The wage situation needs to be rectified sooner rather than later

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There are changes to this coming in 1.1 - buildings will only raise wages to prevent major worker radicalization or when trying to compete for labor rather than just going 'we made a bigger profit, everyone gets a raise!'
 
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What measures will be taken to ensure that pops will get paid more (to a certain extent) in order to raise their SOL over time as more technologies are researched, unlocking higher tier production methods?

The current system of infinitely rising wages is problematic, but a system where wages never rise except to compete for labor will create additional problems as well, namely that SOL will largely remain stagnant as excess profit isnt distributed to the lower strata (outside of council republics).
Whether buildings raise wages in 1.1 is based on expected standard of living vs the wealth of the workers, so a profitable building will consider raising wages up to a 'target' where they think the workers won't be getting too radical. This target also takes into account factors such as colonial wage modifiers and discrimination, so it's not just that buildings will always hike up wages to an 'acceptable' level, but ultimately what it means is that as Pops get more literate and you unlock more social techs, wages will rise.
 
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what's the thought behind buildings not allowing pops to radicalize? isn't that what the police and national guard are for?
In short, we need some way of modelling that as the economy grows wages do also rise and short of a complex labor negotiation and wage pressures system (which would be cool but far beyond the scope for a post-release patch) I think this is the best way to go about it - a building will still allow workers to radicalize if they don't think they have good enough profit margins to raise wages, mind (or if they just don't care because the workers are discriminated colonial subjects).
 
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