The Sino-hanseatic plot

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We already have migration guides so what's this about ?

Basically, all immigration (from one country to yours) and internal migration (from one state to another, within your country) threads wrote 'till yet assumed one cannot move any pop from outside Europe to Europe, eg: no chinese in London. Well this is no completely correct, since there is a way - though one might consider it exploitive (=not realistic/or game killer). So beware: if you are looking for a historical simulation, based on VIP, this is not for you. On the other side, this guides describes the definite way to solve any manpower problems for a minor european nation. To make things easier to understand, we choose to play around with the tiny country of Lübeck (hence the title of this guide).

DISCLAIMER: this is not an immigration/internal migration 1001, we assume you already have basic knowledge about migration mechanism in Victoria:Revolutions. If this is not the case, go and read this guide: Immigration/Emigration and Migration Guide. A quick internal-migration (as used here) howto can be found here.

Geography in Victoria:Revolutions: how continents work

A bit technical stuff, to fully understand how this works: in Victoria and Victoria:Revolutions, the map you can see on the screen is organized in 4 different units: (from the smallest to the largest) Province,Area,Region,Continent - all of it listed in the Province.cvs file, stored in your main db\ folder. For an instance, the beginning of the Lübeck line is:

334;PROV334;Holstein;Central Europe;Europe;Lübeck;[...]

As you can see, Lübeck is province number 334, belongs to the state of Holstein, the Area of Central Europe and the Continent of Europe. The last tag is very important for us, since its has a major impact on pops migration and Assimilation. To make it simple: pops assimilate faster in the Americas, and, as of Europe, they can only migrate from one European province to another European province (or emigrate). No immigration from New York, Capetown of Shanghai to Lübeck. This rule remains true here.

How to beat the system

Our trick relies on the fact that the Victoria:Revolutions migration engine works from provinces to states. This means that which pops leaves is determined according to province tag (and various pops factors not discussed here), while where it goes depends mainly on immigration magnets, like gold provinces, but works for the entire state. For an instance, having one gold province in Königsberg, Germany while meeting the immigration requirements will spread immigration accross the entire state, including provinces of Memel, Allenstein and Gumbinnen, and not just Königsberg. This is also true for internal migration. All you need is one province which is immigrants-attractive in a State, to get immigrants moving to every provinces of the state. This rule can become handy in a Transcontinental State, eg. a state made of provinces from 2 different continents, which could be used as a 'hub' to move pops to Europe. Having one province with a non-Europe continent tag, and one or more province with are Europe-tag does the trick, as we can move pops from the Rest-of-the-world to the entire state (including the European-tagged provinces) via the Asian tagged province, and than move pops to Europe via the Europe-tagged province.

So we load our Province.cvs file, and look for a suitable state. The search isn't very complicated: in Europe, the only Trans-continental states are located in Russia ( Kuban and Ural ) and the Ottoman Empire ( Konstantiniyye ). Kuban looks like this:

1047;PROV1047;Kuban;European Russia;Europe;Ekaterinodar;[...]



It has 2 Asian provinces (Stavropol and Taman), and 1 European Province (Ekaterinodar) while Ural has 3 European provinces (Perm, Orenburg and Ufa) and 6 Asian provinces. While dealing with internal migration, the larger the state, the faster the process - so Ural is our best choice. Fortunately for us, none of Ural's provinces is a Russian core, at least in Vanilla Victoria:Revolution; combined very low population levels, it ensures you can easily tech-trade it.

Modus Operandi

Starting as Lübeck isn't very easy, so we decide to speed up things using exploits: we use the starting money to promote the 40k pop in Lübeck to clergymen, bringing our research points to over 2.6/Month. At this rate, by 1840, half the early available techs are reasearched/traded (Hamburg is an excellent trade partner), and we can start trades with Russia, using the Beads for Manhattan exploit. Being at war with bankrupted Buthan helps boosting our diplomats re-generation. We go for Ural (only the 3 European provinces and 1 Asian province) and Congress Poland for early manpower. In the late 40's, we train some polish cavalry and a order few transport, sail for Mexico and join the US-mexican war, on the US side. California is occupied in no-time, peace-dealed and we load our troops again to sail for China. We also got Nevada from Mexico, which is sold to the US - money is not a problem anymore. With a bit luck, we land in the middle of a British-Chinese opium war, and quickly grab a few heavily populated Chinese provinces. After that, we reduce badboys by releasing Poland, and replace the lost cavalry with Beifaren natives. Meanwhile, we turned to constitutional monarchy, and removed voting rights thanks to a quick anarcho-liberal transition goverment. We are now 1853 and ready for the gran-sino-hanseatic-migration-plan; notice that both California and Ural are states (and no colonies). The best party to do the job is a socialist party. [I know, it's a bit early for socialism, but we are not playing historically here]

A. The simple Way

We promote 3-4 craftsmen in each Chinese province, and Order a cement factory in Ural. Poor-guys-taxes and tariffs are maxed out - we don't care about the slightly-negative natural growth, since these settings allow us to move as many as 1250/month craftsmen from each chinese source province to our 4 ural provinces. Craftsmen arriving in Ekaterinburg, our only Asian province are demoted back to labourers; as soon as the coal RGO there is fully manned, the excess chinese workers there heads back to rich chinese RGOs. This is done because we can't move those chinese arriving in Ekaterinburg to Europe, since the province is tagged 'Asia', so we sort of 'recycle' them. A few years later, the population in our 3 European Provinces of Ural reached about 1M (while there are about 500k in Ekaterinburg): time to switch the 'Hub' to European-migration. We destroyed the expended cement factory in Ural, and build a new one in Lübeck. Et voila: soon chinese flood the shores of the Baltic sea. In ten years, we could move around 4-5M craftsmen this way.

