Laws and Social Development

From TNOpediA

Taking inspiration from the law system of Victoria 2, TNO features a detailed law system to express the specific policies of your nation, providing greater immersion and complexity. The policies are located under the political tab, and includes a wide range of policies to consider during the course of a playthrough. Each policy has its own effects on various game variables, both with pros and cons to each policy.

Each policy has effectiveness which can improve or worsen as the game goes on, with some being determined by buildings and funding. This determines the effects gained by a policy and the more effective a policy, the better the effects.

Laws[edit | edit source]

Laws, or Policies, influence various aspects of the nation, including political, military and economic matters. Policies cannot be changed manually or through an upgrade/downgrade system like Societal Development, and may only be changed by the focus tree or by events. A Policies effect's on the nation may be affected by it's effectiveness, which ranges from 0% to 100%, with its effects scaling along with it.

Political Policies[edit | edit source]

Political Parties[edit | edit source]

Policy Effect(s)

Non-Partisan System
Daily Political Power Gain: +0.15 - +0.25
Ideology Drift Defense: -25.00% - +25.00%
Stability: -5.00% - -2.50%

One Party State
Daily Political Power Gain: +0.10 - +0.20
Ideology Drift Defense: +25.00% - +50.00%

Controlled Opposition
Daily Political Power Gain: 0.00 - +0.10
Ideology Drift Defense: 0.00% - +25.00%
Stability: -2.50% - +2.50%

Multi-Party System
Stability: -5.00% - +5.00%

Religious Rights[edit | edit source]

Policy Effect(s)

State Religion
Stability: -5% - +10%
War Support: +0% - +10%
Daily Political Power Gain: -0.15 - +0.15

Pluralism
Stability: +0% - +5%
Daily Political Power Gain: -0.10 - -0.05

Secularism
Stability: -2.5% - +5%

Church Suppression
Stability: -7.5% - -2.5%
War Support: -5% - +0%
Ideology Drift Defense: -10% - +25%
Daily Political Power Gain: -0.05 - +0.05

State Atheism
Stability: -10% - -5%
War Support: -5% - +0%
Ideology Drift Defense: -10% - +50%
Daily Political Power Gain: +0.05 - +0.10

Trade Unions[edit | edit source]

Policy Effect(s)

Illegal
+2.5% - +5% Factory Output, +2.5% - +5% Dockyard Output, +2.5% - +5% Production Efficiency Cap, -7.5% - -5% Stability, +0.02 - +0.00 Monthly Poverty

State Controlled
+0 - +2.5% Factory Output, +0 - +2.5% Dockyard Output, +0 - +2.5% Production Efficiency Cap, +0.01 - -0.01 Monthly Poverty, +0.00 - +0.10 Monthly Industrial Expertise

Non-Political Allowed
-5 - -2.5% Factory Output, -5 - -2.5% Dockyard Output, -5 - -2.5% Production Efficiency Cap, +0.00 - -0.01 Monthly Poverty, +0.00 - +0.25 Monthly Industrial Expertise

All Allowed
-7.5 - -5% Factory Output, -7.5 - -5% Dockyard Output, -7.5 - -5% Production Efficiency Cap, +0% - +2.5% Stability, +0.00 - -0.02 Monthly Poverty, +0.25 - +0.50 Monthly Industrial Expertise

Immigration[edit | edit source]

Policy Effect(s)

You Will Never Leave
-10% - +0% Stability, -20% - +0% Monthly Population, -0.50 - +0.00 Monthly Academic Base, -0.25 - +0.00 Monthly Industrial Expertise

Closed Borders
-10% - +10% Stability, -5% - +0% Monthly Population

Skilled Labor Only
-5% - +0% Stability, +5% - +2.5% Monthly Population, +0.25 - +0.50 Monthly Academic Base, +0.25 - +0.50 Monthly Industrial Expertise

Quota Immigration
+10% - +5% Monthly Population, +0.10 - +0.25 Monthly Academic Base, +0.10 - +0.25 Monthly Industrial Expertise

Open Immigration
-10% - -5% Stability, +10% - +25% Monthly Population, +0.10 - +0.20 Monthly Academic Base, +0.15 - +0.25 Monthly Industrial Expertise, +0.01% - +0.00% Monthly Poverty Rate

Encouraged Immigration
-15% - -10% Stability, +20% - +35% Monthly Population, +0.00 - +0.10 Monthly Academic Base, +0.00 - +0.15 Monthly Industrial Expertise, +0.03% - +0.01% Monthly Poverty Rate

Subsidized Immigration
-20% - -15% Stability, +25% - +50% Monthly Population, -7.5% - -5% Daily Political Power Gain, +0.00 - +0.10 Monthly Industrial Expertise, +0.04% - +0.02% Monthly Poverty Rate

Give Me Your Poor
-25% - -20% Stability, +40% - +100% Monthly Population, -15% - -10% Daily Political Power Gain, +0.075% - +0.06% Monthly Poverty Rate

Forced Labor[edit | edit source]

Policy Effect(s)

Caste System
-25% - -15% Stability, -15% - -5% War Support, -5% - -10% Research Speed, +0% - +15% Construction Speed, +25% - +75% Free Repair, -25% - -10% Monthly Population, -10% - +10% Recruitable Population, +5% - +20% Factory Output, -3% - -5% Needed Consumer Goods, +5% - +10% Consumer Goods Production, -0.25 - -0.10 Monthly Academic Base, -1.00 - -0.50 Monthly Industrial Expertise, -1.00 - -0.50 Monthly Agricultural Base, +0.10% - +0.05% Monthly Poverty Rate

Institutionalized
-15% - -2.5% Monthly Population, -5% - +0% Recruitable Population, +5% - +20% Factory Output, -1% - -3% Needed Consumer Goods, +5% - +10% Consumer Goods Production, -0.50 - -0.25 Monthly Industrial Expertise, -0.50 - -0.25 Monthly Agricultural Base, +0.06% - +0.02% Monthly Poverty Rate

