Heating also represents fuel for cooking, etcSri Lanka with +30ºC has heating needs?
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Heating also represents fuel for cooking, etcSri Lanka with +30ºC has heating needs?
That's exactly right! Which means that taboos and obsessions concentrate demand in certain goods but not others, increasing their prices and making things overall more expensive for Pops depending on them.So how will taboos affect for example the total spent money for intoxication? For example muslims that are not allowed to drink alcohol, will they instead use more opium than an european pop that has alcohol available, but overall they spend about the same amount for intoxication if their wealth is similar?
At those levels of living standard the base mortality will be higher than the base fertility, so if no additional factors apply the net population growth will be negative.Is starving just a flavor name for lowest income bracket or do you actually loose population? Is standard of living related to famines at all?
Feminism unlocks the possibility of passing these laws, in that there will now be people agitating for more rights, while what happened during the World Wars would be actually passing those laws.I am no expert on this, but didn't the increase of women in the workforce mainly come about due to the two World Wars, rather than 'feminism'?
I believe that in the lower end of SoL, increasing SoL also increases birth rate (you have more kids if you're not starving and such).Should really birth rate ALWAYS decrease due to increasing standard of living? I thinknin many cases more money means better chances to start a family! Please reconsider, I think there should be situations where increasing standard of living, along with better infrastructure, will lead to huge population boom, especially in less developed nations that modernize
Unfortunately seasonal shifts in goods supply and demand cannot be easily simulated in our model, as we assume rational stockpiling happens behind the scene. As for climate, the production of goods varying by climate is simulated to some degree by permitting some buildings to be built in some states but not others - for example, some regions can grow Coffee and others cannot, some regions have Rice Farms and others have Wheat Farms - but the consumption of different goods cannot be made to depend on climate, time of year, or the combination of the two. However, the goods substitution system does permit for distinctions in consumption based on availability, so Pops don't smoke opium in markets where it's not present, and can subsist only on Fruit if that's the only food that's available.Given that heating requirements are simulated, will these vary with climate and season? If we could wind up with situations like coal shortages in winter because demand increases would be amazing.
Not at the moment, it's something I've thought about but we probably will not have for release at least.On the back of that, does climate affect needs, ie heating?
Pops don't have an aversion to working in industries producing a taboo right now. It's an interesting idea though, maybe it's something we can explore at a later point.Do taboos affect pops views on working to produce a certain good? Say if my pops have taboos against alcohol, would producing it give me a guaranteed export good or will my people dislike having to produce something they abhor?
Realistically? Absolutely. Would I like this to be in the game? For sure. However, this is also the kind of mechanical addition that I'm alright with not having in release and add in a at a later point, because it's more of a nice detail than a crucial mechanic (Heating is not a very significant part of expenses). I would also want a system like this to be used in other cases where it makes sense and I wouldn't just want to make it as simple as 'Pops in hot regions enjoy a higher average standard of living due to reduced heating expenses while Pops in cold regions are poorer'.Shouldn't tropical places have a lesser demand of heating goods? While cooking would be represented, home heaters wouldn't be that of an issue.
Professions can actually have different Dependent ratios, but we're not quite sure to what extent we will distinguish them yet as too drastic differences between them can lead to some counterintuitive game dynamics.How broadly does the "women in the workplace" law apply? Women were in the "workplace" since the beginning of human civilization, whether it be in cottage industries or in farming or even in factory settings- the Industrial Revolution was kicked off by women working power looms after all, and this was before the development of feminist thought. I think there ought to be women in low-strata jobs from the get-go, and feminist-inspired workplace involvement should apply specifically to middle and upper strata professions. I hope different professions can have different worker gender ratios- it should be easier to get more women into industrial or clerical work than it would be to have an gender-integrated military with an balanced gender distribution. At the extreme end of this, gendered industries like aforementioned textiles industry could have "inverted" gender distributions.
We want there to be plenty of room upwards in the system instead of pop incomes simply being wasted if they hit the highest level. SoL 99 is meant to be more or less impossible to reach.Why not just adjust the values from 1-9? There are 9 conditions for pops. This means that opulent will be in the 80-89 range. You can always add destitute as a condition above starving which would mean that opulent can range from 90-99.
You can discourage consumption of a good and embargo imports of it, but if there's a local supply you can never eliminate consumption of it entirely, as that isn't a feat even modern day states can achieve.Can we use authority to ban goods entirely, or is it just a push towards using alternatives? Mostly wondering if some combination of that, substitutions, and maybe tariffs would make it possible to make an entirely vegetarian country, or functionally ban opium, and so on.
