How to Industrialize and Become the Harbour of Global Capital, Wealth, & Power
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It's very simple, just follow this simple process (IT ALWAYS WORKS!!!) Keep your taxation to high or medium. Having taxation very high can result in too many radicals for you to handle. However late game, after de peasanting you want to switch to the lowest taxes as then your pops will boost your GDP even higher as they can actually buy goods. (peasants demand 1/10 the amount all other pop types do for any given good) Focus on building RGO's and buildings that lower the prices for the construction sector. When your construction sectors are cheaper to run, you can build things faster. This mostly means iron, wood, and tools. Lowering the price of coal reduces the price of all other RGO outputs as its their main input with mining tech 2 and above. Avoid building consumer goods too early Because of what I said earlier about peasants demanding essentially nothing, any building that produces consumer goods such as furniture, or clothes is going to suffer tremendously. This is because nobody is able to demand the goods because they are peasants and poor. Try to build all your buildings in the same place If you are on traditionalism or don't have the stock exchange technology, this is a must . Your buildings will pay a premium price (or an undervalued price) due to the lower M.arket A.ccess P.rice. I.mpact. Example below. Focus on resources first Resources cost HALF the construction of urban buildings, logging camps cost 1/4 of the amount. Example: This is important since time is money with your construction sectors. It would be more efficient to build buildings that might given the same profit for half the starting price. Build up your tax base Per-capita taxation is superior when you have depeasanted your population (promoted peasants to other forms of labor). As you will have more tax income to spend on building buildings. Remember, a per-capita tax[\b] means each person is taxed the same amount of that amount indicated. Usually per-capita taxation will give you a massive boost in income due to the additional tax from the income tax. This really means depeasanting, additionally this will also increase your consumption taxation due to them promoting and buying more goods. Example: Trade based economy A strategy that works well as undeveloped peasant nations is possibly to build a resource or consumer good base to trade off to more developed nations such as the United Kingdom or France. Trade will help offset the price difference from having so many peasants at home. Possibly build plantations If you are willing to have a somewhat stronger aristocracy, you could always start building plantations. They are the most profitable agricultural building. They also employ a lot of people 7 to 12 thousand per level. This makes them perfect for getting rid of your peasants for some rural folk to get off of traditionalism. Somewhat recently they added more production methods to get more out of them early game before the pumpjacks technology. Example: Focus on the construction sector economy The loop of infinite construction comes from building the inputs to construction sectors and the inputs to those inputs. The lower you can price the inputs, the more you can have in construction sectors per 1000 dollars in tax money. Switch off of bad laws Try to get off of traditionalism (the economic law) as it gives you horrible debuffs to taxation capacity, MAPI, and your investment pool modifiers. How the investment pool works Laissez Faire is technically the best, but you lose control over foreign competitors that may buy all your buildings. Laissez Faire converts 100% of the profit from buildings if its nationally owned. That means if you are outscaling your investment pool through construction, you can get an economic boom from inflated investment. Other economic laws have 50% conversion from profit to the investment pool. However they get a malus to economy of scale. Economy of scale meaning you get an % increase to throughput on the sector in the state dependent on the number of buildings. 30 buildings, 30% increase to throughput, while wages remain the same. Capitalists only invest 30% of the profits from buildings, which is multiplied by the investment pool contribution efficiency modifier + 1. Meaning free money is created by capitalists. This is increase by making the industrialists happy, or having the laissez faire law. Each Interest group has pop groups that support a specific interest group This is based off of historical materialism. You can check the specific attraction by clicking on a pop and hovering over the interest groups they support. What effects the clout of the interest group is a logarithmic scale of wealth to clout. Meaning a wealth of 10 (sol of 10) of a pop roughly has the equivalent political strength 40x less then a pop who has a wealth of 20 (sol of 20) (graph shown below) Elections also effect clout. The more universal the suffrage, the more political clout the interest group receives. This inadvertently makes voting laws favor different interest groups. Oligarchy -> Landowners, Industrialists, armed forces Technocracy -> Intelligentsia Wealth voting -> industrialists, landowners. Landed voting -> Industrialists, clergy, landowners, armed forces Census suffrage -> Petite Bourgeois Universal Suffrage -> Trade Unions What is the best military law? 1. Professional, Militia, or Mass Mobilization? Depends on your needs, but preferably not Militia since units take so long to mobilize and cost so much, that you might as well take the 1% hit to conscription in favor of Mass Mob. or running a full professional military that gets double the bonus to experience gain, which will increase offense & defense. Mass Mobilization doubles your training rate, which is extremely useful since manpower is so important, and a nation can just attrition you to death until they have a massive manpower advantage and start winning battles all across the front. So Mass Mobilization > Professional > Militia. 2. COMPANIES!!! This is an underlooked feature but in 1.9.6 and 1.9 companies that produce prestige goods like Krupp guns, and Colt revolvers, upon consumption give massive attack defense, and recovery rate modifiers. Also build artillery, you have no idea how annoying it is to have a stagnant front because you don't have artillery. 3. "We have technology" then proceeds to smash computer against desk. Prioritize research like General Staff , Percussion Cap , and Breech-Loading Artillery . There are other techs down the line, but you won't get those until pretty late game, however know that you will need a lot of ammunition, small arms, artillery, radios, rubber, and eventually oil and tanks. If you have line infantry and the enemy has skirmish, you are surely to lose period. 4. No Shortages at ANY cost Any type of good shortage for your units will result in their stats lowering and organization for the unit decreasing, make sure you have adequate goods, or are able to subvention them from nearby countries. 5. The Navy! Blockading and intercepting enemy convoys can devastate the enemy, especially if they are reliant on the world market, and since the world market is important since the player nor the ai can control whether they trade or not, slowing crippling someones economy, or crippling their ability to support colonies, or to stop their imports of foreign weapons like guns! Depends on your goals, but for the Central Identity Pillar Trade League > Sovereign Empire >>Religious Convocation >> Military Treaty >>>> Ideological Union Here's why I ranked these this way Countries are much more likely to join a trade league then sovereign empire A trade league gives a whopping 25% bonus of trade capacity and a very good principle external trade Sovereign Empire can subjugate countries for no infamy Gets a decent required principle that gives free authority and money from subjects Religious convocation is ve
ИсточникGHub Platform · автор06.09.2026, 22:27:17
It's very simple, just follow this simple process (IT ALWAYS WORKS!!!) Keep your taxation to high or medium. Having taxation very high can result in too many radicals for you to handle. However late game, after de peasanting you want to switch to the lowest taxes as then your pop…
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