Corvee Slavery
-5% - +0% Monthly Population, -2.5% - +0% Recruitable Population, +2.5% - +10% Factory Output, +0% - -2% Needed Consumer Goods, +2.5% - +5% Consumer Goods Production, -0.50 - -0.25 Monthly Industrial Expertise, -0.50 - -0.25 Monthly Agricultural Base, +0.04% - +0.01% Monthly Poverty Rate

Penal Labor
-10% - -2.5% Stability, +0% - +5% Construction Speed, +0% - +25% Free Repair, +0% - +1% Consumer Goods Production, -0.15 - +0.05 Monthly Industrial Expertise, +0.02% - +0.00% Monthly Poverty Rate

Work Programs
+0% - +5% Stability, -5% - +0% War Support, +0% - +5% Construction Speed, +0% - +10% Free Repair +0% - +5% Consumer Goods Production, -0.25 - +0.25 Monthly Industrial Expertise +0.02% - -0.02% Monthly Poverty Rate, +1.50% - +0.75% Administrative Cost

POW Only
-5% - -2.5% Stability, -10% - -2.5% War Support, +0% - +10% Construction Speed, +0% - +25% Free Repair, -2.5% - +0% Recruitable Non-Core, +0% - +10% Factory Output, +2.5% - +5% Consumer Goods Production, -0.15 - -0.05 Monthly Industrial Expertise -10% - -5% Offensive War Stability, -5% - -2.5% Defensive War Stability

Complete Ban
+0% - +5% Stability, +0% - +5% War Support

Public Meetings[edit | edit source]

Policy Effect(s)

Outlawed
-10% - +0% Stability

Regulated
+0% - +5% Stability, +0% - +2.5% Daily Political Power Gain

Allowed
+2.5% - +5% Daily Political Power Gain

Press Rights[edit | edit source]

Policy Effect(s)

Propaganda Press
+0% - +20% Stability, -15% - -10% Political Power Gain, +0% - +25% War Support, +0% - +75% Ideology Drift Defense, -10% - -25% Intel to Others

State Press Only
+5% - +10% Stability, -7.5% - -5% Political Power Gain, +5% - +10% War Support, +25% - +50% Ideology Drift Defense, -5% - -15% Intel to Others

Censored Press
+0% - +5% Stability, -5% - -2.5% Political Power Gain, +0% - +5% War Support, +10% - +25% Ideology Drift Defense

Free Press
+0% - +10% Political Power Gain, -25% - -10% Ideology Drift Defense, +15% - +0% Intel to Others

Voter Franchise[edit | edit source]

Policy Effect(s)

No Voting
-15% - +0% Stability, +0% - +15% Political Power Gain

Elite Voting
-7.5% - +0% Stability, +5% - +10% Political Power Gain

Inequal Voting
Stability: -5.00% - 0.50%
Political Power Gain: +2.50% - 7.50%

Registered Voting
-5% - +2.5% Stability. +0% - +5% Political Power Gain

Universal Voting
+0% - +5% Stability

Promoted Voting
+2.5% - +5% Stability, -2.5% - +2.5% Political Power Gain

Military Policies[edit | edit source]

Conscription[edit | edit source]

Policy Effect(s)

Scraping the Barrel
20% - 25% Recruitable Population, -50% - -30% Stability, -50% - -30% War Support, -1.50 - -1.00 Daily Political Power Gain, -15% - -10% Research Speed -2.00 - -1.50 Monthly Military Professionalism, -50% - -40% Division Organization, -50% - -40% Division Recovery Rate, -50% - -45% Factory Output, -50% - -45% Dockyard Output, -50% - -45% Construction Speed

All Adults Serve
15% - 20% Recruitable Population, -30% - -25% Stability, -30% - -25% War Support, -1.25 - -0.75 Daily Political Power Gain, -10% - -5% Research Speed -1.50 - -1.00 Monthly Military Professionalism, -30% - -25% Division Organization, -30% - -25% Division Recovery Rate, -30% - -25% Factory Output, -30% - -25% Dockyard Output, -30% - -25% Construction Speed

Service by Requirement
7.5% - 10% Recruitable Population, -25% - -20% Stability, -25% - -20% War Support, -0.70 - -0.50 Daily Political Power Gain, -7.5% - -5% Research Speed, -20% - -15% Division Organization, -20% - -15% Division Recovery Rate, -25% - -20% Factory Output, -25% - -20% Dockyard Output, -25% - -20% Construction Speed

Extensive Conscription
3.5% - 5% Recruitable Population, -20% - -15% Stability, -20% - -15% War Support, -0.40 - -0.20 Daily Political Power Gain, -3.5% - -2.5% Research Speed, -12.5% - -10% Division Organization, -12.5% - -10% Division Recovery Rate, -15% - -10% Factory Output, -15% - -10% Dockyard Output, -15% - -10% Construction Speed

Broadened Conscription
3% - 3.5% Recruitable Population, -15% - -10% Stability, -15% - -10% War Support, -0.15 - -0.10 Daily Political Power Gain, -10% - -5% Division Recovery Rate

Limited Conscription
2% - 2.5% Recruitable Population, -7.5% - -5% Stability, -7.5% - -5% War Support, -0.10 - -0.05 Daily Political Power Gain

Volunteer Only
1% - 1.2% Recruitable Population, +0% - +10% Division Organization, +0% - +10% Division Recovery Rate

Disarmed Nation
0% - 0.20% Recruitable Population, -10% - +10% Stability, -20% - -50% War Support, -0.25 - +0.25 Daily Political Power Gain, -0.25 - -2.00 Monthly Military Professionalism, -20% - -25% Division Organization, -20% - -25% Division Recovery Rate, -5% - -15% Factory Output, -5% - -15% Dockyard Output, -15% - -10% Army Experience Gain

