Chapter 11: Healthcare reform [insert political joke and/or rant here]
August 12, 1882: We open this chapter with a rebellion of Jacobins!
In 1.3, Rebellions are almost always a joke for Human players; this one is a sole brigade and is dispatched rapidly.
September 15, 1882: Damnable Spain! It just attacked Abu Dhabi.
Arabia is one of the few places I can expand without worrying much about GP interference, so this is very irritating.
October 1, 1882: Paternalism -- +5% to Morale (or ORG regain rate).
November 8, 1882: We finish up State and Government; Nationalism and Imperialism comes next.
December 1, 1882: Constitutionalism is invented; +5.00% to plurality!
December 6, 1882: Maybe this Expedition will go better, without the hated Hamburgers interfering!
December 20, 1882: Listless Unemployed fires; to be honest, I forget which option I picked, but they're all localized to Ukrainian Budjak, so it's not a big deal no matter what.
January 1, 1883: We have a new upper house!
We've broken the 50% threshold again... but for Social Reforms! So that means a new tutorial!
Social Reforms
In one sense, Social Reforms are very similar to Political Reforms, in that 50% of the upper house must agree for you to pass them. However, unlike Political Reforms, there's always a cost to them either directly or indirectly. Not all of them are desirable either; we'll go through each category one by one.
Social Reforms are always supported 100% by Socialists, Communists, and Fascists (if Fascists are the ruling party). Liberals will, with no militancy, add votes at 50% of Liberal Party support. Each increase in MIL by +1 makes 5% more of them support reform. Conservatives won't support reform at all, unless there's MIL (each +1 is 10% more for them). Anarcho-Liberals, Reactionaries, and out-of-power Fascists will never support Social Reform.
The current tabulation is 36.04% unequivocally for (Socialists and Communists), with about 15% of Liberals also voting for Social reforms; this gets us over the 50%.
Here are the reforms. All reforms increase immigrant attraction by .01 per step; unless specified otherwise, the cost of Social Reforms is reflect in increased administrative spending and increased need for bureaucrats; an additional .1% of your population must be bureaucrats for each social reform to get maximum administrative efficiency.
Minimum Wage
No Minimum Wage: Pretty self-explanatory.
Trinket Minimum Wage: Creates a minimum wage of ".2", whatever that means. It could be 20% of profits have to go to the workers, or a minimum wage of .2 pounds a day; I've searched everywhere I can and can't find any specific numbers.
Low Minimum Wage: Minimum wage is now ".4."
Acceptable Minimum Wage: Now it's ".6."
Good Minimum Wage: Finally, we get up to ".8" for minimum wage.
Minimum wage can help your POPs buy goods they need; it can also cripple industries that don't make enough profit. I prefer to avoid this, in most cases, unless your POPs are really mad and won't rest without this reform.
Max. Work hours
Each step in this decreases factory throughput, across the board, in 5% increments. It also reduces the needs of Poor and Middle POPs by 5%, again across the board.
This is almost uniformly bad. There are better ways to reduce POP needs that actually don't kill your factory output. My POPs better be rioting in the streets before I'll touch this one.
Safety Regulations
This reform adds to maintenance costs for all factories, +25% per step, while reducing needs for
all POPs by 5%. Maintenance costs are always cheaper than minimum wage, and if you can't pay maintenance, your factory doesn't shut down; it's just less profitable.
Since it's an across-the-board improvement in POP needs, I usually consider this one. It's not the best Social Reform, but it is desirable, and it's less destructive than a shorter work day. A shorter work day guarantees less profit; better safety means that your factories
might be less profitable.
Unemployment subsidies
If a worker loses his job because the factory goes bankrupt (or you just have too many craftsmen), they get a percentage of their salary, paid through your Social Spending slider. It starts at 25% of the last daily salary they had, up to 100%. It's a mild social reform, but usually popular, and you still get the immigrant attraction bonus. If you have no unemployment, you still get the benefit, but with no cost, which is nice.
Pensions
This applies to every single POP in the game; using the Social Spending slider, you pay a fixed amount to each and every POP; starts at .05 (5% of the POP's daily wage or just .05 pounds, I'm not sure), goes up .05 per step.
I'm lukewarm on this one. It is quite an expense, if you think about, since Vicky 2 models each POP as including old people or disabled workers. You pay it directly through Social Spending; you could decrease Social Spending, but you'll make people mad. There are other reforms which are worse, but others are better.
Healthcare
The Holy Grail of Social Reforms. You get a boost of .05% to population growth per step. Every single POP in every single province will grow by a minimum of .05% per year, even with the lowest option. Pretty cool, eh? You'll need more bureaucrats, but it's worth it!
If I were to rank Social Reforms in terms of desirability, I'd rank them this way:
1. Healthcare
2. Unemployment subsidies
3. Safety regulations
4. Pensions
5. Minimum Wage
6. Shorter work day.
I'm pretty fixed in my top three. I would be willing to swap Pensions and Minimum Wage, perhaps. Minimum wage won't affect your most profitable factories at all; minimum wage only applies to employed workers who aren't already making enough. However, bureaucrats can be hard to come by if you don't have plenty of Literacy; at least you can pay pensions directly from your treasury. Shorter work day is the worst of the bunch.
Needless to say, I choose Trinket Health Care.
End tutorial, back to the action!
