First of all I believe giving player a better control over construction projects is good as it creates engagement and safeguards against erroneous ai behavior. One of the most frustrating experiences of Vic2 was watching capis build some random small arms factory in Middle Siberia, have it occupied by 20 craftsmen, go bust immediately for some obscure reason and be replaced immediately with some other random project.
I don’t think it’s unrealistic either as even under liberal economic regimes governments had a multitude of tools to influence investment decisions through tax cuts, direct and indirect subsidies, licensing, public land distribution, informal links with business circles and so on.
However giving player full control over investment decisions detracts from the feeling of having a living economic system and has a risk to explode micromanagement.
For me the best option would be to allow player exclusive right to give directions for new buildings in a region, while letting the pops do expansion/upgrades on their own if economic laws permit private investment. This is how I mostly used to run Vic 2 economy.
This way you retain general control of the economic buildup of the regions, but allow some room for autonomy both to reduce micromanagement and to simulate less than absolute control over pops.
The way it could work is to have two investment pools: one on a state or national level under player’s control, another one on building level (can be depicted as an extra level of existing cash reserve). The buildings with expansion room available and close to 100% employment will start filling its investment pool with a certain split with dividend payouts (just like real life businesses do not distribute all the profits). when enough funds are accumulated they will be invested in an expansion project. The player can always top up this pool from general investment pool to stimulate some industries over others. The top up decisions can also be automated on state level, to let ai top up pools closest to completion (or in particular industries) to reduce micromanagement.
This way business will need to be successful to be expanded, so ai craziness will be very limited, the player will have very granular control, but there will still be some independent investment activity to simulate investment cycles and such. It will also make it more expensive for player to kick-start new industries vs. developing existing ones, which I think is very realistic.
EDIT: there is another similar thread, so please move the discussion there
https://forum.paradoxplaza.com/forum/threads/factories-upgrading-themselves.1478911/
I don’t think it’s unrealistic either as even under liberal economic regimes governments had a multitude of tools to influence investment decisions through tax cuts, direct and indirect subsidies, licensing, public land distribution, informal links with business circles and so on.
However giving player full control over investment decisions detracts from the feeling of having a living economic system and has a risk to explode micromanagement.
For me the best option would be to allow player exclusive right to give directions for new buildings in a region, while letting the pops do expansion/upgrades on their own if economic laws permit private investment. This is how I mostly used to run Vic 2 economy.
This way you retain general control of the economic buildup of the regions, but allow some room for autonomy both to reduce micromanagement and to simulate less than absolute control over pops.
The way it could work is to have two investment pools: one on a state or national level under player’s control, another one on building level (can be depicted as an extra level of existing cash reserve). The buildings with expansion room available and close to 100% employment will start filling its investment pool with a certain split with dividend payouts (just like real life businesses do not distribute all the profits). when enough funds are accumulated they will be invested in an expansion project. The player can always top up this pool from general investment pool to stimulate some industries over others. The top up decisions can also be automated on state level, to let ai top up pools closest to completion (or in particular industries) to reduce micromanagement.
This way business will need to be successful to be expanded, so ai craziness will be very limited, the player will have very granular control, but there will still be some independent investment activity to simulate investment cycles and such. It will also make it more expensive for player to kick-start new industries vs. developing existing ones, which I think is very realistic.
EDIT: there is another similar thread, so please move the discussion there
https://forum.paradoxplaza.com/forum/threads/factories-upgrading-themselves.1478911/
Last edited:
- 1