Polycrates
Emperor
- Joined
- Dec 15, 2006
- Messages
- 1,288
Granted reforms in American/Oceanic countries (particularly voter reforms) have a massive impact on which country a pop decides to migrate TO (once they've already decided to migrate), but I'm not sure it has any direct effect on European emigration rate - except to the extent that granting reforms reduces existing issues-based dissatisfaction, reduces mil/con, and the effects of social reforms may alleviate the causes of pop anger.I haven't played much recently and don't have the last expansion, but I thought that granted reforms (or the lack thereof) had a greater impact on immigration than the rate of taxation.
Emigration is more about getting needs, high mil/con and unemployment. And people in colonies will basically never emigrate. Worldwide migration is pretty much tiny until about 1860-1870 anyway.
I generally do all-clergy or a mix of clergy/capitalist promotion early on if I'm trying to get some factories. Administrative efficiency can be buffed cheaply via sliders early on, and I like picking up the occasional tech that boosts AE instead of encouraging bureaucrats. Only exception is if I'm the US or have other colonial regions I want to become full state.
If your literacy is low, you are going to struggle to get enough capitalists and craftsmen to make your factories worthwhile, so I'd focus on RGOs. It's generally a good idea to pick up the RGO techs, because it smooths out the world economy, greatly boosts your tax income because the RGOs will generate more goods, and the upgrades shrink the size of your RGOs, which will eventually force more people into the factories.
I totally agree with this advice
Anyway @grandad1982, because of all that, I think that unless you're a Great Power, going for increased RGO efficiency and more tax/tariffs are the way to go economically in the early game. Everyone hates on high tariffs, but if your country has most/all of the life needs goods (wool/fish/beef/wheat/fruit) then they won't annoy people that much (especially when you're boosting RGO output), and they can nicely recoup all the "excess happiness" of your aristocrats and all the government-funded workers (so you can put your sliders higher). Your artisans are screwed if they want to work with imported goods, but hey they're screwed anyway. Let them work with local goods or go work in a mine! Incidentally it seems like there's a worldwide fruit shortage in the early game in HoD so if you haven't got any (and I'm pretty sure Sweden doesn't) your pops likely won't be getting their needs met anyway. I'm not sure how quickly Sweden gets sphered, but that will kill your tariff income anyway so enjoy it while it lasts!
Likewise, tax efficiency is so low early-game (even with the tech) that it won't be having that much of an impact on unhappiness - and with low early-game mil/con that unhappiness shouldn't be translating to much emigration. So I wouldn't be afraid of brutalising your people a bit early on with maxed-out sliders, to build up a nice war chest for some infrastructure. And pissing off your farmers is a good way of getting people into factories or a uniform. Pissing off artisans is a great way of getting them into the clergy or bureaucracy.
I just don't think investing heavily in factories/capitalists is really worth the heartache in the really early game unless you're a GP - the margins are so fine, and the supply/demand are so fragile unless you've got a nice captive sphere. Better to focus on RGOs, I think (especially since Sweden is unlikely to have full RGOs?).
On the other hand, I just had a look at Sweden and holy moly, Svealand is like the perfect early-game region for factories in HoD - it has awesome synergies for throughput bonuses and it's flat enough for good early rail bonuses. I would build a furniture, glass and liquor factory there and nothing else (maybe paper, but *don't* be tempted by a lumber mill or a steel mill just yet). Turn off subsidies and hopefully the diversity will be enough that your workers can flow between them as markets wax and wane.
So yeah, I reckon early focus on clergy, max out your sliders, go Ideological Thought/Freedom of Trade/Idealism/Medicine then tax/RGO/rail tech, then factory boosters. Then start lowering taxes/tariffs (starting with rich taxes) just enough to encourage industry. With State Cap, I would be inclined to spend money on factories and let capitalists build rail rather than vice versa. I don't know how Sweden would do at this, but carving out a bit of unclaimed North Africa (I'm thinking Tunis) for some fruit could be worthwhile too.
I would also be a bit wary about trying to become a GP too early - it's a dangerous distraction from building up your economic fundamentals, but especially with the crises in HoD, you will NOT have the manpower to get dragged into the endless pissing contests over Thessalonica and Poland.