Playing with state capitalism, you can build a "starter" factory to earn money for the capitalists in that state.
I thought that factories with high excess demand would be good picks, but when I built luxury furniture and luxury clothing in mid-game (about 1870) only a small proportion of production sold, despite the trade screen showing a strong excess of demand over supply. Presumably, this represents excess demand that is not acted on due to inability to afford the goods.
Next time I think I will stick with steel, cement and machine parts (as available) as solid all-round performers for starter factories.
But with Interventionism or Liberalism, you can't build new factories.
This means capitalists earn no money, which means they can't build anything, which means they earn no money. They then get mad and start to become anarcho-liberals wanting to destroy the entire country (and the craftsmen and clerks in that state also get mad, or leave). Kind of funny, but it is not clear what is the way out. Any suggestions?
IRL a capitalist with no money isn't a capitalist for very long. In game, perhaps there should be an ability for them to access national bank funds (run negative savings balances) in order to build factories (especially the first factory in a state).
I thought that factories with high excess demand would be good picks, but when I built luxury furniture and luxury clothing in mid-game (about 1870) only a small proportion of production sold, despite the trade screen showing a strong excess of demand over supply. Presumably, this represents excess demand that is not acted on due to inability to afford the goods.
Next time I think I will stick with steel, cement and machine parts (as available) as solid all-round performers for starter factories.
But with Interventionism or Liberalism, you can't build new factories.
This means capitalists earn no money, which means they can't build anything, which means they earn no money. They then get mad and start to become anarcho-liberals wanting to destroy the entire country (and the craftsmen and clerks in that state also get mad, or leave). Kind of funny, but it is not clear what is the way out. Any suggestions?
IRL a capitalist with no money isn't a capitalist for very long. In game, perhaps there should be an ability for them to access national bank funds (run negative savings balances) in order to build factories (especially the first factory in a state).