Pops, short for population, are the country’s engine. Every variation of profession, culture, religion, and workplace in the world gets its own unique pop. At any given time this results in many tens of thousands of pops in the world working, migrating, procreating, and agitating.
Guide to Pops
Every variation of profession, culture, religion, and workplace in the world gets its own unique pop.
Though the player might be in charge of the country, but they’re not in charge of the pops and can’t manipulate them directly. That said, everything done in the country affects them, and they in turn will react in what they perceive to be their own best interests. A large part of the game consists of trying to sate the population’s appetites for material goods or political reform. Even so, most of the actions taken will not be to the benefit of every pop in the nation, and by making life better for one part of the population, inadvertently, another demographic will become upset.
In short: nothing in the country runs without pops, and everything about the country affects those pops, who in turn provide new opportunities and challenges during your tumultuous journey through the Victorian era and beyond.
The most important aspect of pops are their professions, which reflects the types of jobs it carries out in the building where they work. A pop’s profession determines its social strata and can affect its wages, political strength, what other professions it might qualify for, and particularly which political interest groups it’s prone to supporting. Investing in industries that provide job opportunities for the kinds of professions the player would want to encourage in their country is key to the “society building” gameplay of Victoria 3.
Workforce and Dependents
The people that make up a pop are distinguished into workforce and dependents. Members of the workforce keep the buildings in the game operational and collect a wage from them in return. Those who cannot or aren’t permitted to be officially employed are considered dependents. They collect only a small income from odd jobs and government programs.
Laws affect who is included in each category. At game start most countries do not accept women working and collecting a wage outside the home but by reforming laws governing the rights of women more dependent pops will enter the workforce over time. By abolishing child labor, the amount of income dependents bring home will decrease but will make it easier to educate the populace, increasing their overall literacy. After a bloody war many dependents of soldiers may be left without sufficient income, and you may decide to institute pensions to help the population recover.
Population growth is percentage based. Net growth is based on birth rate against mortality rate. The base birth and mortality rates are based on a pop’s standard of living, with base birth rate decreasing at high standard of living, but base mortality decreasing at a higher rate, meaning that by default pops without any modifiers will grow faster at higher standards of living.
Birthrate can be increased by the Legal Guardianship law for rights of women in human rights, and the Be Fruitful and Multiply trait for the devout interest group when their approval is at or above 10. Mortality has many modifiers, but the best way to decrease it is healthcare.