Supervision[edit | edit source]

Policy Effect(s)

Encouraged Brutality
+5% - +10% Division Attack, -15% - -10% War Support, -15% - -10% Leader Experience Gain, +10% - +5% Resistance Growth

No Restrictions
+2.5% - +5% Division Attack, -5% - -2.5% War Support, -7.5% - -5% Leader Experience Gain, +5% - +2.5% Resistance Growth

Rules of Engagement
+0% - +2.5% War Support, +0% - +2.5% Leader Experience Gain

Watchdog Groups
-7.5% - -5% Division Attack, +2.5% - +5% War Support, +2.5% - +5% Leader Experience Gain, -2.5% - -5% Resistance Growth

Total Supervision
-10% - -5% Division Attack, +5% - +10% War Support, +5% - +10% Leader Experience Gain, -5% - -10% Resistance Growth

Training[edit | edit source]

Policy Effect(s)

Trial by Fire
-25% - -20% Army Organisation, -25% - -20% Division Attack, -25% - -20% Division Defense, -20% - -10% Personnel Cost Modifier, +25% - +20% Air Accidents Chance, +25% - +20% Bad Weather Penalty, -25% - -20% Anti Air Hit Chance, -10% - -20% Minimum Training Level, -80% - -100% Division Training Time, +100% - +200% Mobilization Speed, -2.00 - -1.50 Monthly Military Professionalism, -15% - -10% Army Experience Gain, -15% - -10% Air Experience Gain

Minimal Training
-15% - -10% Army Organisation, -15% - -10% Division Attack, -15% - -10% Division Defense, 50% - 40% Personnel Cost Modifier, +15% - +10% Air Accidents Chance, +15% - +10% Bad Weather Penalty, -15% - -10% Anti Air Hit Chance, -5% - -10% Minimum Training Level, -35% - -50% Division Training Time, +50% - +100% Mobilization Speed, -1.00 - -0.50 Monthly Military Professionalism, -10% - -5% Army Experience Gain, -10% - -5% Air Experience Gain

Basic Training
70% - 60% Personnel Cost Modifier, +0% - +1% Division Attack, +0% - +2.5% Division Defense

Combat Schooling
+2.5% - +5% Division Attack, +2.5% - +5% Division Defense, 90% - 80% Personnel Cost Modifier, -2.5% - -5% Air Accidents Chance, -2.5% - -5% Bad Weather Penalty, +5% - +10% Anti Air Hit Chance, +20% - +10% Minimum Training Level, -40% - -20% Mobilization Speed, +0.50 - +1.00 Monthly Military Professionalism, +2.5% - +5% Army Experience Gain, +2.5% - +5% Air Experience Gain

Advanced Methods
+5% - +10% Division Attack, +5% - +10% Division Defense, 120% - 100% Personnel Cost Modifier, -10% - -15% Air Accidents Chance, -10% - -15% Bad Weather Penalty, +20% - +25% Anti Air Hit Chance, +25% - +20% Minimum Training Level, -50% - -40% Mobilization Speed, +1.50 - +2.00 Monthly Military Professionalism, +5% - +10% Army Experience Gain, +5% - +10% Air Experience Gain

Draft Exemptions[edit | edit source]

Policy Effect(s)

No Draft Exemptions
-5% - -10% War Support

Educational Deferment
-7.5% - -5% Recruitable Population Factor, -10% - -5% War Support, +0% - +2.5% Research Speed, +0.00 - +0.20 Monthly Academic Base

Civil Service Opt-out
-12.5% - -10% Recruitable Population Factor, +2.5% - +5% Political Power Gain, +0% - +2.5% Research Speed, +0.00 - +0.20 Monthly Academic Base

Generous Excemptions
-20% - -15% Recruitable Population Factor, +0% - +5% War Support, +2.5% - +5% Political Power Gain, +0% - +2.5% Research Speed, +0.00 - +0.20 Monthly Academic Base +0% - +2.5% Stability

Economic Policies[edit | edit source]

Trade Law[edit | edit source]

Policy Effect(s)

Free Trade
-5% - +15% Factory Output, -5% - +15% Dockyard Output, -5% - +15% Construction Speed, -5% - +10% Research Speed, -0.25 - +0.25 Monthly Industrial Expertise, +0% - +10% Consumer Goods Production

Strategic Tariffs
+0% - +10% Factory Output, +0% - +10% Dockyard Output, +0% - +10% Construction Speed, +0% - +5% Research Speed, +0.00 - +0.25 Monthly Industrial Expertise, +0% - +5% Consumer Goods Production

Heavy Protectionism
+2.5% - +5% Factory Output, +2.5% - +5% Dockyard Output +2.5% - +5% Construction Speed, +0% - +2.5% Research Speed, +0.10 - +0.50 Monthly Industrial Expertise, +0% - +2.5% Consumer Goods Production

Closed Economy
-10% - +10% Ideological Drift Defense, +0% - -20% Needed Consumer Goods, -0.50 - +0.50 Monthly Agricultural Base, -10% - +0% Research Speed, -0.50 - +0.50 Monthly Industrial Expertise

Income Taxation[edit | edit source]

Policy Effect(s)

Corporatist Structure
Political Power Gain: -0.15 - -0.10
Poverty Taxation Rate: 20.00% - 30.00%
Needed Consumer Goods: -2.50% - -5.00%

Investor-Friendly Code
Political Power Gain: -0.10 - -0.05
Poverty Taxation Rate: 10.00% - 20.00%
Needed Consumer Goods: -1.00% - -2.50%

Low Income Weighted
Political Power Gain: -0.05 - 0.05
Poverty Taxation Rate: 0.00% - 10.00%

