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I always try to max out fishing before I worry about farms, but I trust the investment pool build queue to keep me out of trouble a lot more than everyone else here does.
Since buildings pay a building wage, which then is modified by profession.
Peasants have a wage weight of 0.2 and only consume 10% of their needs in state consumption (e.g. the remaining 90% they made themselves). From memory they only exists if you have Subsistence buildings.
Labours (which anyone can become) have a wage weight of 1. They also have an easier time promoting into Farmers/Machinists/Clerks.
So if the building paid a base wage of 10, a labour would make 10, a peasant would make 2. Machinists/Clerks would be 15 due to their 1.5 wage weight.
Really early game building quicker to build buildings like logging camps can be a good idea to quickly shift pops into more productive jobs. Mines would be the next fastest, with factories tending to take the longest. Both of which help make your construction goods cheaper for your building industry.
Farms/plantations/ranches are also fairly quick to build, though keep in mind that if your replacing a Subsistence Rice Paddies those buildings employ 2x the peasants of the other Subsistence buildings. Fishing buildings are also quick to build while having shopkeeper/capitalists as owners, but you do need ships as inputs.
You also want to avoid activating labour saving techs if you have a ton of pops. Since having excess labours is more useful then having them be unemployed or peasants.
Now I have been told the only thing you mainly worry about is producing things that aid in your construction and industrialize. By focusing on industrializing such a iron mines rather than livestock farms I can make more money off mines which can offset the cost of importing meat? Is that correct? Just build the big industries to make money and import the other stuff?
I'm generally more in favor of using that early agricultural investment fund to maintain a steady increase of jobs and income using it, allowing more construction used earlier. As long as you keep a majority proportion of your production toward construction goods, unis, industry, etc., it will likely benefit more than hurt.
Really you should be doing both. Since food is a major expense for pops, but you also want to develop industry, especially anything that helps you to produce construction. Since more construction capacity = more buildings and snowballing.
Note though for Fish/Meat/Grain/Fruit/Groceries that they all fill the basic food need and pops will substitute on for the other to an extent.
As an example, increasing supply of fish --> lower price of fish --> pops shift demand away from Grain/Meat/Fruit
The whole do not build farms thing is likely more around the edge case of you have states that have 0 unemployed pops. Then building non farms would pull pops out of subsistence farms and reduce the number of aristocrats over time. This was more something that happened more at launch but 1.2 had a rebalance in arable land
“Worldwide rebalancing of Arable Land, with land generally reduced in Europe/Asia and generally increased in the Americas”
This was also before the Homesteading law existed, which destroys landowner clout due to replacing some of the aristocrat owners with farmers.