I was reading a book on 18th century Europe which was examining the economic issues during the time period which led to slow industrial development in some countries over other. Many of these issues cross over into the 19th century, as most countries were very slow to adapt. I was wondering whether any would be modelled.
The book claims that the main stumbling block was around institutional rights. In some countries the landlords and guilds/towns had such power that they basically stifled industrialisation. Basically these groups did everything they could to ensure they made plenty of money. Guilds/towns prevented craftsmen from moving into the country and also ensured they gained a monopoly on goods. Thus they protected themselves from cheap industrial competition providing the goods from far away places were not flooding into the country. In turn, the landlords who made their money off serfs and peasants who had no choice and had no reason to develop their lands more effectively. Strong interests of the villages, particularly around common land etc prevented enclosure. All this prevented agricultural change.
Anyway, the question here is whether this could be modelled in the game. Similar perhaps to the sliders in EUIII, or perhaps part of culture techs. So some nations start with powerful landlords and villages which prevent agricultural development. Basically POPs are forced to remain as farmers due to ties to landlord and land. As the nation reduces these rights (and increase land enclosure), so POPs can start to convert to artisans, to model movement into towns and towards craft industries (though as the population of the nation increases, this should start to happen naturally). Farming in turn becomes more effeicient. A nation could also start with powerful guilds, which prevent pops from turning from Artisans into craftsmen and clerks. Perhaps POPs in the nation get a modifier on how much the goods will cost, as guild privilege decreases, so the cost of goods decrease until they are in line with the world market (to show the loss in monopoly). As the power of the guilds is reduced, so capitalists start to appear (perhaps a slow conversion of aristos to caps to show early speculation, followed by officers, clergy and clerks) factories begin to be built, and POPs convert to craftsmen and clerks. Trade rules could also help to erode guild and farming rights, as cheap food and goods from overseas flood in, so the privileged groups will struggle to keep competitive as their nations trade attitude increase.
Of course, decreasing privileges causes major upset for the aristos and artisans. Also, it increases the CON of your POPs (no longer kept down).
Anyway, just something I was thinking about while reading this book.
The book claims that the main stumbling block was around institutional rights. In some countries the landlords and guilds/towns had such power that they basically stifled industrialisation. Basically these groups did everything they could to ensure they made plenty of money. Guilds/towns prevented craftsmen from moving into the country and also ensured they gained a monopoly on goods. Thus they protected themselves from cheap industrial competition providing the goods from far away places were not flooding into the country. In turn, the landlords who made their money off serfs and peasants who had no choice and had no reason to develop their lands more effectively. Strong interests of the villages, particularly around common land etc prevented enclosure. All this prevented agricultural change.
Anyway, the question here is whether this could be modelled in the game. Similar perhaps to the sliders in EUIII, or perhaps part of culture techs. So some nations start with powerful landlords and villages which prevent agricultural development. Basically POPs are forced to remain as farmers due to ties to landlord and land. As the nation reduces these rights (and increase land enclosure), so POPs can start to convert to artisans, to model movement into towns and towards craft industries (though as the population of the nation increases, this should start to happen naturally). Farming in turn becomes more effeicient. A nation could also start with powerful guilds, which prevent pops from turning from Artisans into craftsmen and clerks. Perhaps POPs in the nation get a modifier on how much the goods will cost, as guild privilege decreases, so the cost of goods decrease until they are in line with the world market (to show the loss in monopoly). As the power of the guilds is reduced, so capitalists start to appear (perhaps a slow conversion of aristos to caps to show early speculation, followed by officers, clergy and clerks) factories begin to be built, and POPs convert to craftsmen and clerks. Trade rules could also help to erode guild and farming rights, as cheap food and goods from overseas flood in, so the privileged groups will struggle to keep competitive as their nations trade attitude increase.
Of course, decreasing privileges causes major upset for the aristos and artisans. Also, it increases the CON of your POPs (no longer kept down).
Anyway, just something I was thinking about while reading this book.