January 14, 1883: The Nationalists win the election. No shock there. We switch back to the Liberal Faction; my factories are well established enough that I want to see how they do without any subsidies.
January 18, 1883: I now have 25% import subsidies; that ought to help get folks what they need. Still making a nice profit too.
February 11, 1883: I briefly considered war with Siam; then I saw they were in the British sphere. Uh, thanks but no thanks. I finally remember Aceh; they are allied to Siam, but uncivs almost never honor alliances. I've got too much infamy for now, but it would cure my tea, tobacco, and coffee needs.
March 20, 1883: Our botanical expedition reports back; we will always support our scientists!
May 28, 1883: The USA is friendly towards Ukraine now. Great! Would somebody please add us to their sphere? I want Guards, dammit!
June 12, 1883: I give up on Guards, for now, and instead build an army for Ukraine proper; four infantry, two cavalry, one artillery.
September 1, 1883: Populism v. Establishment = +5% Political Reform desire. I want more political reforms, not social reforms!
October 1, 1883: And now we get Bureaucracy vs. Nepotism, which increases Social Reform Desire. That was fun.
January 1, 1884: A new upper house; about 2% shy of another Social Reform.
We also learn about Egalitarianism and Plurality gets another 5% boost.
January 15, 1884: Regional Trade fair, eh? Don't mind if I do!
February 27, 1884: The Trade Fair is a smashing success!
April 23, 1884: Four bankrupt factories now: the Artillery Factory in Rovne, the Steamer Shipyard in Cherson, the Paper Mill in Kiev, and the Artillery Factory in Ukrainian West Galicia. I imagine there's a decent chance that the artillery factories could re-open, but the others might be doomed.
May 13, 1884: Know who else is doomed? Atjeh!
May 16, 1884: Just as I predicted, Siam does nothing.
May 22, 1884: I can't say the same about my military stockpile, which goes through the roof. I'll just eat the daily hit for now.
September 2, 1884: We finish Nationalism and Imperialism! Steel Steamers is next.
It's also time for our second tutorial: Colonization! (Don't worry, it's a short one.)
Colonization
There are three requirements to colonize an empty province.
1) You must have the technology with the appropriate Life Rating. Every province in the game has one; the vast majority are 15, which means you'll need medicine, machine guns, and nationalism and imperialism to colonize them.
2) You must be a Secondary or Great Power.
3) You must be within naval range of the province to be colonized; more advanced naval bases provide more range.
Ukraine is #16 in the world and we have all three Life Rating techs, so we can start at any time. How do we do it? We have to change a national focus. Pyongyang is almost hopeless as far as becoming a state; we change an NF to Muraleve, just south of Brunei.
It increases by roughly .10% a month; troops don't increase colonization speed, unlike in 1.2, so keep that in mind. I think some techs do, but I'm not positive.
After enough time passes (you can check the province to get a rough date of when it will finish), you'll have yourself a brand new colonial region! It's about getting there first; once you start colonizing, nothing will stop the process unless you remove the NF.
Even if you lose secondary status, you'll continue to colonize until it's done.
End of tutorials for this update!
October 14, 1884: We increase tariffs to 41% so we don't go bankrupt.
December 14, 1884: Stupid Spain finally finished annexing Abu Dhabi. We do get an event, however.
I'll take the prestige, thank you!
January 1, 1885: A new upper house, and better health care for Ukrainians everywhere!
February 1, 1885: We get National Fraternity, which increases plurality by 5% and decreases war exhaustion by the same amount.
March 1, 1885: Determinism and Meritocracy vs. Aristocracy both fire; 10% more plurality!
May 7, 1885: More big game hunting.
July 1, 1885: Hierarchical order; that's +.01 to CON but -.01 to MIL in all non-colonial territories.
July 18, 1885: At the battle of the Straits of Malacca, the Atjeh fleet drops from 5 ships to 1; there are no losses for Ukraine's Indian Ocean Fleet.
August 6, 1885: However, they cleverly sneak a brigade to Sharm al-Shaykh. I sent the Home Guard to destroy them.
August 21, 1885: We're friendly towards China again.
October 8, 1885: The invasion of Egypt is thwarted; the Home Guard stays in Egypt for now just in case Atjeh tries again.
November 1, 1885: Secularization -- +5% to plurality.
November 24, 1885: Woo hoo! We strike Oil in Brunei! One of the reasons I wanted Abu Dhabi is because sometimes they get oil; thankfully I don't have to worry about that.
January 1, 1886: A new upper house.
We're now up to Acceptable Health Care.
February 1, 1886: We get one good invention -- Biased Multiculturalism, good for +5% to colonial migration (that's basically Colonial POP growth, not faster colonization) -- and one bad invention -- Separatism, which radically increases the frequency and power of Nationalist rebellions.
April 8, 1886: The last ship from Atjeh goes to the bottom of the ocean.
April 24, 1886: We finish Steel Steamers; I go with Cheap Steel next, since I want even more gold.
September 6, 1886: It turns out Atjeh had three more Frigates; now they have three less.
October 1, 1886: Social Justice; more plurality!
January 1, 1887: A new upper house, more health care reforms. Same ol', same ol'.
January 14, 1887: Atjeh falls and is annexed! It's also time for new elections, and the end of this update.
I'm going to update this twice this weekend; once for part one of Chapter 12, once for the 50 year update.