Political and Economic Law Overhaul

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Author: trolling

Last revision: 20 Dec, 2022 at 22:22 UTC (1)

File size: 3.03 MB

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Description:

Political and Economic Law Overhaul (PELO) is a mod that aims to fill in some of the gaps in vanilla Vic3 while also rebalancing some laws to better fit the time period. It implements most of the changes from Mongo’s Improved Socialist Economics mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2891699460), so please do check that out too!

Current additions include 5 new laws, 7 new government types, 2 new ideologies, rebalance of existing ideologies, 10 new events, 2 new journal entries, 1 new event chain, reworked production methods for Government Run & Worker Cooperatives, and 1 new easter egg.

Detailed Changelog:

New Government Types:

Fascist Social Republic – requires Parliamentary / Presidential Republic with a Fascist leader and the new Economic Council law.

Syndicalist Council Republic – requires a Council Republic with the Economic Council law, extra flavor for Russia

Syndicalist Council Dictatorship – requires a Council Republic with the Economic Council law while ruled by a Vanguardist, extra flavor for Russia.

Corporate Economic Zone – Requires passing the new Corporatocracy law and keeping Anarchy.

Corporate State – Requires Corporatocracy and changing to Oligarchy.

New Ideologies:

Market Anarchist – Believes in the near eradication of government to allow the Free Market to thrive. Requires Political Agitation to spawn.

Market Oligarch – Believes in the eradication of government and complete rule by Corporations. Requires Political Agitation to spawn.

New Laws – Governance Principles:

Corporatocracy – The near eradication of formal government in favor of Capitalist rule.

New Laws – Distribution of Power:

Economic Council – The economy is split into branches which form a council, of which the council members are elected from the workers of each branch. Can be Dictatorial in nature or not.

One Party State – The only recognized political party is the one in charge, with requirements for joining public office including swearing an oath to the party.

New Laws – Economic System:

Collectivized Economy – A truly socialist economy ran entirely through worker cooperatives. The go-to option for most Council Republics.

Corporatist Economy – An economy where any industry deemed important is capable of being nationalized (government run). In capitalist economies, agriculture is able to be collectivized.

Production Methods:

Worker Cooperatives (Credit to Improved Socialist Economics):
-Now owned equally by everyone in the industry
-Disallowed by Command Economy
-No more clergymen
-Allowed for Agriculture under Corporatist Economy while not a Council Republic

Government-Owned (Credit to Improved Socialist Economics):
-Additional engineers are added to the workforce and given shares
-Clergymen no longer required
-Also unlocked through Corporatist Economy

Journal Entries and Event Chain:

Path to Corporatocracy:
-Shows up once a Market Anarchist or Market Oligarch does.
-Starts the Corporatocracy event chain.

Bolstering the Markets:
-Shows up after the completion of the first Corporatocracy event.
-Enables two extra random events to optionally increase the power of the radical capitalists, making it easier to pass Corporatocracy.
-Upon completion triggers the final event in the chain.

Rebalanced Laws:

Governance Principles:

Presidential Republic:
-Moderate increase to Authority
-Increase in Legitimacy while including Head of State
-Votes contribute to Legitimacy
-Increased Ideology Penalty

Parliamentary Republic:
-Increased legitimacy from votes
-Ideology Incoherence buff
-Increased max in-government IGs

Council Republic:
-Buffed Ideology Incoherence value

Corporatocracy:
-Requires Political Agitation
-Capitalists have much more political strength
-Engineers have more political strength
-Significant decrease in Authority
-Capitalists and Engineers contribute to Investment Pool
-Decreased minimum wage
-Increased legitimacy from Head of State (CEO)

Distribution of Power:

Economic Council:
-Requires Socialism
-Moderate legitimacy from including Head of State
-Moderate legitimacy from clout
-Ideological Incoherence buff
-Moderate Authority increase
-Laborers, Machinists, Engineers, Farmers, Bureaucrats, Clerks, and Shopkeepers all have increased political strength
-Removal of Political Parties
-New event that can fire while enacting law

One Party State (Credit to Improved Socialist Economics):
-Requires Political Agitation
-Large legitimacy increase from Head of State
-Bureaucrats and Officers have increased political strength
-Large Authority increase
-Large Legitimacy from Clout
-Large Legitimacy penalty from Ideological Incoherence
-New events that can fire while enacting law, changes if Council Republic or not

Economic System:

Interventionism:
-Can now build almost everything from Investment Pool

Laissez Faire:
-Capitalists contribute slightly more to Investment Pool
-Can now build agriculture, plantations, and power plants from Investment Pool

Corporatist Economy:
-Requires Central Planning
-Enables Government-Run PM for everything
-Enables Worker Cooperatives for Agriculture outside of Council Republics
-Can subsidize everything
-Increased expected SoL in lower and middle strata
-Increase in radicals from SoL change
-Bureaucrats, Capitalists, Laborers, Farmers, Machinists, Clerks, Shopkeepers, and Engineers all contribute to the Investment Pool to varying degrees
-Increase in Dividend Taxes collected
-Can build everything from Investment Pool
-New event that can fire while enacting law

Command Economy (Credit to Improved Socialist Economics):
-Enacts Graduated Taxation upon enactment
-Sets Dividend Tax to 95%
-No Investment Pool
-Disables Worker Cooperative PM

Collectivized Economy (Credit to Improved Socialist Economics):
-Requires Council Republic
-Can subsidize all
-Can build everything from Investment Pool
-Engineers, Shopkeepers, Clerks, Machinists, Farmers, and Laborers all contribute heavily to the Investment Pool
-Increase in radicals from SoL change
-Highly increased expected SoL in lower and middle strata
-New event that can fire while enacting law

Citizenship Status:

Ethnostate:
-Decrease in migration attraction
-Increase in accepted pop birth rate
-Significantly buffed radicals and loyalists in accepted cultures

National Supremacy:
-Buffed radicals and loyalists in accepted cultures
-Minor decrease in migration attraction
-Minor buff to accepted pop birth rate

Racial Segregation:
-Minor buff to radicals and loyalists in accepted cultures

Cultural Exclusion:
-Minor buff to migration attraction

Multiculturalism:
-Increase in radicals and decrease in loyalists across the board
-Sizeable buff to migration attraction

Ideology Changes:

-Every Ideology with existing opinions now has opinions on the new laws

-Ethno-nats and Fascists can spawn after Pan-Nationalism and Political Agitation respectively, albeit at significantly lower rates.

-Market Liberals now have stances on Healthcare, Schooling, and Governance Principles

-Fascists now have opinions on Economy and Governance Principles

-Various other changes to spawn rates of certain ideologies and political stances, the mod file states if it was a change I made or not

COMPATIBILITY:

-Any mod that changes the laws already modified in this mod will be softly incompatible, depending on which mod is loaded first.
-Any mod that adjusts ideologies will also be softly incompatible depending on which mod overwrites which. Worst-case scenario people will not have opinions on the newly added laws.

PERMISSIONS:

You may modify this mod however you wish, provided:
-Credit is linked back to the mod
-Your mod is also able to be modified

TRANSLATIONS:
🇨🇳: https://steamcommunity.com/sharedfiles/filedetails/?id=2880069248

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Revisions:

Old revisions of this mod are available below. Click the link to download.