Sort of, I think, yes! Though if I understand the effect correctly, we've tried to compensate for it by both making staples quite substitutable and by gradually shifting Needs from certain staple goods to other goods as Wealth levels increase, so Pops don't get "stuck" in Wealth ranges where they're paying more for high-demand staple goods than they would if they had the option to switch to lower-demand luxury goods. While cool, this kind of Catch-22 could make a for a pretty annoying puzzle for players to have to solve, particularly since securing staple goods tends to be an early-game problem.Does this mean we can actually get Giffen goods?
Like the classic rising price of grain makes poor people less able to buy meat so they start to buy even more grain.
I don't know if I got it quite right, but wouldn't this wealth-consumption relation lead to a seesaw in demands and SoL, in turn leading overall to economic and political instability?
So wealth increases as income exceeds expenses, but once the pop reaches a certain level of wealth, it'll have more refined needs, leading to higher expenses which, if not accompanied with a higher income, will lead this pop to lose wealth.
From that it is apparent that every pop will be going through alternating cycles with more and less refined needs, as wealth increases and then decreases, this will make industries/IG loyalty also alternate between expansion/loyalty and contraction/radicalism.
Correct if I wrong anywhere here.
To address both these birds with one stone, we need the granularity of 100 levels instead of 10 to ensure that Pop needs don't flip-flop like that but remain at relatively stable Wealth due to market forces. Otherwise the sudden shift from Wealth 4 (40) to Wealth 5 (50) in a large Pop could cause demand to increase so much it devastates their ability to pay for it next week, causing them to drop back down to 4, etc. So the answer to why we don't see see-sawing and instability is because of careful tuning like that.Why not just adjust the values from 1-9? There are 9 conditions for pops. This means that opulent will be in the 80-89 range. You can always add destitute as a condition above starving which would mean that opulent can range from 90-99.
Also that.We want there to be plenty of room upwards in the system instead of pop incomes simply being wasted if they hit the highest level. SoL 99 is meant to be more or less impossible to reach.
Decreases consumption over time, meaning increased prices if supply remains the same.Does the act of discouraging a good drive up its price? Or will the price fall because POPs don’t put out as many buy orders for it?
I ask because Prohibition lead to decreasing consumption and higher prices. Though, alcohol is a pretty inelastic good.
In the game it's not natality that increases from increased Standard of Living, it's net population growth. So by enacting Women in the Workplace, natality immediately declines by 5% but will cause Dependents to gradually turn into Workforce, a process which can take many years to maximize. Assuming this leads to increased Standard of Living for most Pops over time, natality will decrease further, but mortality will decrease more, potentially leading to net population growth despite the two-pronged decreases to natality.This is a lie. We know that from the 60s on (around the time the largest push towards women going into the workforce happened) natality has been on the decline ever since.
Yes, I meant to write decreased prices!Do you mean “decreased prices” or am I very confused?
I think organized crime, black markets and so on would be a really interesting thing to add to the game, but we don't have any plans to explicitly simulate them for release (I know I keep saying that in this thread, but there are so many things I want to add to the game but where we need to prioritize the core features that we do have and ensure they're as good as they can be on release).Have you guys considered adding some kind of black market mechanic to capture the difficulties of trying to stamp out consumption through a punitive, legal approach?
And are organized crime syndicates in the game at all? They were present if a bit shallow in Vicky 2, though I imagine Turmoil might have filled that gap in Vicky 3. Might be good grist for DLC if it’s not in the base game.
At the moment Wealth levels are balanced such that 10k Workforce at Wealth 1 require a total weekly net income of £150, and each level is worth roughly 10% more than the level before it, so it's a quite gradual exponential increase that nevertheless gets astronomically high by levels 60+. Of course this is at base pricing, so specific market prices can impact how much money Pops need to have to achieve a certain Wealth level a lot. And even if the goods your population needs to buy are quite expensive, if many of them are made domestically they might have the wages to match on account of their industries producing high-value goods.Is there a numerical value of money a pop needs to save to advance to the next level of wealth? Is it a fixed sum per level, or a geometric progression or something else? Can you also give examples of other factors beyond wealth that can affect standard of living?
The national value as well as the state-specific strata values are not separate values, but are all examples of where we have aggregated individual Pops' Standard of Living along with a breakdown of what the most prominent factors are that affects them. The idea here is to give the player some approximate ideas of major trends and factors on different levels of granularity, to make it easier to play both large and small countries. If you're playing, say, USA it's not really feasible to try to parse the details of thousands of Pops individually to figure out how to best address their varied needs, but if you want to make things better for all Middle Strata Pops in Pennsylvania you'll easily be able to see that the best way to do that is e.g. increase access to Transportation or Furniture, or cut Consumption Taxes on Tea.I see there is a National Standard of Living number. How is that calculated verses the different stratas? Also what impact does it have on the game?