Micro/macro-management's dreams! (depending on what you let the AI control):
1. Division between rural and urban areas.
2. Rails going between urban centres. Ie Turin <-> Alessandria, Alessandria <-> Genoa, Alessandria <-> Milan, Milan <-> Brescia.
That way you can have fabric factory in Turin importing cotton through the docks of Genoa. Same with dye and regular clothes, and in the end you can import silks from Brescia for your luxury clothes.
You can do this anyways, but having proper infrastructure could give some kind of bonus to your factories, making them more profitable and more able to get their needs.
3. Factories built in the individual cities. Neighbouring cities craftsmen (ie Novara, Savona) could work in your factories in Turin.
4. Cities could mostly consist of clergy, artisans, capis, craftsmen, clerks, officers and intellectuals. Possibly also soldiers.
5. Cities on the coast could have atleast a small Fish RGO. Possibly something (tho less profitable) for inland cities. This would ofc. require farmers/labourers in the cities.
6. Rural areas could have a set amount of "slots" depending on the size of the province. These will be filled with various RGO's. For Farming, choices would be limited by technology, climate etc. For mining, by the set minerals (if any) for the province. Aristocrats will function as capis. Changing should be costly. Under planned_economy and state_capitalism, the state will control, otherwise you can only influence with tariffs and focus points. Farmers, labourers, clergy, aristocrats, artisans (restricted to local resources) and potentially soldiers. Urbanization will actually be visible!
7. Naval bases in cities only, employing officer pops giving a small contribution to naval leaders, and reduce resource drain on your fleet combined with every ship having a "home-/supply-port"? The bases themselves and the officers should have some sort of upkeep aswell. Also, Naval Academies (expensive shit if/where you build them) in cities will compete for officers, and give naval technology (if there is relevant industry in the state/city) plus leaders for fleets.
8. Forts, should take up RGO slots in rural areas or factory slots in urban areas, be expensive, and otherwise resemble naval bases in function. Also double as added attrition if built along the coast. For military academies, see their naval counterparts.
9. Universities. Expensive like naval/military academies. Give various research depending on your local industries ie.; consumer goods give commercial (primary)/industrial(secondary) research, steel type goods give industrial/commercial research, artisans/luxury industry give culture research. Also give research points together with your "other RP income" that you can spend on more directed research. Various schools should ofc. have an effect. Initially, your industry will be a minor effect on your research, but as your country gets heavily industrialized, they take a more prominent role. Factories will also give some minor research even without the universities.
10. Trade routes and storages. Goods travel, at a cost. See #2!
And are also stored. Having large and good harbours like Genoa, Venice, Naples or even Tunis, will help your industry get it's needs. So will railways, both internally but also to your neighbours. If you really need that coal in bohemia/silesia, finance a railroad going there!
11. Merchant fleets, dependant on capis buying up clipper/steamer convoys somehow. I like the idea of corporations mentioned in some earlier posts. Have them "hire" capis, or even clerks, and do research in whatever business they own/run.
12. State run/subsided armament industry. Atleast dictatorships/monarchies/other relevant regimes, you should have various amount of control of your armament industries. Maybe even let democracies subsidise it!
13. Import and age HoI3 army control, make supply chains, make templates for armies for various duties etc etc etc.
14. Make diplomacy matter in other areas. Better relations, better trade. Bad trade, worse relations. You in a SoI that sucks up all your raw materials? Hey presto! Socialist rebels!!
15. Cabinet like Hoi3, but with more random (after the initial historic) people, slightly dependant on your universities/academies/factories/fleetsize/types etc., so you are affected and would be best make choices by the people you can choose, as with monarchs and monarch points in EU IV.
16. More crisis, internally and externally. The PO river never floods? No major mining accidents? Droughs?
17. Espionage... Would be a shame if that wooden fleet in Marseille caught fire, or if those romanians in Hun/Rus/KuK/HAB(well, AUS, but anyways) revolted...
18. Coalitions!
19. Trade pacts and embargos, who would sell artillery to their next target for expansion anyways?
20. Blockades actually stopping goods from arriving... Can't shoot that gun without bullets! (And yes, waterways are the way to get the biggest loads around, at the very least from abroad/colonies. Rails would choke easily if blockaded.)
21. Setting literacy for states/cultures at start of game. No more illiterate Lombards once they join the growing Sardtalian empire. And literacy efficiency based on primary/(non-)accepted cultures. Clergy helping you learn to read? Maybe it's time to assimilate and get a better job. Your life would be sooo much more awesome in our glorious empire if you embraced our culture, rather than cling to your inferior french ways (Hi Savoie!)
22. Colonial state -> Full state -> Homeland state. With effects on assimilation rates, education efficiency, wellfare, industry (full state = only basic goods factories, while homeland can build anything). Price for the last jump with +prestige -infamy & rec
rimary_culture% +++? Albania, Croatia, Slovenia, Bosnia, Tunis, Rhóne and Provance are now parts of our extend but glorious homeland. You should move here italians, and bring your magnificent culture!!
23. Have illiterate be paid less and be less efficient in general, but be a boon for RGO's, and less desirable for factories. Thus have your Africans/Indians/Chinese move from your upgraded colonies to your Homeland looking for work in mines/fields for cheap, forcing your primary pops to migrate to cities. A quick look around in Paris or London will tell you that this happened. Other way around if you colonise europe as Persia/Sokoto/Japan ofc...
24. If you decide to build factories in someone elses country, some crafties, clerks and capis should look to move there and provide the factory with highly literate and skilled workers, And if corporations? Siphon off some cash back home.
Aaaand more...
All examples are from a SAR->ITA educate, assimilate, breed and industrialize perspective as that is what I can relate to in game best!
I generally play with two main objectives:
1. Be self sufficient.
2. Assimilate!
3. Industrial score....
4. Keep most of the money within the borders until finished products. (ofc, exploit africa etc for resources..)
5...
6. Profit!