you want to ensure the building gets filled? do you want to ensure there are jobs for your unemployed pops? do you want to get peasants off their subsistence farms?).

We're also making a lot of tweaks to the computation in the near future, to alter some factors and add a few missing ones (such as dividends).
"

Since the UI information is unapproachable, they're changing it soon. But the way you're supposed to approach industries and market goods now is to consider the fact that most pops are not satisfied with their current wages and jobs and want better ones. Think about what it means in terms of jobs. If a state has 10k jobseekers, those can be laborers, unemployed, pissed off aristocrats or peasants. They're more likely to switch away from their current jobs. Obviously, the mechanic is slightly bugged atm as it doesn't consider pop wealth from dividends.
Last edited by Arquin; Nov 15, 2023 @ 4:29am
Arquin Nov 15, 2023 @ 4:29am 
Originally posted by Arquin:
Its the new job seekers function. You dont have enough people to fill all jobs and/or the new factory is not good enough to attract new workers. Pops basically have their own desires now.

From reddit (PDXdev) :
"Jobseekers are simply pops who are interested in taking another job if a better one comes along. Prior to this change, all pops were considered to be "Jobseekers". It acts as a filter to the employment mechanics, such that pops that already feel they're doing well in their current position won't be evaluated for every single position as Peasant or Laborer that might be coming up. In the future it will also be used to inform Migration and other mechanics, but for now it's mostly done for performance reasons.

We have exposed this metric in certain interfaces because we believed it was a more consistently useful metric for "how useful would it be to expand buildings in this state". The new value means something a bit different and takes some getting used to, but we also recognize that there are many use cases where it's more currently more meaningful to be able to see Unemployed and/or Peasants, like before. To this end we're going to add a switch (very soon!) to allow you to decide which of these factors you'd like to see, because it depends heavily on your situation (do you want to ensure the building gets filled? do you want to ensure there are jobs for your unemployed pops? do you want to get peasants off their subsistence farms?).

We're also making a lot of tweaks to the computation in the near future, to alter some factors and add a few missing ones (such as dividends).
"

Since the UI information is unapproachable, they're changing it soon. But the way you're supposed to approach industries and market goods now is to consider the fact that most pops are not satisfied with their current wages and jobs and want better ones. Think about what it means in terms of jobs. If a state has 10k jobseekers, those can be laborers, unemployed, pissed off aristocrats or peasants. You might want to build a high-end industrial area in that state so they have the ability to get a promotion. They're more likely to switch away from their current jobs or migrate also. Obviously, the mechanic is slightly bugged atm as it doesn't consider pop wealth from dividends.
Urk_da_WAAAGH! Nov 15, 2023 @ 5:00am 
Originally posted by Arquin:
Its the new job seekers function. You dont have enough people to fill all jobs and/or the new factory is not good enough to attract new workers. Pops basically have their own desires now.

From reddit (PDXdev) :
"Jobseekers are simply pops who are interested in taking another job if a better one comes along. Prior to this change, all pops were considered to be "Jobseekers". It acts as a filter to the employment mechanics, such that pops that already feel they're doing well in their current position won't be evaluated for every single position as Peasant or Laborer that might be coming up. In the future it will also be used to inform Migration and other mechanics, but for now it's mostly done for performance reasons.

We have exposed this metric in certain interfaces because we believed it was a more consistently useful metric for "how useful would it be to expand buildings in this state". The new value means something a bit different and takes some getting used to, but we also recognize that there are many use cases where it's more currently more meaningful to be able to see Unemployed and/or Peasants, like before. To this end we're going to add a switch (very soon!) to allow you to decide which of these factors you'd like to see, because it depends heavily on your situation (do you want to ensure the building gets filled? do you want to ensure there are jobs for your unemployed pops? do you want to get peasants off their subsistence farms?).

We're also making a lot of tweaks to the computation in the near future, to alter some factors and add a few missing ones (such as dividends).
"

Since the UI information is unapproachable, they're changing it soon. But the way you're supposed to approach industries and market goods now is to consider the fact that most pops are not satisfied with their current wages and jobs and want better ones. Think about what it means in terms of jobs. If a state has 10k jobseekers, those can be laborers, unemployed, pissed off aristocrats or peasants. They're more likely to switch away from their current jobs. Obviously, the mechanic is slightly bugged atm as it doesn't consider pop wealth from dividends.

Well, that confirms what I said, something is ♥♥♥♥♥♥ up with job satisfaction may it be intended or not.

Having 8k laborer positions open with 4x the salary not being enough to attract peasants from subsistence farms is the definition of something not working as it should.
Jay50 Nov 15, 2023 @ 7:25am 
Thanks for the explanation arquin. So at this moment there is no way to tell how many people are unsatisfied with their current job?

And what can be done by the player to increase the chances of people becoming factory laborers?
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Date Posted: Nov 14, 2023 @ 2:35pm
Posts: 18