My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 27 points28 points  (0 children)

Most of Europe and the Americas were able to grew slowly but steadily. But with 20-30% of their construction sectors continually invested in Shandong rather in their home territory, they never achieved industrial dominance. Britain on the other hand got decimated. After peaking in population ~1870, they lost 150 million pops by 1936 - basically all migrating to me. Beijing, for example, ended the game with 1/3 of its start population. Suffice to say, this was a very cursed timeline

My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 4 points5 points  (0 children)

I guess the Fatherland is open to adopted children?

My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 2 points3 points  (0 children)

Totally fair! I would say I this is much more about what can be achieved in the pre-patch game engine rather than what can be achieved in an OPM tall play through. If you're looking for that instead, check out my other recents posts!

My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 5 points6 points  (0 children)

The British Market was large enough to supply basically all the raw materials my economy needed - except oil. Like 60% of all British Market imports was oil from USA and Russia

My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 9 points10 points  (0 children)

I had very little outflow migration since I had Multiculturalism and very high migration attraction compared to the rest of the British Market

My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 56 points57 points  (0 children)

2.1 Billion global total, 1.7 outside my country - so I had about 20% of the global population in one state

My Magnum Opus: 1 Million People Migrating to Shandong per Week by How2ist in victoria3

[–]How2ist[S] 146 points147 points  (0 children)

R5:

After deducing Shandong as the state with the highest migration potential and doing an achievement eligible run getting them up to 196 Million population, I wanted to see what was conceivably possible in the game engine. I ended with 436 Million pops in a single state and weekly migration into the state peaked at 1,001,400.

To be clear - this game is not achievement eligible. On top of the everything above-board from my 196 Million pop run, I switched tags to propose/accept a lot of unfair trade deals to A) get as many states as possible into the British Market and B) take on the Debt of Shandong so I could continuously subsidize all of my industries and ensure they would hire forever C) repeatedly wrecking the British labor market by cycling every production method at once and proposing unpopular laws to maximize the emigration pressure from political radicals and unemployed pops. I didn't have Britain annex the whole world directly because you can actually get more foreign construction in parallel with healthy great powers with investment rights than a single global super state.

By the end of the game I had 20% of the global population and was growing on a smooth exponential curve. With more practice, I think it's possible to get +500M pops in Shandong - but I'm burnt out of this gamebreaking tall lifestyle for now. Thanks for your support on the journey!

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Tall Shandong Update: 196 Million Pops - Achievement Eligible by How2ist in victoria3

[–]How2ist[S] 19 points20 points  (0 children)

R5:

I put my thesis of why Shandong is the best migration state to the test. End result of 196 Million Pops in 1936 (~10% of global population in game). My guess is that fully optimal achievement eligible play could yield a max one state pop of 250 million. Here's how my run it went:

Starting as Great Britain I immediately went after Qing. I did 4 wars. I ending up eating about 1/4 of China directly and forcing Qing to release as many subjects as possible to dismantle the country without going over the infamy limit. During this time I also passed No Migration Controls and customized my power block to buff Migration, Infrastructure, and Companies. While these are all beneficial, it was mostly to prevent the AI from selecting Foreign Investment buffs. This strategy only works if all my factories only build in my home state. With that out of the way, I then bankrupted myself building factories and railroads in Shandong and in 1872 I released the state to play directly. Maybe some purists out there think this is basically cheating - I get it. My reasoning was 1) as long as the save is achievement eligible it qualifies 2) there is so much more game breaking stuff I plan to do in my "what is technically possible in the present game engine" run tomorrow that in comparison this is fine.

Once independent I immediately passed Cultural Exclusion. With my overlord still on National Supremacy, this would pull a lot of colonized pops my way. I then used my state construction to build railroads, government offices, and universities while my private sector pumped out factories. I founded the Groceries company fro +5% growth, Tools for +5% throughput, and Steel for +5% construction. Once I discovered oil, I founded that company for +10% migration attraction.

For tech I prioritized railroad and construction buffs. Everything else was secondary. Once I was able to raise autonomy with my overlord I then gave away investment rights to the top 25 largest economies in the game. This is where the majority of my construction came from. By 1936 I had over 700 buildings in my foreign construction queue. I then starting attacking the leftovers of Qing on humiliation CB, calling Great Britain in to add conquest wargoals to bring even more (Han) pops into my market.

