An Envisioning of Factories for an Expansion
I'd like to spread some of my ideas regarding the state of factory mechanics and the direction which would be beneficial for them to head.
The topics discussed here assume that paradox has solved the demand/desire problems (presumably in a patch). This post is not about introducing a "real" economy to V2.
Prelude
The overwhelming problems with the current factory mechanics are capitalism doesn't feel like capitalism and socialism doesn't feel like socialism. When I say capitalism I mean laissez-faire, interventionism, or state capitalism. When I say socialism I mean planned-economy.
Capitalism
There is nothing wrong with the way capitalists decide to build factories: they pick a profitable good and gather enough investors to buy all the necessary construction materials. It is the operation of the factory after it is opened that is lackluster.
Operational design problems fall into two categories:
1. Craftsmen and clerks act as shareholders in the enterprise. Their salaries are based on the profit the factory makes.
2. Factories continue to boost output until they no longer turn a profit, regardless of how much they are actually selling.
Solutions for these problems:
1. Craftsmen and clerks should get a wage from their factory. The factories should decide on their employees' wages depending on available workforce and desire for expansion (through the hiring of new employees).
This means if the factory desires to expand and there are no unemployed craftsmen in the state it should increase its wages a "tick" each day until there are either unemployed craftsmen or it does not wish to expand further. Additionally, if there are other operational factories in the same state it should only increase its wages until it has the highest paying factory wage in the state.
If there are unemployed craftsmen in a state, all factories in that state should lower their wages a "tick" each day until there are no more unemployed craftsmen or minimum wage has been hit.
2. Factories should only desire expansion (through the hiring of new employees) if more than a certain % of their goods are sold, let's say 75%, and they are currently turning a profit.
While these rules may seem a bit complex, it would require no additional micro-management from the player. All the wage information would be visible to the player but the factories are deciding on their own what to set the wages at. The player can also be informed through the tooltip whether the factory desires expansion, but he doesn't have any direct influence over the hiring process.
Socialism
Planned-economy should feel completely different from capitalism. The state assumes complete control of factories throughout the nation. This should include more micro-management for the player.
1. Wages for craftsmen and clerks should be set by a global bar at the top of the production screen which applies to all factories.
2. Capitalists are no longer shareholders and have no influence over factories whatsoever, they become a moot pop type (probably should be encouraged to change to a different pop type as well). The state earns any factory profits and makes up for any factory loses.
3. The player sets the maximum employee quota for factories with a sliding bar per factory.
Regarding the differences between laissez-faire, interventionism, and state capitalism
The current differences between the three are quite good and should be kept. Player can't do subsidies with laissez-faire and can't build factories with interventionism or laissez-faire.
With the new wage mechanics in place I think it would make sense for subsides to only apply to input materials for the factory. Additionally, I think it arguably would make more sense for subsides to be done on a good by good basis rather than a factory by factory basis. For example you could subsidize all fuel production in your nation by assisting in the purchase of oil for the fuel factories.
I'd like to spread some of my ideas regarding the state of factory mechanics and the direction which would be beneficial for them to head.
The topics discussed here assume that paradox has solved the demand/desire problems (presumably in a patch). This post is not about introducing a "real" economy to V2.
Prelude
The overwhelming problems with the current factory mechanics are capitalism doesn't feel like capitalism and socialism doesn't feel like socialism. When I say capitalism I mean laissez-faire, interventionism, or state capitalism. When I say socialism I mean planned-economy.
Capitalism
There is nothing wrong with the way capitalists decide to build factories: they pick a profitable good and gather enough investors to buy all the necessary construction materials. It is the operation of the factory after it is opened that is lackluster.
Operational design problems fall into two categories:
1. Craftsmen and clerks act as shareholders in the enterprise. Their salaries are based on the profit the factory makes.
2. Factories continue to boost output until they no longer turn a profit, regardless of how much they are actually selling.
Solutions for these problems:
1. Craftsmen and clerks should get a wage from their factory. The factories should decide on their employees' wages depending on available workforce and desire for expansion (through the hiring of new employees).
This means if the factory desires to expand and there are no unemployed craftsmen in the state it should increase its wages a "tick" each day until there are either unemployed craftsmen or it does not wish to expand further. Additionally, if there are other operational factories in the same state it should only increase its wages until it has the highest paying factory wage in the state.
If there are unemployed craftsmen in a state, all factories in that state should lower their wages a "tick" each day until there are no more unemployed craftsmen or minimum wage has been hit.
2. Factories should only desire expansion (through the hiring of new employees) if more than a certain % of their goods are sold, let's say 75%, and they are currently turning a profit.
While these rules may seem a bit complex, it would require no additional micro-management from the player. All the wage information would be visible to the player but the factories are deciding on their own what to set the wages at. The player can also be informed through the tooltip whether the factory desires expansion, but he doesn't have any direct influence over the hiring process.
Socialism
Planned-economy should feel completely different from capitalism. The state assumes complete control of factories throughout the nation. This should include more micro-management for the player.
1. Wages for craftsmen and clerks should be set by a global bar at the top of the production screen which applies to all factories.
2. Capitalists are no longer shareholders and have no influence over factories whatsoever, they become a moot pop type (probably should be encouraged to change to a different pop type as well). The state earns any factory profits and makes up for any factory loses.
3. The player sets the maximum employee quota for factories with a sliding bar per factory.
Regarding the differences between laissez-faire, interventionism, and state capitalism
The current differences between the three are quite good and should be kept. Player can't do subsidies with laissez-faire and can't build factories with interventionism or laissez-faire.
With the new wage mechanics in place I think it would make sense for subsides to only apply to input materials for the factory. Additionally, I think it arguably would make more sense for subsides to be done on a good by good basis rather than a factory by factory basis. For example you could subsidize all fuel production in your nation by assisting in the purchase of oil for the fuel factories.
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