Victoria 3

Victoria 3

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Rake007 Nov 26, 2023 @ 7:20am
How do I decrease the unemployment in Japan
Hey guys, I am new to Vic 3, and I decided to try Japan, since it seemed fun and chalangeing. But in all my games I run into one same problem. To reform Japan, I need industrialists and inteligencia, so I build industry, and switch ownership of all my businesses to capitalists if possible and affordable. Unfortunately I can't seem to create enough jobs for my lower class pops( literały, almost all states have lik 0.5-1.5 mill unemployment), which means their living standards drop, and they radicalize, which causes a lot of problem later, and makes my economy tank. Can someone tell my what is the most efficient way of giving them jobs? Or other ways to keep my eco grow? If you want more details please ask. Thank you.
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Showing 1-6 of 6 comments
Scheneighnay Nov 26, 2023 @ 7:27am 
Make sure your industries are profitable enough to hire, and try to keep production methods simple, as those demand the highest volume of unskilled labor.
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.
Last edited by Scheneighnay; Nov 26, 2023 @ 7:30am
teron Nov 26, 2023 @ 8:11am 
One thing to keep in mind is that area of the world has rice Subsistence farms which employ 2x the number of peasants (9500 vs 4750). This means when you build farms/ranches/plantations it removes arable land which remove Subsistence farms. Which if those Subsistence farms were fully employed means a bunch of unemployed people, since the newer farm/ranch/plantation employs less people then a rice Subsistence farm. This is less an issue for the other substance buildings since their employment levels are closer to the buildings you are replacing them with

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
Last edited by teron; Nov 26, 2023 @ 8:12am
darkestkhan Nov 27, 2023 @ 7:38am 
Originally posted by teron:
One thing to keep in mind is that area of the world has rice Subsistence farms which employ 2x the number of peasants (9500 vs 4750). This means when you build farms/ranches/plantations it removes arable land which remove Subsistence farms. Which if those Subsistence farms were fully employed means a bunch of unemployed people, since the newer farm/ranch/plantation employs less people then a rice Subsistence farm. This is less an issue for the other substance buildings since their employment levels are closer to the buildings you are replacing them with

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.
Last edited by darkestkhan; Nov 27, 2023 @ 7:38am
teron Nov 27, 2023 @ 8:54am 
Originally posted by darkestkhan:
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.
darkestkhan Nov 27, 2023 @ 1:25pm 
Originally posted by teron:
Originally posted by darkestkhan:
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?
teron Nov 27, 2023 @ 2:03pm 
Latest patch screenshot with no mods. Flipped to a state in Ireland with the last project not getting full construction points, hence longer.

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.
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Date Posted: Nov 26, 2023 @ 7:20am
Posts: 6