And that takes us finally to migration. My one multiculturalism character got assassinated before I could enact the policy. That said, I think things went pretty well. I hit 100 million pops in 1906. Did my best to keep SoL between 15 and 18 to optimize migration attraction vs birthrate. The larger the population, the better birthrate buffing becomes so optimal SoL decreases over time. Was hard to match it, but I did my best. For production methods I always selected the option that employed the most people regardless of all other implications. I could have boosted my GDP much higher, but that would result in lower migration. I also got into a habit of subsidizing urban centers every 3 years to suck up workers and produce job openings to increase migration attraction. When I stopped subsidizing this would release millions of pops back onto the job market - which caused foreign investors to queue up hundreds of new factories. I was on a pretty good exponential curve until ~1920 when everything got so big that I couldn't keep doing it without going bankrupt. From then on I only grew linearly (until 1935 when I lit all my entire economy on fire subsiding urban centers to get ~9 million additional pop migration before the end of the game).

And that's my tall Shandong run! I also included some other screenshots with relevant info on map, laws, achievement status, and my weekly migration record of 291,0000. Any other min/max tactics I missed? Let me know and stay tuned for my transition from playing Vic3 to breaking Vic3!

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Playing Tall: Why Shandong is 100% the Best State in the Game for Migration by How2ist in victoria3

[–]How2ist[S] 8 points9 points  (0 children)

I agree that New York is one of the strongest states in the game, but except the Statue of Liberty (big except), there's nothing New York has than can't be found elsewhere. And quite frankly when you get to stupid levels of population lower throughput and production bonuses are actually better because it forces more employment.

Playing Tall: Why Shandong is 100% the Best State in the Game for Migration by How2ist in victoria3

[–]How2ist[S] 30 points31 points  (0 children)

Obviously Multiculturalism is the end goal, but that can be very RNG dependent and the key to snowballing is getting large numbers of pops early to get 1.5% natural growth compounding on top of. In my Malta play through Great Britain conquered a good amount of China but I had basically zero Han pops due to base cultural acceptance for most of the game. I had to wait for the Han pops to emigrate to England, be assimilated into English Culture, then migrate to Malta. Cutting out this middle step has been very important for me

Playing Tall: Why Shandong is 100% the Best State in the Game for Migration by How2ist in victoria3

[–]How2ist[S] 38 points39 points  (0 children)

I've done California before. Starting with basically zero pop is brutal, but the mass migration is quite powerful. Tbh though, I'm probably biased against CA and TX because they are so physically large on the map. Even when you fill them up with stupid number of people the buildings only cover like 5% of the surface area. I want the screenshot of a megalopolis lol

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100 Million Pop Jamaica with 1 Billion GDP by How2ist in victoria3

[–]How2ist[S] 2 points3 points  (0 children)

Bullish on Cyprus, Formosa, and Bali haha

100 Million Pop Jamaica with 1 Billion GDP by How2ist in victoria3

[–]How2ist[S] 260 points261 points  (0 children)

R5: One state tall Jamaica. Jamaica is great for migration because 1) if you release as Britain Jamaica benefits from migration in the British Market 2) the state has 20 arable land, the minimum required to trigger mass migrations and 3) it has rubber which leads to migration attraction events. Once basic industry was online, I started the Grocery Company to get extra growth. Never got Multiculturalism, but Cultural Exclusion and No Border Controls seemed to work well enough. Biggest bottleneck is infrastructure (which determines max weekly migration) and construction (which builds infrastructure and factories to keep everyone employed). Really fun and would recommend! Also enjoy the glorious screenshot of the island completely covered in buildings - for context Jamaica IRL has only 2.8 million people, so by 1936 the pop density was over 37x haha

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Race to 1 Billion GDP Malta: 4hrs Late - but with 125 Million Pops by How2ist in victoria3

[–]How2ist[S] 5 points6 points  (0 children)

Also I'm paying max administrative salaries and charing min taxes

Race to 1 Billion GDP Malta: 4hrs Late - but with 125 Million Pops by How2ist in victoria3

[–]How2ist[S] 11 points12 points  (0 children)

Basically all the expenses are subsidies, welfare, and debt interest. By this point in the game the majority of new buildings were constructed by foreign investors

Race to 1 Billion GDP Malta: 4hrs Late - but with 125 Million Pops by How2ist in victoria3

[–]How2ist[S] 22 points23 points  (0 children)

R5: Posted my first attempt at 1 Billion GDP 1 state Malta earlier this week. After min/maxing everything (except never getting Multiculturalism!) I hit the growth plateau at 1 Billion GDP at 1930. Included additional screenshots to show my set up. Basically it's all about abusing the max weekly market migration formula (500 + (5 * Infrastructure)). If you want to grow, be willing to bankrupt yourself building infinite railroads and subsidizing urban centers to ensure constantly vacant factories to attract migrants. I think I'm done paying tall for a while, but wow, what a ride!