Private Port and Construction Industries-PPCI

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Author: pauljdupre

Last revision: 23 Dec, 2022 at 20:56 UTC

File size: 567.3 KB

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Description:

Welcome to my mod, which turns construction sectors and ports into private infrastructure. They will start subsidised by default, but will be funded by the private sector of your nation. The goal of this mod is to remove the ahistorical situation of the nation’s government always being the driving force behind economic development, as well as the weird dynamic of governments subsidising trade centre capitalists by paying for the convoys that they use. Specific changes to accomplish this are below.

Ports:

-Also produce a new good, "Shipping Convoys", in the same quantity as they add convoys to the country market. These shipping convoys are consumed by trade centres to run their routes by default, meaning that shipping capitalists have to actually pay for the boats they are using.
-I significantly decreased port labour requirements so that ports can actually turn a profit when shipping convoys get expensive in a market. They will still cost the state some subsidies if trade centres aren’t using most of their convoy capacity.
-Still conceptually "Government run" in the sense that there are no capitalists, bureaucrats now own the building on behalf of the government.

Trade Centres:

-To compensate trade route power for their new shipping convoy input cost, I reduced labour inputs of these trade routes as well, since they are using shipping convoys from ports produced using civilian ships from shipyards.
-For nations who want to do overland trade without having access to ports, I added new production methods to trade centres which scrap some (or all) of the "shipping convoy" input requirement in exchange for using a large number of labourers instead. As nations using overland trade develop rail networks, they can use transportation instead of labourers for these trade routes.
-Increased incrementalism by dividing trade route values by 4-This simply makes it so that trade centres can be more specific when choosing the optimal amount of good traded. Balance is unaffected by this, other than allowing tiny economies to profitably trade with each other.

Construction Sectors:

-Construction Sectors are now businesses like any other. They consume Materials and produce country-wide construction as well as a new slightly abstracted output called Investment Opportunities. Think of Investment Opportunities as potential investments available to the owning class and wealthy pops in your nation. More on this below.
-Construction Sectors are owned by capitalists, like any other industry, who will pocket any surpluses as dividends.
-Every Economic System uses a different Construction Sector method, representing how different economies produce Investment Opportunities and generate growth. See Discussions for details.

Materials Industries:

-Urbanisation now creates a building called "Materials Industries" at the same rate as it creates Urban Centres (but to be clear, unlike some other mods which have tried to solve the government construction problem, these are fully separate buildings).
-The old production methods you may be familiar with (Wooden Frame, Iron Frame, Steel Frame, Arc-Welded) are used by this building instead. These production methods impact which goods are used to produce the materials that your Construction Sectors use.
-Passively produce a small amount of construction for the country, but more importantly generates significant local construction efficiency bonuses. Building where there are significant Materials Industries is therefore quicker!

So…how does this all come together?

All buildings now consume a small amount of Materials from Materials Industries (as well as from subsistence buildings), scaling with building level. This demand, along with the demand generated by your Construction Sectors, makes Materials Industries potentially very profitable. Of course, since Materials Industries are also private infrastructure, most governments can subsidise them as a way of keeping maintenance available cheaply across an economy if they so choose.

Urbanisation levels have been tweaked across building groups, so that manufacturing and heavy industries in particular (Steel Mills for example) increase the size of your Materials Industries far more than agriculture. In general, advanced manufacturing will lead to higher urbanisation and available Materials in a market. As compensation, this kind of industry now requires more construction to develop relative to rural buildings like farms, plantations and mines.

In order for Construction Sectors to make money and not be dependent on large government subsidies, the Investment Opportunities good needs to maintain a certain price (what that price is depends on the cost of the Materials input and wages). In other words, there needs to be enough investment capital in the economy to fund a given level of construction. Investment Opportunities, referred to as IO going forwards, are demanded by both pops of wealth 20 or higher, with higher levels of wealth demanding significantly more, and building owners directly through the building with certain Economic System laws. These buildings receive returns from these investments that go back to the industry, with this Return on Investment covering some or all of the investment spent by these industries. These values are:

Interventionism: Each Capitalist demands 1 IO (75% return), each Aristocrat demands 0.2 (75% return)
Agrarianism: Each Capitalist demands 0.2 IO (50% return), each Aristocrat demands 1 (100% return)
Laissez-Faire: Each Capitalist demands 2 IO (100% return), each Aristocrat demands 0.4 (100% return)

In addition, here are the Construction Production Methods available to different Economic Systems:

Traditionalism: 3 Construction, normal IO output.

Interventionism: 4 Construction, produces and consumes a large amount of IO in order to significantly stabilise prices. Slightly reduced net IO output. Significantly increases local State Construction Efficiency where built. This makes large government supplements to private sector efforts more economical, since the price of IO does not crash as rapidly.

Agrarianism: 4 Construction, normal IO output. Significantly reduces Materials usage at the cost of higher labour inputs, making this method effective for labour-rich economies with low capital. Construction is centred and planned around rural communities, causing construction sectors to increase local rural throughput (particularly agriculture).

Laissez-Faire: 4 Construction. 4 Construction, increased IO output. Lower Materials usage and also reduces labour inputs, making this Construction Method the most profitable! However, Construction Sectors under Laissez-Faire cannot be subsidised, meaning Laissez-Faire economies can only build as much as the market will bear.

Command Economy: Produces no IO output, so these buildings become functionally government-run (no revenue and mandatorily subsidized by the state). However, Command Economy Construction Sectors have the highest local State Construction Efficiency bonuses, provide a small throughput bonus to ALL buildings in their local State, and also each convert 1 Bureaucracy into 1 Authority.

Other changes:
-Railroads and Art academies have their respective capitalist and aristocrat employment lowered to be in line with other industries.
-Barracks First Aid Production Methods now also have alternatives to Opium-based first aid, though these are more costly and require some government bureaucracy. Now nations other than Great Britain, France and Egypt have the chance to properly treat their soldiers.
-Taxation levels reduced by about 10% across the board to compensate for the state being less necessary in the construction process.

Disclaimer: Some Icons are recycled, and there are slight UI overlaps (but nothing that impedes functionality in any way). Mods which change production methods and buildings will probably not integrate properly in the PPCI experience. Compatible with ARoAI!