Laws and Social Development: Difference between revisions

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Something different from other mods in Hearts of Iron IV, TNO introduced Laws and Social Development to allow the player to track and follow how a nation grows socially, and how the minor influences of laws can affect a nation.
Something different from other mods in Hearts of Iron IV, TNO introduced Laws and Social Development to allow the player to track and follow how a nation grows socially, and how the minor influences of laws can affect a nation.


=== Laws ===
== Laws ==
Laws come in various forms, the various laws that are at game start for most nations, to complex Ordinances passed in the Legislative Council in Guangdong.
Laws come in various forms, the various laws that are at game start for most nations, to complex Ordinances passed in the Legislative Council in Guangdong.


=== Social Development ===
== Social Development ==
Social Development shows the Societal Development over the years in the nation, due to the player's actions. The level of societal development can have positive and negative effects on various categories from Research, Production, Population Growth to GDP.
Social Development shows the Societal Development over the years in the nation, due to the player's actions. The level of societal development can have positive and negative effects on various categories from Research, Production, Population Growth to GDP.


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| rowspan="6" |Academic Base
| rowspan="6" |Academic Base
|Mass Illiteracy
|Mass Illiteracy
|Mass Illiteracy: -15% Research Speed, -15% Production Efficiency Gain, -20% Production Efficiency Retention, -5% GDP Growth Multiplier -5% Needed Consumer Goods,
|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
-0.03% Monthly Poverty Rate Decrease


|-
|-
|Basic Literacy
|Basic Literacy
|Basic Literacy: -5% Research Speed, -7.5% Production Efficiency Gain, -10% Production Efficiency Retention, -3% GDP Growth Multiplier -2.5% Needed Consumer Goods,
|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
-0.01% Monthly Poverty Rate Decrease
|-
|-
Line 68: Line 68:
|Subsistence Agriculture
|Subsistence Agriculture
|Subsistence Agriculture: -20% Recruitable Population Factor, -35% Monthly Population
|Subsistence Agriculture: -20% Recruitable Population Factor, -35% Monthly Population
-10% Factory Output, -10% Dockyard Output, -5% Army Organisation Regain, +5% Supply Consumption, -10% Fuel Consumption, 20% Needed Consumer Goods,
-10% Factory Output, -10% Dockyard Output, -5% Army Organization Regain,

+5% Supply Consumption, -10% Fuel Consumption, 20% Needed Consumer Goods,
+50% Division Training Time
+50% Division Training Time
|-
|-
|Centralized Agriculture
|Centralized Agriculture
|Centralized Agriculture: -10% Recruitable Population Factor, -15% Monthly Population
|Centralized Agriculture: -10% Recruitable Population Factor, -15% Monthly Population
-5% Factory Output, -5% Dockyard Output, -2.5% Army Organisation Regain, -5% Fuel Consumption, 15% Needed Consumer Goods, +25% Division Training Time
-5% Factory Output, -5% Dockyard Output, -2.5% Army Organization Regain,

-5% Fuel Consumption, 15% Needed Consumer Goods, +25% Division Training Time
|-
|-
|Basic Mechanization
|Basic Mechanization
Line 79: Line 83:
|-
|-
|Mass Mechanization
|Mass Mechanization
|Mass Mechanization: +5% Recruitable Population Factor, +10% Monthly Population, 5% Needed Consumer Goods, +2.5% Army Organisation Regain
|Mass Mechanization: +5% Recruitable Population Factor, +10% Monthly Population, 5% Needed Consumer Goods, +2.5% Army Organization Regain
|-
|-
|Modern Agriculture
|Modern Agriculture
|Modern Agriculture: +10% Recruitable Population Factor, +20% Monthly Population,
|Modern Agriculture: +10% Recruitable Population Factor, +20% Monthly Population,
+5% Army Organisation Regain
+5% Army Organization Regain
|-
|-
| rowspan="6" |Healthcare Quality
| rowspan="6" |Healthcare Quality
|Makeshift Healthcare
|Makeshift Healthcare
|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
|Rudimentary Healthcare
|Rudimentary Healthcare: -15% Monthly Population, -5% Army Organization Regain,
|
-10% Stability, -10% War Support, -0.02% Monthly Poverty Rate Decrease
|-
|-
|Nascent Healthcare
|Nascent Healthcare
|Nascent Healthcare: -5% Monthly Population, -5% Stability
|
|-
|-
|Developed Healthcare
|Developed Healthcare
|Developed Healthcare: +5% Monthly Population, +5% Army Organization Regain,
|
+5% Stability
|-
|-
|Advanced Healthcare
|Advanced Healthcare
|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
|World-Class Healthcare
|World-Class Healthcare: +25% Monthly Population, -10% Division Attrition,
|
+5% Army Organization Regain, +15% Stability, +5% War Support,
+0.04% Monthly Poverty Rate Decrease
|}
|}

Revision as of 03:06, 5 March 2024

Laws and Social Development

Something different from other mods in Hearts of Iron IV, TNO introduced Laws and Social Development to allow the player to track and follow how a nation grows socially, and how the minor influences of laws can affect a nation.

Laws

Laws come in various forms, the various laws that are at game start for most nations, to complex Ordinances passed in the Legislative Council in Guangdong.

Social Development

Social Development shows the Societal Development over the years in the nation, due to the player's actions. The level of societal development can have positive and negative effects on various categories from Research, Production, Population Growth to GDP.

Categories of Societal Development
Social Development Categories Various Categories Influence on Nation
Academic Base Mass Illiteracy 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 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 Primary Schooling: -2% GDP Growth Multiplier, -1% Needed Consumer Goods
Secondary Schooling Secondary Schooling: +5% Research Speed, +2.5% Production Efficiency Gain,

+2.5% Production Efficiency Retention, +1% Needed Consumer Goods

Tertiary Schooling 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 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 Makeshift Laboratories Makeshift Laboratories: -20% Research Speed, -10% Production Efficiency Cap,

-5% GDP Growth Multiplier

Rudimentary Research

Facilities

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

Facilities

Outdated Research Facilities: -5% Research Speed, -2.5% Production Efficiency Cap,

-1% GDP Growth Multiplier

Modern Research

Facilities

Modern Research Facilities: -NA-
Advanced Research

Facilities

Advanced Research Facilities: +7.5% Research Speed, +2.5% Production Efficiency Cap,

+1% GDP Growth Multiplier

Cutting-Edge

Research Facilities

Cutting-Edge Research Facilities: +15% Research Speed, +5% Production Efficiency Cap, +2.5% GDP Growth Multiplier
Agricultural Methods Subsistence Agriculture 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 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 Basic Mechanization: 10% Needed Consumer Goods, +10% Division Training Time
Mass Mechanization Mass Mechanization: +5% Recruitable Population Factor, +10% Monthly Population, 5% Needed Consumer Goods, +2.5% Army Organization Regain
Modern Agriculture Modern Agriculture: +10% Recruitable Population Factor, +20% Monthly Population,

+5% Army Organization Regain

Healthcare Quality Makeshift Healthcare 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 Rudimentary Healthcare: -15% Monthly Population, -5% Army Organization Regain,

-10% Stability, -10% War Support, -0.02% Monthly Poverty Rate Decrease

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

+5% Stability

Advanced Healthcare 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 World-Class Healthcare: +25% Monthly Population, -10% Division Attrition,

+5% Army Organization Regain, +15% Stability, +5% War Support, +0.04% Monthly Poverty Rate Decrease