Flat Taxes
Political Power Gain: 0.05 - 0.10
Needed Consumer Goods: 5.00% - 2.50%

High Income Weighted
Political Power Gain: 0.10 - 0.15
Needed Consumer Goods: 7.50% - 5.00%

Negative Income Taxation
Political Power Gain: 0.10 - 0.20
Poverty Taxation Rate: 0.00% - 10.00%
Needed Consumer Goods: 7.50% - 5.00%
Monthly Poverty Rate: -0.01% - -0.03%

Minimum Wage[edit | edit source]

Policy Effect(s)

No Min. Wage
-10% - -5% Stability, +2.5% - +5% Production Efficiency Cap, -0.50 - -0.25 Monthly Industrial Expertise, +0.03% - +0.01% Monthly Poverty Rate, -2.5% - -5% Needed Consumer Goods

Trinket Min. Wage
-5% - -2.5% Stability, +0% - +2.5% Production Efficiency Cap, -0.25 - -0.10 Monthly Industrial Expertise, +0.02% - +0.00% Monthly Poverty Rate, -1% - -2.5% Needed Consumer Goods

Low Min. Wage
-1% - +1% Stability, -1% - +1% Production Efficiency Cap, -0.10 - +0.10 Monthly Industrial Expertise, +0.01% - -0.01% Monthly Poverty Rate

Moderate Min. Wage
+0% - +2.5% Stability, -5% - -2.5% Production Efficiency Cap, +0.00 - +0.25 Monthly Industrial Expertise, +0.00% - -0.02% Monthly Poverty Rate, +3.5% - +2.5% Needed Consumer Goods

Generous Min. Wage
+2.5% - +5% Stability, -10% - -5% Production Efficiency Cap, +0.25 - +0.50 Monthly Industrial Expertise, -0.01% - -0.03% Monthly Poverty Rate, +7.5% - +5% Needed Consumer Goods

Annual Wage
Stability: -
Production Efficiency Cap: -
Monthly Industrial Expertise: -
Monthly Poverty Rate: -
Needed Consumer Goods: -

Max Workhours[edit | edit source]

Policy Effect(s)

Unlimited Workday
-10% - -5% Stability, -20% - -15% Production Efficiency Gain, +5% - +10% Factory Output, +5% - +10% Dockyard Output, -2.5% - -5% Needed Consumer Goods, +1% - +2.5% Consumer Goods Production, -5% - -2.5% Research Speed

14 Hour Workday
-5% - -2.5% Stability, -10% - -7.5% Production Efficiency Gain, +2.5% - +5% Factory Output, +2.5% - +5% Dockyard Output, -1% - -2.5% Needed Consumer Goods, +0% - +1% Consumer Goods Production

12 Hour Workday
+1% - +2.5% Production Efficiency Gain, +1% - +2.5% Factory Output, +1% - +2.5% Dockyard Output, +0% - -1% Needed Consumer Goods

10 Hour Workday
+1% - +2.5% Stability, +5% - +10% Production Efficiency Gain, -7.5% - -5% Factory Output, -7.5% - -5% Dockyard Output, +2% - +1% Needed Consumer Goods, -2% - -1% Consumer Goods Production

8 Hour Workday
+2.5% - +5% Stability, +10% - +20% Production Efficiency Gain, -15% - -10% Factory Output, -15% - -10% Dockyard Output, +3% - +2.5% Needed Consumer Goods, -5% - -2.5% Consumer Goods Production

6 Hour Workday
Stability: -
Production Efficiency Gain: -
Factory Output: -
Dockyard Output: -
Needed Consumer Goods: -
Consumer Goods Production: -

Unemployment[edit | edit source]

Policy Effect(s)

No Subsidies
$0 Policy Cost Per Capita. -10% - -7.5% Stability, +0.04% - +0.02% Monthly Poverty Rate, -0% - -2.5% Needed Consumer Goods

Trinket Subsidies
$20 - $16 Policy Cost Per Capita. -5% - -2.5% Stability, +0.01% - -0.01% Monthly Poverty Rate, +1% - -15% Needed Consumer Goods

Low Subsidies
$45 - $41 Policy Cost Per Capita. -1% - +1% Stability, +0.00% - -0.02% Monthly Poverty Rate

Moderate Subsidies
$100 - $95 Policy Cost Per Capita. +0% - +2.5% Stability, -0.01% - -0.03% Monthly Poverty Rate, +2.5% - +1% Needed Consumer Goods

Generous Subsidies
$148 - $124 Policy Cost Per Capita. +5% - +10% Stability, -0.02% - -0.05% Monthly Poverty Rate, +5% - +2.5% Needed Consumer Goods

Full Employment Policy
Policy Cost Per Capita: -
Stability: -
Monthly Poverty Rate: -

Pensions[edit | edit source]

Policy Effect(s)

No Pensions
$1 Policy Cost Per Capita, -7.5% - -5% Stability, +0.03% - +0.01% Monthly Poverty Rate, -2.5% - -5% Needed Consumer Goods

Trinket Pensions
$28 - $24 Policy Cost Per Capita, -5% - -2.5% Stability, +0.01% - +0.00% Monthly Poverty Rate, +0% - -2.5% Needed Consumer Goods

Low Pensions
$48 - $44 Policy Cost Per Capita, -2.5% - +0% Stability, +0% - -1% Needed Consumer Goods

Moderate Pensions
$80 - $76 Policy Cost Per Capita, +2.5% - +5% Stability, +0.00% - -0.01% Monthly Poverty Rate, +2.5% - +0% Needed Consumer Goods

Generous Pensions
$120 - $108 Policy Cost Per Capita, +2.5% - +5% Stability, -0.01% - -0.03% Monthly Poverty Rate, +5% - +2.5% Needed Consumer Goods

Social Policies[edit | edit source]

Healthcare[edit | edit source]

Policy Effect(s)

