Simplified Pop System
Similar to Vicky, we are going to track Pops. Just like Vicky, Iron Curtain is just as much of an econo-political simulator as it is a war-game. As such, we need to track the economic well-being and political beliefs of the populace. There are 4 different 'Types' of Pops; Workers, Managers Scientists, and Capitalists. They each have a simplified role. Lower Class pops work in factories, or in RGOs, creating goods. Management works in factories to raise the efficiency, Intellectuals work in Labs to produce Research or in Centrifuges, and Capitalists invest in Companies.
Pops demand goods. All Pops require Survival Goods. Workers also need Low-Class Goods. Managers and Scientists require Middle-Class Goods on top of that, and Capitalists require Upper-Class Goods additionally. If pops can no longer afford Middle or Upper-Class goods, they count down to demotion. If pops are rich enough to buy Middle-Class to Upper-Class Goods, they count down to promotion. If pops can afford their goods but none are available to buy, then they begin to raise in Dissent. If they cannot acquire Survival Goods, then they also begin to count down to death.
I agree with regards to having a pop system, but I think that (as one contributor has mentioned) they should be tied with the ideology, and given your system, it will make sense. Furthermore, it can also be tied with the concept of estates/factions (Ming) in EU4. What it looks like is this.
I proposed 5 types of POPs, instead of the 4 that you suggested : Workers (or Laborers), Soldiers, Bureaucrats (Managers), Innovators (Engineers & Scientists) and Capitalists. Each class has their own needs, as you said, but rather that e.g. when workers can't buy luxuries, they don't increase in dissent, but when they can buy luxuries then they have a buffer against dissent increase. However, what I'm interested in is tying the Dissent to the ideology and its influence.
Firstly, when dissent is quite high in a particular POP, then that POP will start to drift slowly towards an opposing ideology, and when dissent becomes higher enough, also drifts towards a more neutral ideology (taking points from the main ideology of the country). For example, in democratic/capitalist France, when the workers are dissatisfied, then they get + 0.05 drift towards communism, and +0.01 drift towards fascism. Workers are more predisposed towards communism & capitalism, Soldiers are more predisposed towards fascism, Bureaucrats are more predisposed towards communism & capitalism, Innovators are more predisposed toward neutral, and Capitalist are more predisposed towards capitalism. Using this kind of system, one can add "national spirit" that can account on the rise of Islam as the core of politics, as is the case of Iran.
Secondly, a model on how influential a POP is (as is the case with factions). POP gains influence in a nation through events, government support (actions towards factions in EU4), or extremely high dissent (people expressing their dissatisfaction through protests, riots, etc. to increase awareness). Tying this with your proposition of having party popularity and organization, aside from the positive relationship of a POP's influence and party popularity, POP influence can also affect the method of uprising (popular revolution, military coup, capitalist takeover, etc.) and the efficiency of the nation. For example, if workers are very influential in the country but quite satisfied, then they add bonus towards RGO and factory output of the country.
Production Lines and Factories
There are 11 different types of Production Lines, similar to the 3 types in HoI4. They can be divided into Civilian and Military Lines. Factories can be switched between Lines, but the cost to re-tool the factory depends on how similar the Lines are. The lines that can be switched cheaper are Civilian and Military Centrifuges, Infantry Equipment to Low-Class Goods and vice versa, and Middle- and Upper-Class Luxuries to Motor-Lines and vice versa. Unlike HoI4, Input Goods do not simply slow down production, but are required and consumed to produce goods. Factory Lines can be set to Full, Half, Minimal, or Closed Employment, which lowers employment and thus labour costs, but also lowers output. Closing a factory sends a percentage of the goods used to build the factory back into the companies stockpile. Production Lines producing more goods lowers the prices of the goods.
Correct me if I'm wrong, but this seems more like HoI 4 but in the case where civilian goods is produced in a manner like the military production lines (with addition of having companies as independent entities in a nation that owns the factories and can invest in any type of line they want); unless the government type prohibits it?
Companies
Companies are an extra step in the economy, new to PDS games, a replacement for V2's World Market. For state-run Production Lines, the State is considered to be the Company. I'll call out any other places where a state-run Production Line differs from a Company-run Production Line.
