Laws and Social Development: Difference between revisions
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|State-Controlled |
|State-Controlled |
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|State-Controlled Trade Unions: +0 - +2.5% Factory Output, |
|State-Controlled Trade Unions: +0 - +2.5% Factory Output, |
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+0 - +2.5% Dockyard Output, +0 - +2.5% Production Efficiency Cap |
+0 - +2.5% Dockyard Output, +0 - +2.5% Production Efficiency Cap |
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+0.01 - -0.01 Monthly Poverty, +0.00 - +0.10 Monthly Industrial Expertise |
+0.01 - -0.01 Monthly Poverty, +0.00 - +0.10 Monthly Industrial Expertise |
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|Non-Political Trade Unions Allowed: -5 - -2.5% Factory Output, -5 - -2.5% Dockyard Output |
|Non-Political Trade Unions Allowed: -5 - -2.5% Factory Output, -5 - -2.5% Dockyard Output |
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-5 - -2.5% Production Efficiency Cap, +0.00 - -0.01 Monthly Poverty, |
-5 - -2.5% Production Efficiency Cap, +0.00 - -0.01 Monthly Poverty, |
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+0.00 - +0.25 Monthly Industrial Expertise |
+0.00 - +0.25 Monthly Industrial Expertise |
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|All Allowed |
|All Allowed |
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|All Trade Unions Allowed: -7.5 - -5% Factory Output, -7.5 - -5% Dockyard Output, |
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-7.5 - -5% Production Efficiency Cap, +0% - +2.5% Stability, +0.00 - -0.02 Monthly Poverty, +0.25 - +0.50 Monthly Industrial Expertise |
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|You Will Never Leave |
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|Closed Borders |
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|Skilled Labor Only |
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|Quota Immigration |
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|Open Immigration |
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|Encouraged Immigration |
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|Subsidized Immigration |
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|Give Me Your Poor |
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| rowspan="7" |Forced Labor |
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|Caste Systems |
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|Institutionalized |
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|Corvee Slavery |
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|Penal Labor |
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|Work Programs |
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|POW Only |
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|Complete Ban |
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Revision as of 02:49, 6 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.
Most commonly, the assorted laws of a nation show the most common framework.
National Policies
Although not part of the Laws of the nations, National Policies also influence various aspects of the Nation, varying from Political to Military to Economic. This is similar to Social Development, however, National Policies cannot be changed unless via changes due to the focus tree or by events. Additionally, National Policies effect's on the nation may be affected by it's effectiveness, unlike Social Development.
Political Policies
Categories | Legal Policies | Influence on Nation |
---|---|---|
Political Parties | Non-Partisan System | Non-Partisan System: +0.15 - 0.25 Daily Political Power Gain,
-25% - +25% Ideology Drift Defense, -5% - -2.5% Stability |
One Party State | One Party State: +0.10 - 0.20 Daily Political Power Gain,
+25% - +50% Ideology Drift Defense | |
Controlled Opposition | Controlled Opposition: +0.00 - 0.10 Daily Political Power Gain,
+0% - +25% Ideology Drift Defense, -2.5% - +2.5% Stability | |
Multi-Party System | Multi-Party System: -5% - +5% Stability | |
Religious Rights | State Religion | State Religion: -5% - +10% Stability, +0% - +10% War Support,
-0.15 - +0.15 Daily Political Power Gain |
Pluralism | Pluralism: +0% - +5% Stability, -0.10 - -0.05 Daily Political Power Gain | |
Secularism | Secularism: -2.5% - +5% Stability | |
Church Suppression | Church Suppression: -7.5% - -2.5% Stability, -5% - +0% War Support,
-10% - +25% Ideology Drift Defense, -0.05 - +0.05 Daily Political Power Gain | |
State Atheism | State Atheism: -10% - -5% Stability, -5% - +0% War Support,
-10% - +50% Ideology Drift Defense, +0.05 - +0.10 Daily Political Power Gain | |
Trade Unions | Illegal | Illegal Trade Unions: +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 | State-Controlled Trade Unions: +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 | Non-Political Trade Unions 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 | All Trade Unions 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 | You Will Never Leave | |
Closed Borders | ||
Skilled Labor Only | ||
Quota Immigration | ||
Open Immigration | ||
Encouraged Immigration | ||
Subsidized Immigration | ||
Give Me Your Poor | ||
Forced Labor | Caste Systems | |
Institutionalized | ||
Corvee Slavery | ||
Penal Labor | ||
Work Programs | ||
POW Only | ||
Complete Ban |
Economic Policies
Military Policies
Social Policies
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 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 | 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 | 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 |
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 | Factory Complexes: -25% Military Procurement Cost | |
Modern Industrial
Equipment |
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 |
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 Professsionalism | Disorganized Rabble | 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 | 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 | 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 | 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 | 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 | Professional Army: +10% Special Forces Capacity Multiplier | |
Esprit de Corps | 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, |