No Government Support
$1 Policy Cost Per Capita, -35% - -25% Monthly Population, -25% - -20% Stability, -0.20 - -0.10 Political Power Gain, +0.02% - +0.01% Monthly Poverty Rate -2.00 - 1.00 Monthly Healthcare Rate

Service for Care
$10 - $6 Policy Cost Per Capita, -20% - -10% Monthly Population, +0% - +10% War Support, +0.02% - +0.01% Monthly Poverty Rate, -0.20 - +0.00 Monthly Healthcare Rate

Negotiated Coverage
Policy Cost Per Capita: -
Monthly Population: -
Political Power Gain: -
Monthly Poverty Rate: -
Monthly Healthcare Rate: -

Emergencies Support
$36 - $24 Policy Cost Per Capita, -10% - -5% Monthly Population, +0.00 - +0.10 Political Power Gain, +0.01% - +0.00% Monthly Poverty Rate, +0.00 - +0.20 Monthly Healthcare Rate

Low Income Protections
$56 - $44 Policy Cost Per Capita, +2.5% - +5% Monthly Population, +2.5% - 7.5% Stability, +0.10 - +0.25 Political Power Gain, +0.00% - -0.01% Monthly Poverty Rate, +0.20 - +0.30 Monthly Healthcare Rate

Universal Coverage
$92 - $84 Policy Cost Per Capita, +7.5% - +12.5% Monthly Population, +5% - +10% Stability, +0.20 - +0.35 Political Power Gain, -0.01% - -0.02% Monthly Poverty Rate +0.25 - +0.35 Monthly Healthcare Rate

Total Coverage
$112 - $94 Policy Cost Per Capita, +10% - +20% Monthly Population, +7.5% - +15% Stability, +0.30 - +0.40 Political Power Gain, -0.025% - -0.04% Monthly Poverty Rate, +0.30 - +0.40 Monthly Healthcare Rate

Education[edit | edit source]

Policy Effect(s)

Restricted
$9 - $7 Policy Cost Per Capita, -15% - -10% Research Speed, -15% - -10% Stability, +0.04% - +0.01% Monthly Poverty Rate, -2.00 - -1.00 Monthly Academic Base Gain, -1.00 - -0.75 Monthly Research Facilities Gain

Stratified
$28 - $24 Policy Cost Per Capita, -10% - +0% Research Speed, -10% - -2.5% Stability, -0.10 - -0.05 Political Power Gain +0.02% - +0.00% Monthly Poverty Rate, -0.25 - +0.00 Monthly Academic Base Gain, -0.25 - +0.00 Monthly Research Facilities Gain

Public
$42 - $36 Policy Cost Per Capita, +0% - +5% Research Speed, -0.15 - -0.10 Political Power Gain, +0% - +2% Taxable Population, +0.00 - +0.25 Monthly Academic Base Gain, +0.00 - +0.25 Monthly Research Facilities Gain

Subsidised Higher
$72 - $64 Policy Cost Per Capita, +5% - +10% Research Speed, +2.5% - +5% Stability, -0.20 - -0.15 Political Power Gain, +2.5% - +4% Taxable Population, -0.01% - -0.02% Monthly Poverty Rate, +0.25 - +0.50 Monthly Academic Base Gain, +0.25 - +0.50 Monthly Research Facilities Gain

Public Higher
$112 - $104 Policy Cost Per Capita, +7.5% - +12.5% Research Speed, +5% - +7.5% Stability, -0.225 - -0.175 Political Power Gain, +6% - +8% Taxable Population, -0.02% - -0.03% Monthly Poverty Rate, +0.50 - +0.75 Monthly Academic Base Gain, +0.25 - +0.50 Monthly Research Facilities Gain

Free
$160 - $140 Policy Cost Per Capita, +10% - +15% Research Speed, +5% - +7.5% Stability, -0.25 - -0.20 Political Power Gain, +8% - +10% Taxable Population, -0.03% - -0.05% Monthly Poverty Rate, +1.00 - +1.25 Monthly Academic Base Gain, +0.50 - +0.75 Monthly Research Facilities Gain

Penal System[edit | edit source]

Policy Effect(s)

Draconian Brutality
-10% - -25% Monthly Population, -15% - -10% Stability, +1% - +1.5% Admin Costs, +2.5% - +1.5% Army Costs, -5% - -10% Research Speed, +0.10% - +0.05% Monthly Poverty Rate, -0.75 - 1.00 Monthly Academic Base Gain, -0.25 - -0.50 Monthly Admin Efficiency Gain, -2% - -6% Needed Consumer Goods

Overt Oppression
-5% - -10% Monthly Population, -15% - -5% Stability, +2.5% - +1.5% Admin Costs, +1.5% - +0.5% Army Costs, +0.04% - +0.02% Monthly Poverty Rate, -0.50 - -0.10 Monthly Academic Base Gain, -0.50 - -0.10 Monthly Admin Efficiency Gain, +0% - -3% Needed Consumer Goods

Politicized Penal System
-7.5% - +0% Monthly Population, -10% - +2.5% Stability, +1.5% - +0.5% Admin Costs, +1.5% - +0.25% Army Costs, -5% - +5% Political Power Gain, +0.02% - +0.00% Monthly Poverty Rate, -0.25 - +0.00 Monthly Academic Base Gain, -0.50 - -0.25 Monthly Admin Efficiency Gain

Harsh Penal Code
-5% - +0% Monthly Population, +0% - +7.5% Stability, +2% - +0.5% Admin Costs, +1% - +0.5% Army Costs, +0% - +2.5% Political Power Gain, +0.02% - +0.00% Monthly Poverty Rate

Incarceration
-2.5% - +10% Stability, +0% - +5% War Support, +2% - +1% Admin Costs, -5% - -2.5% Political Power Gain

