To this point: Vic3 makes a conscious decision to shift jobs from urban services to factories themselves.Agreed.
An obvious solution would be to reduce the number of employees per building.
Although this will slow down the game progression. How the government could get more revenues? Maybe with the trade rework, tariffs can get this spot.
I believe the game will improve if the overwhelming no brain loop peasant->automation is not the only way forward and other more interresting deep economic game play is also required to make it work.
Eg. Taxing Business profits requiring business to increase margins and making it more difficult for any building to make money without throughput bonuses. Having industrial policies and worldwide competition.
E.g., the entire British shipbuilding industry in 1900 – which make 70% of the world's ships – only employed ~200k people, or 50 levels in-game.
Realistically, a lot of that employment should shift over towards urban services: shopowners, minor tooling shops, doctors, etc instead. However, I think the "indirect multiplier" is probably less satisfying for the player than directly employing them, so I get the decision even if it's unrealistic.
A great source on wages in the US by occupation type: https://babel.hathitrust.org/cgi/pt?id=mdp.39015002738212&seq=609
Strongly agree on the need for more aggressive downsizing. With the trade rework, I think this actually becomes more feasible, because you have trade as a backstop; but setting up a domestic manufacturing industry should be difficult and require lots of protectionism. Given the emphasis on subsidies and tariffs, it will feel unbalanced if we aren't incentivized to focus on fewer, more competitive industries.
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