It is also possible to establish a continuous flow from China to Lübeck, though tests tend to show it doesn't work as well: build one factory in Ural-state, and close it. And build 2-3 factories in Lübeck. The demand in Lübeck will be higher than the demand in Ural, and you will see craftsmen stopping in Ural before continuing towards Lübeck. Most of them will remain in Ural, though.

A third way we tested was to move labourers, and not craftsmen: by splitting chinese pops, Chinese RGOs are quickly filled while also yielding a lot of unemployed pops. Ural has 3 iron provinces and one coal province, which is a quite decent immigration magnet; so we expend them. Soon chinese labourers move to Ural; as they arrive in the European provinces, we promote them to craftsmen so they continue towards Lübeck. This continuous flow seems much better, if only the migration engine wasn't so buggy in China: in our test-game most of the unemployed chinese labourers moved from one chinese province to another, altought all RGO slot were manned, leading to a much lower emigration-rate to Ural. Weired.

B. The Californian Stop

Chinese pops are great: there are plenty of them. But on the other hand, they only work half as good as our national pops (north german), plus our starting national population is so small we cannot even imaging promoting a few officer pops to gets some leadership for the planed hanseatic world-conquest (now you know what we're talking about). Thus we need to find a way to assimilate some chinese. That's why we grabbed California. Beeing located in the Americas, any minority pop moving there will assimilate in stacks up to 9999 big, under full-citizenship. (in Europe, you can only assimilate pops smaller than 500 !) So we make a new stop there, and comission a cement factory in California. Of course, chinese start pouring into the state. To speed up assimilation, we convert them back to labourers - and because we are so insanely lazy, we write a short event with the line command = { type = convert_pop_type which = cultural_minority value = labourers where = 517 } to do the job for us: every 29th of the month, we hit F12 and type 'event 9999' which is the number we gave to our custom event. To further speed up the process, we also took a few yue, north/south min, and nanfaren populated provinces in another war with China: different ethnicies migrate in separate pops, so you can assimilate them at the same time. A few years later, California is exclusively populated with North Germans, about 1M in each province. Time to turn on the Ural hub: we destroy the expended cement factory in California, and build a new one in Ural and in Lübeck. Years pass, and we now have a heavily german populated State of Ural, plus a few craftsmen already arrived in Lübeck. We 'switch the Hub', destroy the cement factory in Ural, and build a third one in Lübeck. Its now 1872, and we have 11.2M germans in Lübeck !

C. Modding

You may notice that the process is quite slow, especillay the second one. If you allow yourself a few 'tweaks', things can be amazingly improved. For an instance, if you want to keep the underlying vanilla structure, you can start with expanding the state of Ural, by adding European provinces from neighbouring states. Buy them from Russian (around the caspian sea, there are loads of cheaps non-core provinces), save, open the save-game and search for your newly aquired state. Copy the province definition lines, located just below the state name to the clipboard, delete the entire state, and add the province lines to the top of your Ural state. More provinces means more pops moving during each phase. This way, we managed to double our population to around 25M in the 70s.

And than, one might ask 'why stop here ?' Of course, you can also created a new transcontinental state for your private needs, by simply adding a non-European province to the desired state. Bermuda is very good for this purpose: its cheap (given you have good relationships with the UK) and located in the Americas. Thus, in another test-game, we traded a former mexican province for Bermuda, and modded our 'Holstein' state to hold both Lübeck (province 334) and Bermuda (province 1223). In this game, we also went more agressive and outright annexed China (50 Polish cavalry divisions, one Bankrupcy) - but the results a pretty impressive: by 1870, we moved over 180M Chinese to Lübeck and Bermuda ! With the Californian stop, our german population reached about 60M.

Finally, the hardcore modder could even change the very continent tag of Chinese provinces, to make China an european country. Sounds silly ? Well, it's pretty easy to achieve: just load the province.csv file, search for 'China;Asia' and replace every occurence by 'China;Europe' - et voila: enjoy the flood ! With Europe tag on Chinese provinces, our population in Lübeck went well over the 300M mark by 1900... Notice that this way, one can also use regular immigration to get Chinese pops, so there is no need to conquer China or use any hub, though immigration is much slower than internal migration.

Final Word

There are of course plenty of other aspects not discussed here. For an instance, we only worked with LR (long range culture) pops that can move over large distances; but how about moving Zulus to London ? Perhaps this will inspire a few more AARs about this new possibilites - as we sincerely hope this guide was a good read.

qwerkus - November 2009