Seems like a fine system. The economics part is something they cannot afford to do poorly. I am sure modders will add in the raw materials that paradox does not feel like adding it at game release (coffee, or so someone in the thread says).
There's a good reason for players to maintain sticky wages, since pops get angry if their standard of lives drop, as is the case irl.I wonder if we'll be able to mod in different economic assumptions, e.g. sticky wages. I know not everything will be doable at the beginning, but I have hope.
Wages should be more tied to the extent of market, as the wider an area over which a particular good is sold by a particular manufacturer, the more rewarding creating a brand-name good and more necessary to retain good staff to maintain the quality. Railroads and literacy should be two of the factors driving this.On paper that should be the case although they didnt go into detail how much factory owners are willing to actually share with their workers and how much theyll pocket themselves. The ratio could be anything, it could also by dynamic and dependent on laws i.e Minimum Wage.
Early game, work is transient and so are living standards. Late game, sticky wages are a more reasonable assumption.There's a good reason for players to maintain sticky wages, since pops get angry if their standard of lives drop, as is the case irl.
But sticky wages kind of hurt most peopleThere's a good reason for players to maintain sticky wages, since pops get angry if their standard of lives drop, as is the case irl.
who are unemployed yes. But victoria was a period when people were only beginning to pick up manufacturing jobs and the wages were still very low, idk if the problem was there.But sticky wages kind of hurt most people
That’s a great improvement, one thing that irked me a little in Vicky2 is that you had no incentive what so ever NOT to build out ports and railroads to their max, everywhere in your empire, the moment they were available. And it also bugged me a little bit that railroads specifically had no maintenance costs, realistically it should cost quite a bit of steel and timber to maintain the tracks, as well as mechanical gear and coal for the locomotives themselves.Infrastructure Buildings like railways and ports also employ people and have a cost and consumption.
From the sound of things so far, it will be simulated, with prices being based on supply/demand, as well as geographic/logistical availability.So is the economy still going to be simulated or is it going to be more gamified?
It could certainly impact POP growth; at least in PDM it did.This is really exciting. Ability to close off my economy and be a self-sufficient state is all I wanted from Vicky2. Looks like the feature is finally here. The local market system is a great addition.
But what about food needs? Will people starve and die if they don't manage to buy food goods due to prices/blockades?
"Life Needs" in Vicky2 didn't seem to have much effect beyond militancy...
In the attached images they denote “basic food” expenses, and then “standard of living” expenses, so at the very least there are two tiers.It will be interesting to know whether the new game will reproduce the tiered system of need for goods. One imagines it must, but so far we don't know. I hope next week's DD on POPs offers some clarity.
if we can't switch them freely (without negotiating in parliament) like in VIc 2 it will be a massive improvement, even if it isn't a sliderMost of what I have read and heard seems a very good step.
However, I'm a bit disappointed that the tax settings are buttons and not sliders.
This has been my understanding too. Since private business will try to maximize profit theyll also cut down on costs as soon as they need to which probably includes wages, hence: if the price of the produced good drops so do the wages.The way I understand wages is that privately-owned buildings will automatically pay the absolute minimum wage they can get away with while getting all the workforce they want in order to maximize profit. Which is pretty much exactly how it works in real life anyway.
On that note, there really needs to be stockpiles for non-perishable goods, especially ones with industrial or military uses. Small countries will need to set up discreet trade routes for each key good they don't produce themselves, so being able to build up a stockpile of, say, small arms or coal over time would be much better for them than needing to trade for their daily needs all through a war.Speaking of simulation, i wonder if unsold goods are still dumped into the ocean to never be seen again like in Vicky 2, because that was a massive issue with the economy