Simply put, each Production Line is owned by a specific Company (with the exception of the pre-set RGO Production Lines, which can have factories from multiple Companies in it). Goods are added to the companies Stockpile. When a state or Pop buys a good, they buy it from the Company. Money is given to the Company. The company first spends the money on salaries and input goods. Secondly, they may save up to spend on a new factory. Lastly, profits are split amongst investing Capitalist pops, based on how much the Pop has invested in that Company. State-run Production Lines give profits to the Budget. Companies can, of course, go bankrupt. As shown above, they set the Employment Level based on the demand for their goods, and can close factories to gain back a percentage of the construction costs of the factory.
For state-build Lines and Factories, the State sets the Employment to Full, Half, Minimal, Closed, or Automated, which will treat the line as if it was a Capitalist-driven Company. Thus, as the USSR, you can ensure full employment, and that everyone receives a wage, but if your factories are not efficient enough, or you cannot secure the raw goods, you may not be able to supply everyone with the goods they demand, despite them having the money to pay for it. This is an important point often missed; communist systems were supply-driven rather than demand-driven. If people didn't get goods, it was because there was not goods to give them, not that they couldn't afford them. This models that.
I'm all up for this, but isn't what you're proposing basically same with the world market, which in the case, is actually a "market of corporations", rather than "market of nations"?
Trade
Items from other countries cost more. In my V3 economic model, this is done via Infrastructure Companies, to avoid a Money Pit. In this simplified version, the extra money goes to the Company, who is assumed to handle transportation themselves. It's cheaper to buy goods from your country, than from other countries on the same continent, than from other countries on different continents. This can be balanced out, however, by other countries having more efficient lines, setting the base price of their good lower. Thus, it may be cheaper in the end to import lumber from China than to get it from France.
Additionally, Tariffs can be set on specific Types of Lines or Raw Goods, to protect local industries, and encourage local Pops and Companies to buy from other local Companies rather than abroad.
I support the use of cost as basis for trade, since it is one of the main basis for trading, but I kinda disagree with the suggestion for infrastructure companies. Furthermore, one interesting aspect is the rise of international investments that extends beyond the border, which is arguable on how to implement it. In addition, I propose trade treaties as a possible diplomatic action with other countries.
Espionage
Espionage Points
Espionage Points are points that are collected by Intelligence Center buildings (on a slow trickle), and by carrying out the cheap Spy Ring espionage mission, and spent on all missions. Espionage points are for a specific country, and can only be spent on missions in that country, and have to be built up by Spy Ring missions in that country. The Intelligence Centre gives a small trickle up to a maximum based on the total levels of intelligence centres you have in all countries, and a large trickle in your own country. Countries that are annexed give half of the espionage points in them to the country that annexed them. Missions only last a certain # of months. They also may trigger random events related to the mission.
I think rather than having points for specific countries, it is better to tie it with a region, similar to the HoI4's air system (the system, not the regional division, though it can be argued for).
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This might be a bit weird, but I also propose two additions that I haven't seen mentioned before. First, splitting internal and external espionage. The external espionage would work like the system that already exists and the system that is proposed. However, with internal espionage (or counter-espionage), regional division won't matter (which is quite to hard to model like in USSR's case). In internal espionage screen, the government can set whether to counter enemy espionage, protect certain assets, or monitor and reduce the popularity of a certain political party.
Secondly, the use of ministers similar to the chief of staff and important people in HoI 4, but combined with Stellaris' approach. A nation has certain key strategic and advisory positions that can be filled by appointing people. The people available to each slot depends on the government type and/or main ideology of the government. The slots that are available are: Chief of Army, Chief of Navy, Chief of Airforce, Chief of Espionage, Social Development Advisors (can be filled with trade advisors which improves trade, education advisors which improves the education boost of the country, health advisors which improves the RGO output and reduce dissent, etc.) and Technological Development Advisors (can be filled with scientists who are experts in some areas of fields or positions or with engineers which improves the production efficiency of certain goods).