In short... No.Unemployed people not buying anything is already modelled into Vicky. They have no cash reserves or cash income to buy their goods. So they don't buy them...
In short... No.Unemployed people not buying anything is already modelled into Vicky. They have no cash reserves or cash income to buy their goods. So they don't buy them...
I think he's referring to the fact that more surplus labor means lower wages, and therefore larger profit margins.
Amazing! Great job.
Are you an Economics professor or PhD student?
keep in mind folks the amount of number crunching for each and every POP each and every game day some of these suggestions would require. (...)
keep in mind folks the amount of number crunching for each and every POP each and every game day some of these suggestions would require. While there is great merit in alot of the ideas, there needs to be in the back of everyone's mind what kind of processor power would be needed to pull off the kind of sophisticated economic calculations being proposed here. More realism is always nice, but not if it comes at the price of needing a mainframe to run the game because even the latest quad core systems will choke on all the data needing to be crunched.
Unemployed POPs in an area should increase the Capitalist or Aristocrat's share of income. There are economic benefits to unemployment in a capitalist system, and they should be modeled.
(...)
I think he's referring to the fact that more surplus labor means lower wages, and therefore larger profit margins.
The problem I've found with awesome Black Guardian's proposal in this particular issue (wage determination, not in trade and lot of applications that I'd really love to be in action) is the fact that labour market is hard to simulate with Vicky features (the question about not one but several labour markets even in a unique province, as stated above). And about migration (to other provinces and regions, or colonies in the nation, or to other countries), I'm one of those who thinks that (in big numbers) people migrate fleeing from poor conditions rather than been rational-oriented where wage is a little bit higher. Because of other costs (transport, leaving families and friends, uncertainity about destination conditions...).
Quite right.
Thinking about your criticism brings up some rather easy ways to solve the problem without introducing labour-markets for every Pop-class.
The easiest way, probably even easier than an income-formula for every class, is to introduce modifiers for every class that do have an effect on basic market price of labor.
For example (modifiers arbitrarily chosen):
Craftsmen get 100% of the basic market price
Clerks get 170% of the basic price
Farmers & Labourers get 80% of the basic price
Problem: Unemployment of all POPs affect wages for even different employments. This is not accurate because Clerk-wages are not influences by farmer-unemployment...
Advantage: Easy to calculate, while accurate in most cases (Farmers could easily do work in a factory on machines, as well as labourers)
Same goes for emigration/immigration - the chance for immigration should of course not be very high only because wages are marginally lower in another state or colony. If the difference is huge, though, and high unemployment does take an effect on life-sustainability (which should be the case in my opinion), then people should emigrate to where unemployment is lower and life-sustainability higher.
1 question - are you sugesting farmers and labourers should be allowed to 'sub' for craftsmen/clerks in factories (I'm presuming with a hefty penalty to efficiency)? This could make playing the Russian game a lot more interesting early on, tho may make it too easy for super-manpower countries with state capitalist/ planned economy governments.
In fact, the relation of wages is still not that unrealistic if farmer unemployment effects wages of craftsmen, because they are easily converted. Taking the possible convertion of unemployed farmers into craftsmen into consideration, they are potential labour-substitutes for those already employed, regardless which task they are doing.
Maybe it's been said, but I don't recall seeing it before. About tariffs, I think it could be a good idea having different groups for taxes rather than an universal one.
For example: food, industrial agriculture, minery, luxury raw products, light industry, heavy industry, militar stuff...
It would allow countries to give incentives to national production and, for example, give subsidies for buying raw materials for our industry (making it more profitable). Of course, it would be seen as an hostile action for "free trade" nations (and protectionist policy should have cost, reducing production efficiency and making trade research/implementation of new techs harder).
In the other hand, subsidies to exportation could be implemented too.
Of course, level of tariffs and subsidies should depend of trade policy.
And commercial conditions should be imposed in peace treaties.
I agree. It represents that, when unemployment is in labour market workers "compete" for jobs, reducing their "prices". I think it's represented easier (with same effects) like a reduction of salaries (a modifier) when a province takes some level of unemployment. Of course, it makes that factories (or RGO) have more profit going to owners (capitalists, aristocrats, or even the state in a communist economy). That allows of course making the products more competitive in the market (because price could go down, if and that's a big if, it's a competitive market).
It's not a big if. It's inevitable. Especially the more imbalanced the equation gets. More unemployment also=less customers to buy goods, and that means you have more capis fighting over a smaller market for their goods. And that means price wars. So it all evens out again. So, yeah. You could model all of this but it would only add unnecessary complexity and processor usage to simulate something that all washes out in the end anyway.
Don't forget we have open economies in the game! It would be very profitable exporting your products to other markets, plenty of whealthy consumers willing to pay high prices for your cheap goods (made by empoverished workers). In fact, this strategy (adopted by just one or a few countries) would improve their competition chance (other capitalists must pay higher salaries) and their profits (prices won't go down so much if the market is big, in comparison of those countries production). Of course, if the strategy is generally adopted, things will go as you stated... and you would be living in KarlMarxWorld
All this questions depends on the big picture. If we have in Vicky2 just Vicky world market... you're right, all these ideas are just adding complexity without real gameplay gains.
You're talking about the 1800s. At some point the cost of transport outweighs the profit in export. You can't expect to sell goods made in NY for the same price in London as you can in the home market. You have to pay to ship the stuff there. The home producers in the UK still have an advantage, and depressed wages in NY are unlikely to outweigh the cost of moving the goods, all other factors being equal.
That's why I like the HOI3 supply system with built in cost-to-transport. The Vicky magic transporter world market really needs to incorporate not only regional markets but transport overhead too.