I might be missing something, but wouldn't it make sense to replace the minimum wage calculation with a wage floor?
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I think this makes sense, and I seem to recall the institution mentioning both "50%" AND "10% per level". I did try to reduce the institution level in one of my games, but maybe it isn't reversible once the wage level is fixed. I'll make one last attempt to salvage the save today. This still means you can only have -20 percent safe working conditions if you want a minimum wage floor, as I don't see any floor above 60% as workable. That's.... unfortunate.3) The minimum wage, when it exists, forces every building to pay a base wage at least some percentage of the "normal wage." It seems only the Worker Protections law creates it at this point, so it's in the range of 60-100%. It seems as though in your games you have only ever run it at full level 5 institution, and thus 100%.
Lastly another thing that I consider problematic is that there is no way to tune the minimum wage multiplier without making all workplaces more lethal. I'd love to try if minimum wage is actually workable with level 1-2 investment, but am I willing to pass up 60-80% workplace lethality reduction for it? No.
Given the fact that the council communist journal entry entry explicitly asks you to pass (among other laws) both WP and old age pension to level 5 this kind of explains why I've kept ending up where I did.And welfare payments are indexed to the normal wage too, so if you have a high level welfare institution (which to be real, if you are passing WP then you do) there will be a positive feedback loop here as well with welfare costs spiraling out of control.
I don't even pay any attention what the journal wants me to do. But if you are doing a leftism you are doing a leftism.Given the fact that the council communist journal entry entry explicitly asks you to pass (among other laws) both WP and old age pension to level 5 this kind of explains why I've kept ending up where I did.
Just... why? The workers are already getting their share from dividends, all you're doing is transferring the money in such a way that buildings rather fire people than pay less.In the save file presented I was on interventionism and was using coops across the board. Things were humming along neatly until I introduced workers protections.
I guess I know better now, don't I? Anyway, I still think there should be a minimum wage law in the game for people who want to make wages more equal, just not in the way it's programmed right now. As for why I wanted minimum wages in the first place, I'd hoped it'd set a minimum floor (like how there's a federal minimum wage of 7.5$ an hour in the US) so that I could subsidize those businesses and thus make the workers in those businesses make a more decent wage. It's not their fault the ingame market thinks their work is worth less than someone working in an oil well?Just... why? The workers are already getting their share from dividends, all you're doing is transferring the money in such a way that buildings rather fire people than pay less.
This summary clarifies the situation.The Minimum Wage percentage simply means that the Base Wage of all regular buildings (those whose Base Wage are not determined by the Government Wages or Military Wages setting in the Budget Panel) has to be at least that many percent of the country's Normal Wage. A country's Normal Wage is simply the average of the Base Wage of all buildings in all Incorporated States in that country.
This means that with a 100% minimum wage, the minimum wage is fixed to the average wage. So if any building ever increases it's wage (for example if there is a labor shortage in one state) all other buildings are forced to increase their wage to match the new average. As there is a one week delay, wages can differ slightly between buildings and states, but over time the base wage of all buildings will converge towards the highest base wage of any building. This isn't a problem as long as your GDP per capita is constantly increasing, but even a two week stagnation can totally wreck an economy.
Note, however, that buildings whose Base Wage are determined by the Government Wages or Military Wages settings are not affected by the Minimum Wage percentage, but that they are included in the calculation of the Normal Wage. Thus the paragraph above only applies if both are set to Medium. If you set them to High or Very High you get an unending spiral of wage increases, but if you set them to Low or Very Low you can give the overall economy a respite (at the cost of your goverment employees becoming radicals).
That said, a minimum wage of 100% of last weeks average wage is an idiotic law and is doomed to wreck an economy eventually, so don't do that...
AIUI, it's actually even more problematic than this at 100%: The base wage (remember: laborer) is set to the average of all wages, including things that aren't laborer wages. Therefore, unless all work in the country is being done by laborers, it will automatically ratchet itself simply by using advanced production methods.The Minimum Wage percentage simply means that the Base Wage of all regular buildings (those whose Base Wage are not determined by the Government Wages or Military Wages setting in the Budget Panel) has to be at least that many percent of the country's Normal Wage. A country's Normal Wage is simply the average of the Base Wage of all buildings in all Incorporated States in that country.
This means that with a 100% minimum wage, the minimum wage is fixed to the average wage. So if any building ever increases it's wage (for example if there is a labor shortage in one state) all other buildings are forced to increase their wage to match the new average. As there is a one week delay, wages can differ slightly between buildings and states, but over time the base wage of all buildings will converge towards the highest base wage of any building. This isn't a problem as long as your GDP per capita is constantly increasing, but even a two week stagnation can totally wreck an economy.