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Match 1.1.2; support English, Chinese, Japanese and Korean.
For non-localized languages, the new text will be shown in English instead of code.
0.Summary
Modify the dividend mechanism of labor cooperatives and added new institution
New ownership production methods have been added to some buildings
Separate socialist market economy and command economy
The command economy has been redone, giving command economy a new experience
And some other fine-tuning
1.Ownership
(1)Worker Cooperative (Collective Ownership) [cannot be used in command economy]
The dividend of worker cooperatives has been modified. Now everyone enjoys the same dividend, not just machinists and laborers (all owners are workers, and all workers are owners)
*That is to say, the more profitable the factory is, the smaller the income percent gap between engineers and labors is, and the closer it is to common prosperity. (Labors and machinists of the vanilla worker cooperatives are the new privilege class, as engineers, shopkeepers and clerks all work for them.)
In addition, the cooperative will no longer add extra working population, and will remove the clergymen from the farms and pastures.
*Even self supporting farms have no clergy in the cooperative mode, so why do more productive farms and pastures have clergymen?
The added recreation and sports centers in urban center(require the council republic to unlock)replace all clergymen with clerks, and have the same dividend mechanism as the worker cooperatives.
Add worker cooperative to trade center, consist of shopkeepers and clerks in 1:3, which requires the council republic to unlock, and council republic no longer unlocks the government run ownership of the trade center
(2)Government Run (State Ownership) [only available in command economy]
Reduce Government Run bureaucratic posts from +150 per level to +100 per level (the same number of privately owned capitalists)
Accordingly, Government Run now consume administrative power:(per level)-0.2 for agriculture, fishery and forestry, -0.3 for mining and urban center, -0.4 for railway, -0.5 for industry, and -0.1 for trade centers and academy of arts (subject to throughput efficiency)
Government Run will also remove the clergymen from the farms and pastures.
Add government building to urban center, which requires command economy to unlock. Bureaucrats and clerks are in 1:3
Add government patronage to academy of arts, which requires command economy to unlock. Bureaucrats and scholars are in 15:85
(3)Others
The production method of the canal has been modified and the capitalists are replaced by bureaucrats. (After all, the canal has no dividend, and even the capitalists can only get wages. Are they capitalists? At most senior workers)
2.Law and Institution
(1)Council Republic
Add Development and Reform Commission(spend bureaucracy to regulate reproduction and promote economic development).
Each level will increase the contribution rate of people in the worker cooperative to the investment pool by 5%, which will be unlocked by council republic and provide+5 maximum levels.
*If you want to promote consumption, you can lower its level at any time (Since it is owned by the whole people, it is not surprising that people invest some money in extending reproduction)
The modifiers to council republic has been revised, it directly increases political power of trade unions by 10%, not that of technicians and farmers by 25%. Moreover, it also reduces the political power brought by wealth by 20%.
(2)Command Economy
Command economy now levies 100% dividend tax (making your country really own the domestic industry run by the government, rather than being embezzled by the vanilla bureaucratic pop; of course, in the case of surplus bureaucracy and tax collection capacity)
The cost of the super control of command economy is to is to consume additional bureaucracy for your buildings
*In the later stage of the game, you will need a huge bureaucratic team to maintain the operation of command economy, which can simulate the difficulties encountered by the command economy in reality to a certain extent
In order to reduce the waste of administrative power, command econom will make Development and Reform Commission -4 the largest level (I don't know how to disable institutions in different law groups)
3.Some Supplements
Theoretically, it is compatible with most mods, as long as they don't change the worker cooperatives, government run, council republic, command economy and others I've changed. because I didn't directly modify the source file. Instead,I created new files to write what I need to change.
REQUIREMENTS
Victoria 3
Full game
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