Elaborating on my post from a neighbouring thread (while the idea originally isn't mine anyway).
What are the problems with the current construction system?
Most of all is that it snowballs infinitely, transforming a country into a gigantic construction site in the late game. This is not very realistic, but a bigger problem is that an efficient player runs out of profitable things to construct in late game.
Second is that there are almost no drawbacks in expanding it if you currently have the money.
I believe that an elegant solution to various problems with construction would be adding additional constant demand for construction, proportional to the current level of industry. Basically, all buildings should have a construction input (to represent renovations and reconstruction of buildings, expanding mines to new deposits etc). Pops should have a housing needs that can be fulfilled by construction (although in late game most of the need should be fulfilled by "housing" produced by urban centres from construction and possibly transportation). The housing should be local, completely non-tradable even between states (acting like there is 0% market access).
The urban centres themselves should become major independent consumers of construction. At the moment they expand automatically with industrialization. This isn't natural and should be reversed: their expansion should become a costly soft requirement to industrialization, because otherwise, without massive housing improvement and expansion, the SoL would drop to unacceptable levels (which was totally the case historically).
I believe, there should be the following sources of demand for construction (in a balanced mid-game capitalist economy, these five parts should be roughly equal in volume):
When supply roughly corresponds with the demand, the only thing affected by excess or insufficient construction should be prices.
When supply is significanly lower (that maximum price just isn't enough to represent the shortage), there should be throughput and mortality penalties to represent things falling into disrepair.
The need to expand the urban centers (and democratic governments' limited ability to do so fast) should be a major obstacle that the player will have to overcome.
This all would also create interesting mechanics, where a long-term abundance of construction would lead to oversupply of housing, which would be then hard to break because the SoL drops would cause massive discontent.
Additionally, a possible abundance of construction coming from the overlord's market would lead to cheaper late-game subject development, allowing them to expand for a quarter of the price, easing the resource problem.
What are the problems with the current construction system?
Most of all is that it snowballs infinitely, transforming a country into a gigantic construction site in the late game. This is not very realistic, but a bigger problem is that an efficient player runs out of profitable things to construct in late game.
Second is that there are almost no drawbacks in expanding it if you currently have the money.
- It's cheap
- Not many things in a current economy rely on the running construction industry, and those that do (iron and wood production) by mid game are in slight deficit because of other demand anyway, so switching some of construction off or downsizing isn't a major problem for the whole economy
I believe that an elegant solution to various problems with construction would be adding additional constant demand for construction, proportional to the current level of industry. Basically, all buildings should have a construction input (to represent renovations and reconstruction of buildings, expanding mines to new deposits etc). Pops should have a housing needs that can be fulfilled by construction (although in late game most of the need should be fulfilled by "housing" produced by urban centres from construction and possibly transportation). The housing should be local, completely non-tradable even between states (acting like there is 0% market access).
The urban centres themselves should become major independent consumers of construction. At the moment they expand automatically with industrialization. This isn't natural and should be reversed: their expansion should become a costly soft requirement to industrialization, because otherwise, without massive housing improvement and expansion, the SoL would drop to unacceptable levels (which was totally the case historically).
I believe, there should be the following sources of demand for construction (in a balanced mid-game capitalist economy, these five parts should be roughly equal in volume):
- Profitable urban centers should place "expansion" orders from their own cash reserves
- Rich pops should place "industry expansion/creation orders" (current investment pool mechanics)
- The player should place orders for industry or government building expansion/creation (current player-run construction mechanics)
- Pops, mostly those outside of urban employment and unable to utilize the "housing" good produced by cities, should utilize construction for their "housing" need
- Existing industries and urban centers should have a construction input for renovations and small-scale expansions to keep the current level of activity
When supply roughly corresponds with the demand, the only thing affected by excess or insufficient construction should be prices.
When supply is significanly lower (that maximum price just isn't enough to represent the shortage), there should be throughput and mortality penalties to represent things falling into disrepair.
The need to expand the urban centers (and democratic governments' limited ability to do so fast) should be a major obstacle that the player will have to overcome.
This all would also create interesting mechanics, where a long-term abundance of construction would lead to oversupply of housing, which would be then hard to break because the SoL drops would cause massive discontent.
Additionally, a possible abundance of construction coming from the overlord's market would lead to cheaper late-game subject development, allowing them to expand for a quarter of the price, easing the resource problem.
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