Victoria 3

Victoria 3

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Factories not hiring?
Is this a glitch? I upgraded a factory from like 10 to 30 is making like 50k but is not hiring anyone despite having qualifications and sufficient pops. I only fixed it by subsidizing it for a day and then removing it so it ended up hiring normally. However, if I had laissez-faire, it'd be screwed.
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Showing 1-13 of 13 comments
Ango1eiro Dec 20, 2023 @ 8:57pm 
Anything besides interventionism is screwed this patch unfortunately.
runekiller Dec 21, 2023 @ 3:50pm 
Faced almost the same thing too, but I noticed It's because the cost of the input products are too expensive. If it doesn't profitable it might have hiring issue.
Butterlord Dec 21, 2023 @ 5:09pm 
you are over producing in the province so it can't hire, also its not really worth it to scale your buildings like in 1.4 and throughput isn't as strong too. its all about mapi now
Vercingetorix Dec 21, 2023 @ 5:17pm 
Originally posted by Butterlord:
you are over producing in the province so it can't hire, also its not really worth it to scale your buildings like in 1.4 and throughput isn't as strong too. its all about mapi now

How can you "overproduce"? As long as the factory is profitable and I have the pops with qualifications, it should hire.
Butterlord Dec 21, 2023 @ 6:11pm 
you are producing so much that you are lowering the local price, which in turn makes the factory unprofitable.
Vercingetorix Dec 21, 2023 @ 6:33pm 
Originally posted by Butterlord:
you are producing so much that you are lowering the local price, which in turn makes the factory unprofitable.

Price was high, that's why I was building the factory up so much. And that state had lots of unemployment. It was still profitable when it was trying to hire. The tooltip said that hiring any more would reduce productivity to 0, which made no sense.
Butterlord Dec 21, 2023 @ 7:23pm 
yeah but high market price does not equal high local price. basically you have to increase your mapi or demand in the provence to raise the local price.
Vercingetorix Dec 21, 2023 @ 7:43pm 
It was high in that state too. The point is it was still profitable, yet not hiring.
IRONHIDE114 Dec 21, 2023 @ 8:00pm 
i find out that you need to build them more closely for example you have steel factory in prague but your iron is mined in east galicia they would have hard time to use that iron so steel would not hire more workers ... at least this is working for me solution is building everything everywhere or build industry logicaly so it would create more demand in certain states
Ango1eiro Dec 21, 2023 @ 9:08pm 
Though building consumtion and production in the same state is the way to go current patch, it is not always a solution for the hiring problem. I had factories with #1 productivity in the world struggling to hire staff with enough qualifications and potential employees.
TheCollector Dec 22, 2023 @ 5:50am 
Originally posted by Vercingetorix:
Is this a glitch? I upgraded a factory from like 10 to 30 is making like 50k but is not hiring anyone despite having qualifications and sufficient pops. I only fixed it by subsidizing it for a day and then removing it so it ended up hiring normally. However, if I had laissez-faire, it'd be screwed.

The algorithm to hire workers is a complex theme and it got worse with the latetest updates. (We don't know if it works as intended or if it is bugged). There are some interesting threads on reddit about this topic, too.

In general the game will try to hire up to 10% of the total worker capacity per week. Your factory has size 30, so (depending on production methods) 10% may be up to 15K workers, adding demand of input goods and production of output goods for ca 3.9 factories (3 factories + 30% throughput). The game calculates the expected change in local market prices for this increase in demand and supply. Both the increased (local) demand for input goods and the increased (over)supply with output goods will change (local) prices to the disadvantage of the factory's revenue, especially since these changes in prices apply to the whole factory production and not only the newly added production. Reduced revenue will lower the wages of workers (which may affect SoL and demand of some consumer goods.) If the expected revenue of the factory or the calculated wages drop too much, the game won't hire workers or will only hire a small number of workers.

You can try to build up more (local) production of input goods and more (local) demand for output goods to keep the factory profitable.
You can use trade routes to (temporarely) increase supply with input goods and demand for output goods to make the factory more profitable.

See https://vic3.paradoxwikis.com/Market for how market prices are calculated.
Centipede Dec 23, 2023 @ 6:36am 
I've seen some issues with not hiring when I have a small population and it's hard to nudge them to work in a different workplace. The main struggle is when you want to introduce power plants under laissez faire and they are initially unproductive but to create demand you need to make other industries less productive first, so many headaches to get the grid going.

If you click on the building, there's a tab called workforce which will break down their average wages and the recruitment attempts, perhaps if you look around you will get more insight on what the hiring obstacles are.

One last tip, with a small population if you introduce mechanized production methods to other factories, while it may lower productivity slightly in the short term it will free up many laborers who can disperse to other sectors of industry and increase the overall GDP.

EDIT btw, I'm just playing the tutorial (after multiples campaigns on my own) and it mentions this warning, if you haven't seen it:
'But before you go and expand all your buildings, remember that there is a cost to expanding buildings and not all buildings are suitable for expansion. You will learn more about how to identify suitable candidates for expansion in upcoming tutorial challenges. For now, expanding agricultural buildings is a safe bet'
Last edited by Centipede; Dec 23, 2023 @ 7:04am
TheCollector Dec 23, 2023 @ 6:15pm 
Agricultural buildings = farms, plantations
These share the free agricultural land with subsistence farms. If you build a new farm, the subsistance farms on that land are removed and the homeless people have to find a new job, so it is much easier to have them join your farms and factories.
Downside is that under most laws agricultural buildings contribute less than factories to the investment pool and the owners are usually conservative aristocrats who will be strengthend and then likely block your progressive reforms.
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Date Posted: Dec 20, 2023 @ 6:48pm
Posts: 13