The economy system, from what I understand, functions thusly:
In Victoria II, LF economies prohibited the construction of buildings by the player. This will not be the case in Vicky 3. Because the developers consider buildings to be an integral aspect of the game, they wish to maintain player control over it. Players will have control over most of the details: Where buildings are built, what kinds of buildings are built, how many levels buildings have, and what production methods they use.
Buildings employ and are owned by POPs. Building ownership is primarily determined by a production method highly restricted by laws. Ownership of a building gives the POP all of the profits. Some options include:
- Merchant Guilds - Ownership by Shopkeeper POPs
- Privately Owned - Ownership by Capitalist POPs
- Publicly Traded - It's a secret
- Government Run - Management by Bureaucrat POPs, Mandatory Subsidies, Profits collected by Government
- Worker Cooperative - Ownership by Worker POPs
Players have access to an Investment Pool. This pool represents entrepreneurship. Some POPs will contribute profits from the buildings they own to the pool. Which POPs contribute to the Pool and what the money can spent on are determined by the laws of the nation. Normally, only Capitalist POPs and sometimes Aristocrat POPs will contribute, and the money is primarily for buildings.
Nations can subsidize buildings. Subsidized buildings will try to maximize the workers employed in them, raising wages if necessary, while the government promises to make-up the deficit from government funds. If the building was already profitable, subsidizing it will do nothing. Which buildings can be subsidized is determined by the nation's laws.
Buildings primarily produce Goods, though some raise a nation's Capacities. Goods represent various products. Goods can be used to construct buildings, consumed by Buildings to produce new products, or consumed by POPs. The price of a Good is determined by its supply and demand.
Goods can only be brought and sold within a Market. Most Markets are limited to a single nation, but nations can establish Customs Unions to join Markets. Goods also require Infrastructure to be transported to other States within a Market. It is also possible to establish Import and Export Trade Routes for specific Goods with other Markets, but the number of routes is limited by a variety of factors, the most relevant of which is the nation's laws.
POPs make money from the buildings they own and the wages from the jobs they work. The wealth of a POP is used to determine its Political Strength and buy goods to support its Standard of Living. The Political Strength of a POP will be given to the Interest Groups it supports, giving them Clout. The relative Clout of the different Interest Groups play a key role in how difficult or easy a law is to pass. POPs will spend their wealth to support their Standard of Living. Higher Standards of Living require luxury Goods. POPs with a Standard of Living above what they expect will be more likely to support the government. POPs with a Standard of Living below what they expect are prone to radicalization.
Putting it all together, it seems like the game will rely on natural consequences of decisions, rather than artificial penalties.
There is nothing stopping you from blowing all the wealth in the Investment Pool on Furniture factories. However, doing so would both cause an oversupply of furniture and a shortage of other goods. As the price of furniture falls, so will wages. The Standards of Living for the workers will follow. Some of the workers will radicalize. Others will emigrate to better countries. Subsidizing would protect the workers, but also be a massive drain on the nation's coffers.
In a more serious example, a nation might try to increase the size of their Investment Pool by encouraging capitalists, trying to build the most profitable buildings. However, doing so will also result in the establishment of a powerful class of capitalists, who will act to encourage their interests through Interest Groups, preventing the passage of laws that threaten their wealth. Meanwhile, a dictatorship drawing on socialist principles like the Soviet Union will not need the Investment Pool, earning all the profits itself, but will also have to contend with the mandatory subsidization of Buildings.
There is a reason why the developers want the players to have full control over buildings. The effects of the decisions that a player makes will cascade through the economy and into politics and international diplomacy. The game has been described as a game where you can garden your nation. Buildings are an essential tool in that respect.