Rehabilitation
-5% - +15% Stability, +5% - +2.5% Admin Costs, -7.5% - -5% Political Power Gain, +0.00% - -0.02% Monthly Poverty Rate, +2% - +1% Needed Consumer Goods, +0% - +5% Recruitable Population

Military Justice
-5% - +10% Stability, -10% - -5% War Support, -20% - -5% Mobilisation Speed, -20% - -15% Offensive War Stability, -15% - -10% Defensive War Stability

Frontier Justice
-10% - -2.5% Monthly Population, -25% - -15% Stability, -25% - -15% War Support, -15% - -10% Recruitable Population

Security[edit | edit source]

Policy Effect(s)

Anarchic
$0 Policy Cost Per Capita, -30% - 20% Stability, -0.50 - -0.25 Political Power Gain, +100% - +50% Intel to Others, -75% - -50% Encryption, -75% - 50% Decryption

Community Police
$10 - $5 Policy Cost Per Capita, -10% - +0% Stability, +50% - +25% Intel to Others, -35% - 25% Encryption, -35% - -25% Decryption

Regulated Police
$34 - $20 Policy Cost Per Capita, +5% - +10% Stability, +0.00 - +0.05 Political Power Gain, +20% - +0% Intel to Others

Oppressive Police
$52 - $40 Policy Cost Per Capita, +0% - +15% Stability, +0.00 - +0.10 Political Power Gain, -2.5% - +0% Monthly Population, +10% - -5% Intel to Others, +0% - +10% Encryption, +0% - +10% Decryption

Totalitarian Police
$82 - $72 Policy Cost Per Capita, +10% - +25% Stability, +0.05 - +0.20 Political Power Gain, -10% - -5% Monthly Population, +0% - -20% Intel to Others, +5% - +25% Encryption, +5% - +25% Decryption

Death Squads
$35 - $15 Policy Cost Per Capita, +0% - +10% Stability, +0.00 - +0.15 Political Power Gain, -10% - -20% Monthly Population, +20% - -10% Intel to Others, +0% - +20% Encryption, +0% - +20% Decryption

Industrial Regulations[edit | edit source]

Policy Effect(s)

Utterly Unregulated
0% GDP Policy Cost, -20% - -10% Monthly Population, +5% - +10% Factory Output, +5% - +10% Dockyard Output, +5% - +10% Production Efficiency Cap, +2.5% - +5% Consumer Goods Production, +1 - +2 Thermo Plant Power

Token Regulations
0.1% GDP Policy Cost, -10% - -5% Monthly Population, +2.5% - +5% Factory Output, +2.5% - +5% Dockyard Output, +2.5% - +5% Production Efficiency Cap, +1% - +2.5% Consumer Goods Production, +0 - +1 Thermo Plant Power

Moderate Regulations
0.2% GDP Policy Cost, +0% - +2.5% Monthly Population, -2.5% - +2.5% Factory Output, -2.5% - +2.5% Dockyard Output

Strict Regulations
0.3% GDP Policy Cost, +2.5% - +5% Monthly Population, -5% - -2.5% Factory Output, -5% - -2.5% Dockyard Output, -5% - -2.5% Production Efficiency Cap, -2% - -1% Consumer Goods Production, -1 - +0 Thermo Plant Power

Harsh Regulations
0.4% GDP Policy Cost, +5% - +10% Monthly Population, -10% - -5% Factory Output, -10% - -5% Dockyard Output, -10% - -5% Production Efficiency Cap, -5% - -2.5% Consumer Goods Production, -2 - -1 Thermo Plant Power

Gender Rights[edit | edit source]

Policy Effect(s)

Heavily Restricted
+15% - +30% Monthly Population, -10% - +10% Stability, -10% - +10% War Support, -1% - -3% Needed Consumer Goods, -10% - -5% Consumer Goods Production, -20% - -10% Taxable Population, -0.25 - -0.10 Monthly Industrial Expertise, -0.50 - -0.25 Monthly Academic Base Gain

Traditional Roles
+10% - +20% Monthly Population, -5% - +5% Stability, +0% - +5% War Support, +0% - -2% Needed Consumer Goods, -5% - +0% Consumer Goods Production, -10% - -5% Taxable Population

Women in the Workplace
+0.05 - +0.25 Monthly Industrial Expertise, +0.05 - +0.25 Monthly Academic Base Gain, +2.5% - +5% Factory Output, +2.5% - +5% Dockyard Output

Legal Equality
+0% - -10% Monthly Population, -10% - +0% Stability, +0.5% - +1% Needed Consumer Goods, +0% - +1% Consumer Goods Production, +0% - +10% Recruitable Population, +0.15 - +0.30 Monthly Industrial Expertise, +0.15 - +0.30 Monthly Academic Base Gain, +5% - +10% Factory Output, +5% - +10% Dockyard Output

Promoted Equality
-2.5% - -15% Monthly Population, -15% - -5% Stability, -15% - -7.5% War Support, +1% - +2% Needed Consumer Goods, +1.5% - +2.5% Consumer Goods Production, +5% - +20% Recruitable Population, +0.20 - +0.35 Monthly Industrial Expertise, +0.20 - +0.35 Monthly Academic Base Gain, +5% - +10% Factory Output, +5% - +10% Dockyard Output

Enforced Equality
-10% - -25% Monthly Population, -20% - -15% Stability, -20% - -10% War Support, +2% - +3% Needed Consumer Goods, +1.5% - +2.5% Consumer Goods Production, +35% - +50% Recruitable Population, +0.35 - +0.50 Monthly Industrial Expertise, +0.35 - +0.50 Monthly Academic Base Gain, +10% - +15% Factory Output, +10% - +15% Dockyard Output, -10% - +0% Army Organization, -15% - +0% Organization Regain

Assorted Laws[edit | edit source]

Assorted Laws are laws that doesn't have an effect on the nation. Usually simply present for immersion, recent content has used them to greater effect. Guangdong and the United Kingdom has Assorted Laws that greatly expand on their respective lore and provides insight into the function of state and society.

