One of V3's central challenges is managing the political and socio-economic change that occured over the 19th and 20th centuries, as different political and economic groups come into conflict over proposed laws, electoral systems, etc.. A big factor in this is the relative wealth/income of different pops, with wealth broadly moving away from aristocrats and agricultural communities to capitalists and industrial specialists over the course of the game.
At the moment, the player has more or less total control over that second process through production methods, e.g. mandating shareholder capitalism or machinist-focused employment. This is done instantly, at the click of a button, without complaint. As most production methods are a straight economic upgrade (leaving off a few involving high explosives and rare resources like oil, and extremely large countries like China that might want to use high employment methods instead of welfare systems), there is very rarely a reason not to do this - note the correct observation that many people have made that public-trading is OP because of its commitment to the investment pool. (Sidenote, but the idea of managing a huge number of sidegrades and remembering which was best in each case makes my brain scream with boredom, so please don't take this as an argument for sidegrade focused, player driven gameplay).
This basically takes the bite out of any connection between economic and political gameplay, and has no bearing in reality. Private owners don't sell off businesses on a whim, they do so because they either need to raise money for the business to invest (i.e. the business can't support this cost itself - its reserves are low), or because they want to cash out and make money for themselves (i.e. its productivity is much higher than when they invested in it). Owners are generally resistant to change, either through bull-headedness, fixed costs associated with switching over (totally unmodelled in V3), or economies of scale unique to their business position (oil-powered generators might be more efficient, but probably not if you also own the coalmine next door and pay below market rates). I appreciate that there is a design ethos that we form the spirit of the nation rather than just its government, but that doesn't make much sense when different parts of that nation are meant to come into economic conflict.
Totally removing player control of this would, however, probably remove the principle economic activity of the game, so what I would propose is:
I appreciate modelling this for every factory in every state would put a significant AI burden on an already overtaxed game, but at the moment, the V3 world just feels very sterile and unresponsive to me - national gardening is a good analogy in part because the aristocratic weeds don't really put up much of a fight when I force them to sell their soil off to the industrial rosebush I want to plant.
At the moment, the player has more or less total control over that second process through production methods, e.g. mandating shareholder capitalism or machinist-focused employment. This is done instantly, at the click of a button, without complaint. As most production methods are a straight economic upgrade (leaving off a few involving high explosives and rare resources like oil, and extremely large countries like China that might want to use high employment methods instead of welfare systems), there is very rarely a reason not to do this - note the correct observation that many people have made that public-trading is OP because of its commitment to the investment pool. (Sidenote, but the idea of managing a huge number of sidegrades and remembering which was best in each case makes my brain scream with boredom, so please don't take this as an argument for sidegrade focused, player driven gameplay).
This basically takes the bite out of any connection between economic and political gameplay, and has no bearing in reality. Private owners don't sell off businesses on a whim, they do so because they either need to raise money for the business to invest (i.e. the business can't support this cost itself - its reserves are low), or because they want to cash out and make money for themselves (i.e. its productivity is much higher than when they invested in it). Owners are generally resistant to change, either through bull-headedness, fixed costs associated with switching over (totally unmodelled in V3), or economies of scale unique to their business position (oil-powered generators might be more efficient, but probably not if you also own the coalmine next door and pay below market rates). I appreciate that there is a design ethos that we form the spirit of the nation rather than just its government, but that doesn't make much sense when different parts of that nation are meant to come into economic conflict.
Totally removing player control of this would, however, probably remove the principle economic activity of the game, so what I would propose is:
- Players can set national priorities for production methods (once they unlock), giving a bias for factories to switch over to that method. This bias would be higher in more centralised economies, and total in a command economy. Subsidised factories would also have a stronger bias.
- Factories must pay a cost from their reserves for each production method they wish to switch, each time they do so
- Factories will generally switch production methods if it seems to be economically advantageous to the people currently in charge (and to a lesser extent, currently employed, perhaps depending on the economic system - unions generally oppose firing all the staff to put in a hyper-efficient robot, for example)
- Factories will only switch ownership method if the right economic conditions emerge - i.e. the need to raise capital, or the desire for owners to "cash out" of succesful businesses (maybe increased if their SoL is falling as they need the dosh
I appreciate modelling this for every factory in every state would put a significant AI burden on an already overtaxed game, but at the moment, the V3 world just feels very sterile and unresponsive to me - national gardening is a good analogy in part because the aristocratic weeds don't really put up much of a fight when I force them to sell their soil off to the industrial rosebush I want to plant.
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