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High-tech solutions mean employing more of the middle class and fewer of the lower class, so anyone with a major need for employing the lower class should avoid tech.
If you can afford it, building barracks should employ a bunch as well.
Since a states max number of Subsistence Farms = State Arable Land - number of farms/ranch/plantations.
Couple things that can help:
- Avoid the labour-saving techs, since there is no point using them if you have a surplus of unemployed pops. Plus, any pop can be a labour due to it not having any profession requirements
-Get off Closed Boarders, since it means that some of your poor pops can leave their state/country. Since annoyingly the law blocks both internal and external migration.
-Once you are off closed boarders, toss down a promote greener grass campaign on your northern states (or overseas colonies with empty land) since getting unemployed pops to move those states and go onto subsistence farms is better then them sitting unemployed. Remember to build some industry if there are available pops to work it
-Law enforcement, since the institution helps reduce the impact of turmoil
-Poor laws, if you have the money and keep it at level 1. Since they will at least not be starving and would have a slightly better education access and literacy rates. Plus it reduces their political power.
- Keep an eye on urbanization levels, since you get 1 urban center per every 100. So if I have the choice between building a factory in a state that triggers a new urban center (employ 5K people) vs one that does not, it could make sense to build the factory to get the additional urban center. Normally I never look at this, but if you are dealing with bad unemployment every little bit helps
- Work on getting off traditionalism and to a better taxation system to get more money to fund more construction.
-Fishing/Logging due to their 8W min build time, since you can build multiple of them in the time it takes to build a factory. Mines are the next fastest
10W for fishing/whaling/logging (whaling is good now). 20W for mines, 30W for all factories.
Just checked building stuff in London as GB.
The base time are
- logging/fishing/whaling 8 weeks
- Mines 16 Weeks
- Factories 24 weeks
What makes construction slower is if the building is not getting the full 20 building points, or if the state has turmoil/state traits that reduce construction efficiency.
Main thing is that logging/fishing spam can be a good way to get a lot of jobs quickly, especially if you have a market to export to that will demand the wood/hardwood/fish/whales.
Really? You need 200 construction points for fishing/logging/whaling. 400 for mines, 600 for factories. Did you check with the latest patch?
https://steamcommunity.com/sharedfiles/filedetails/?id=3098023883
It would be 10 Weeks for a logging camp if the max per week was 20, but since it is 25 then it is 8 weeks.
Though due to some construction efficiency (due to positive bureaucracy) it is using 24.6 construction points to generate 25 construction.