Examples include Parliament Act 1911 (Repealed) and the Guangdong Census Ordinance. Additionally, the United States Racial Integration assorted law will change to the name of the current status of Civil Rights, it will start out as "Jim Crow" and change accordingly.

Categories
Pollution Controls
Legality of Child Labour
Minority Rights
Women in the Military
Safety Regulations
Refugee Programs
Racial Integration
Legality of Sexual Minorities

Social Development[edit | edit source]

Societal Development represents the progress of the country and can trend towards positive progress and negative progress, upgrading or downgrading through a playthrough. Unlike, policies which have an effectiveness determining the effect, Societal Development simply gives its effect to the nation.

The Developmental Status of any of the categories go from -240 to 240, and will downgrade at -240 and upgrade at 240. Once the category upgrades or downgrades, an accompanying event will fire.

Poverty[edit | edit source]

Academic Base[edit | edit source]

The average education level of the populace, which the research base draws from.

Policy Effect(s)

Mass Illiteracy
-15% Research Speed
-15% Production Efficiency Gain
-20% Production Efficiency Retention
-5% GDP Growth Multiplier
-5% Needed Consumer Goods
-0.03% Monthly Poverty Rate Decrease

Basic Literacy
-5% Research Speed
-7.5% Production Efficiency Gain
-10% Production Efficiency Retention
-3% GDP Growth Multiplier
-2.5% Needed Consumer Goods
-0.01% Monthly Poverty Rate Decrease

Primary Schooling
-2% GDP Growth Multiplier
-1% Needed Consumer Goods

Secondary Schooling
+5% Research Speed
+2.5% Production Efficiency Gain
+2.5% Production Efficiency Retention
+1% Needed Consumer Goods

Tertiary Schooling
+10% Research Speed
+5% Dockyard Output
+5% Production Efficiency Gain
+5% Production Efficiency Retention
+2.5% Needed Consumer Goods
+2.5% GDP Growth Multiplier

Academic Golden Age
+10% Research Speed
+5% Dockyard Output
+10% Production Efficiency Gain
+10% Production Efficiency Retention
+5% Needed Consumer Goods
+5% GDP Growth Multiplier

Research Facilities[edit | edit source]

The state of academia and research facilities in the country.

Policy Effect(s)

Makeshift Laboratories
-20% Research Speed, -10% Production Efficiency Cap, -5% GDP Growth Multiplier

Rudimentary Research Facilities
-12.5% Research Speed, -5% Production Efficiency Cap, -3% GDP Growth Multiplier

Outdated Research Facilities
-5% Research Speed, -2.5% Production Efficiency Cap, -1% GDP Growth Multiplier

Modern Research Facilities

Advanced Research Facilities
+7.5% Research Speed, +2.5% Production Efficiency Cap, +1% GDP Growth Multiplier

Cutting-Edge Research Facilities
+15% Research Speed, +5% Production Efficiency Cap, +2.5% GDP Growth Multiplier

Agriculture Methods[edit | edit source]

The main methods the populace uses to grow their food.

Policy Effect(s)

Subsistence Agriculture
-20% Recruitable Population Factor, -35% Monthly Population, -10% Factory Output, -10% Dockyard Output, -5% Army Organization Regain, +5% Supply Consumption, -10% Fuel Consumption, 20% Needed Consumer Goods, +50% Division Training Time

Centralized Agriculture
-10% Recruitable Population Factor, -15% Monthly Population, -5% Factory Output, -5% Dockyard Output, -2.5% Army Organization Regain, -5% Fuel Consumption, 15% Needed Consumer Goods, +25% Division Training Time

Basic Mechanization
10% Needed Consumer Goods, +10% Division Training Time

Mass Mechanization
+5% Recruitable Population Factor, +10% Monthly Population, 5% Needed Consumer Goods, +2.5% Army Organization Regain

Modern Agriculture
+10% Recruitable Population Factor, +20% Monthly Population, +5% Army Organization Regain

Healthcare Quality[edit | edit source]

The development status of the nation's healthcare infrastructure.

Policy Effect(s)

Makeshift Healthcare
-25% Monthly Population, +10% Division Attrition, -15% Army Organization Regain, -25% Stability, -10% War Support, -0.04% Monthly Poverty Rate Decrease

Rudimentary Healthcare
-15% Monthly Population, -5% Army Organization Regain, -10% Stability, -10% War Support, -0.02% Monthly Poverty Rate Decrease

Nascent Healthcare
-5% Monthly Population, -5% Stability

Developed Healthcare
+5% Monthly Population, +5% Army Organization Regain, +5% Stability

Advanced Healthcare
+15% Monthly Population, -5% Division Attrition, +5% Army Organization Regain, +10% Stability, +2.5% War Support, +0.02% Monthly Poverty Rate Decrease

World-Class Healthcare
+25% Monthly Population, -10% Division Attrition, +5% Army Organization Regain, +15% Stability, +5% War Support, +0.04% Monthly Poverty Rate Decrease

Administrative Efficiency[edit | edit source]

The general effectiveness of the nation's state bureaucracy.

