Laws and Social Development

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Outdated Research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Outdated Research Facilities: -5% Research Speed, -2.5% Production Efficiency Cap,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

Administrative Efficiency Organized Chaos Organised 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 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 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

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

Functional Administrative Systems: 100% Base Taxable Population,

+10% Supply Node Range

Streamlined Bureaucracy 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 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 Pre-Industrial Methods 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 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 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 Experienced Industrial Base: +1% Needed Consumer Goods,

+1% GDP Growth Multiplier, +5% Consumer Goods Production, -20% Military Procurement Growth

Innovative Industry 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 Hand Tools
Power Tools
Rudimentary Manufacturing

Lines

Factory Complexes
Modern Industrial

Equipment

Cutting-Edge Industrial

Equipment

Military Professsionalism Disorganized Rabble
Incompetent Officer Corps
Dysfunctional High Command
Widespread Cronyism
Political Interference
Professional Army
Esprit de Corps