Policy Effect(s)

Organized Chaos
75% Base Taxable Population, -10% Stability, -25% Daily Political Power Gain, -10% Supply Node Range, +5% Drift Defense Factor, +60% Social Spending Factor, +7.5% Needed Consumer Goods

Nonexistent State Apparatus
80% Base Taxable Population, -20% Stability, -20% Daily Political Power Gain, -20% Recruitable Population Factor, -50% Drift Defense Factor, +45% Social Spending Factor, +5% Needed Consumer Goods

Illegitimate Administration
85% Base Taxable Population, -15% Stability, -10% Daily Political Power Gain, -12.5% Recruitable Population Factor, -10% Drift Defense Factor, +30% Social Spending Factor, +2.5% Needed Consumer Goods

Deficient Administrative Systems
90% Base Taxable Population, -10% Stability, -10% Daily Political Power Gain, -5% Recruitable Population Factor, -5% Drift Defense Factor, +15% Social Spending Factor, +1% Needed Consumer Goods

Functional Administrative Systems
100% Base Taxable Population, +10% Supply Node Range

Streamlined Bureaucracy
100% Base Taxable Population, +10% Stability, +10% Daily Political Power Gain, +15% Supply Node Range, -5% Supply Consumption Factor, +10% Drift Defense Factor, -5% Social Spending Factor, -1% Needed Consumer Goods

Well-Oiled Machine
100% Base Taxable Population, +15% Stability, +20% Daily Political Power Gain, +20% Supply Node Range, -10% Supply Consumption Factor, +25% Drift Defense Factor, -10% Social Spending Factor, -2.5% Needed Consumer Goods

Industrial Expertise[edit | edit source]

The experience of the nation's workers and their coordinators.

Policy Effect(s)

Pre-Industrial Methods
-20% Production Efficiency Cap, -50% Production Efficiency Retention, -35% Production Efficiency Gain, -10% Needed Consumer Goods, +100% Naval Industry Cost, -8% GDP Growth Multiplier, -25% Consumer Goods Production, -80% Military Procurement Cost

Incompetent Industry
-15% Production Efficiency Cap, -40% Production Efficiency Retention, -25% Production Efficiency Gain, -5% Needed Consumer Goods, +50% Naval Industry Cost, -5% GDP Growth Multiplier, -15% Consumer Goods Production, -60% Military Procurement Cost

Nascent Industrial Base
-10% Production Efficiency Cap, -20% Production Efficiency Retention, -15% Production Efficiency Gain, +25% Naval Industry Cost, -2% GDP Growth Multiplier, -5% Consumer Goods Production, -40% Military Procurement Cost

Experienced Industrial Base
+1% Needed Consumer Goods, +1% GDP Growth Multiplier, +5% Consumer Goods Production, -20% Military Procurement Growth

Innovative Industry
+10% Production Efficiency Cap, +20% Production Efficiency Retention, +15% Production Efficiency Gain, +2.5% Needed Consumer Goods, -10% Naval Industry Cost, +4% GDP Growth Multiplier, +15% Consumer Goods Production

Industrial Equipment[edit | edit source]

The main tools the nation's industry uses in manufacturing.

Policy Effect(s)

Hand Tools
-30% Factory Output, -50% Dockyard Output, -30% Construction Speed, -20% Resource Gain Efficiency, -25% Consumer Goods Production, -6% GDP Growth Multiplier, -50% Naval Industry Cost, -70% Military Procurement Cost

Power Tools
-20% Factory Output, -30% Dockyard Output, -20% Construction Speed, -10% Resource Gain Efficiency, -15% Consumer Goods Production, -4% GDP Growth Multiplier, -25% Naval Industry Cost, -55% Military Procurement Cost

Rudimentary Manufacturing Lines
-10% Factory Output, -10% Dockyard Output, -10% Construction Speed, -5% Consumer Goods Production, -2% GDP Growth Multiplier, -10% Naval Industry Cost, -40% Military Procurement Cost

Factory Complexes
-25% Military Procurement Cost

Modern Industrial Equipment
+10% Factory Output, +10% Dockyard Output, +10% Construction Speed, +10% Resource Gain Efficiency, +5% Consumer Goods Production, +2% GDP Growth Multiplier, -10% Military Procurement Cost

Cutting-Edge Industrial Equipment
+20% Factory Output, +20% Dockyard Output, +20% Construction Speed, +20% Resource Gain Efficiency, +15% Consumer Goods Production, +4% GDP Growth Multiplier, +5% Military Procurement Cost

Military Professionalism[edit | edit source]

The professionalism and general disposition of most of the army.

Policy Effect(s)

Disorganized Rabble
-25% Division Organization, -25% Division Attack, -25% Division Defense, -30% Division Recovery Rate, -35% Max Planning, -50% Planning Speed, -35% Air Attack, -35% Air Defense, -30% Air Agility, -35% Navy Organisation

Incompetent Officer Corps
-15% Division Organization, -20% Division Attack, -20% Division Defense, -15% Division Recovery Rate, -25% Max Planning, -35% Planning Speed, -0.20 Daily Political Power Gain, -20% Air Attack, -20% Air Defense, -15% Air Agility, -20% Navy Organisation

Dysfunctional High Command
-10% Division Organization, -10% Division Attack, -10% Division Defense, -20% Division Recovery Rate, -20% Max Planning, -20% Planning Speed, -0.15 Daily Political Power Gain, -10% Air Attack, -10% Air Defense, -10% Air Agility, -10% Navy Organisation

Widespread Cronyism
-5% Division Organization, -5% Division Attack, -5% Division Defense, -10% Division Recovery Rate, -10% Max Planning, -10% Planning Speed, -0.10 Daily Political Power Gain, -10% Air Attack, -10% Air Defense, -10% Air Agility, -10% Navy Organisation, +5% Supply Consumption

Political Interference
-5% Division Organization, -5% Division Attack, -5% Division Defense, -5% Division Recovery Rate, -5% Max Planning, -15% Planning Speed, -0.20 Daily Political Power Gain

Professional Army
+10% Special Forces Capacity Multiplier

Esprit de Corps
+15% Division Organization, +7.5% Division Attack, +7.5% Division Defense, +15% Division Recovery Rate, +10% Max Planning, +10% Planning Speed, +20% Special Forces Capacity Multiplier, +7.5% Air Attack, +7.5% Air Defense, +7.5% Air Agility, +10% Navy Organisation