Land Reform
** Updated for 1.2.4 **
This mod moves serfdom out of the workers rights lawgroup and into a new, contentious economic law group called ‘Land Rights.’ Land rights control ownership production methods available on subsistence buildings and agricultural buildings (farms, ranches, and plantations). Ideologies have been reworked to accomondate the new law group but should still match vanilla preferences. ‘Serfdom Banned’ in the workers rights law group has been reworked as ‘No Workers Rights’ and operates as a placeholder much like ‘No Schools’ and ‘No Healthcare’.
Moving into more progressive land rights laws will empower Farmers at the expense of Aristocrats, eventually replacing them completely. I highly recommend the Better Interest Group Attraction mod in combination with this one, especially playing as the USA because it correctly amplifies Landowner political power in smallholding countries by causing wealthier farmers to split allegiences between Landowner and Rural Folk IGs.
Future plans include journal entries and/or event chains for:
- Homestead Acts and land rushes (including setting up or editing appropriate starting journal entries or starting conditions in the USA, Canada, and Australia)
- Collectivization in command economies
Functions the same as the vanilla game, with the same interest groups supporting and opposing and same starting countries.
- Subsistence and agricultural buildings have the ‘Estate’ ownership production method (matches vanilla ‘Privately Owned’)
- The ‘Publicly Traded Estates’ production method is available on agricultural buildings after researching mutual funds that adds 50 Capitalists per level (matches vanilla ‘Publicly Traded’)
- Subsistence buildings have the vanilla serfdom production method active
Has the same function as ‘Serfdom Banned’ in the vanilla game. Nearly all non-serfdom countries have this as their starting law.
- Subsistence and agricultural buildings have the ‘Estate’ ownership production method (matches vanilla ‘Privately Owned’)
- The ‘Publicly Traded Estates’ production method is available on agricultural buildings after researching mutual funds that adds some additional Capitalists per level (matches vanilla ‘Publicly Traded’)
- Subsistence buildings have the vanilla ‘free peasants’ production method active
Represents some limitations and restrictions on massive estates.
- Replaces 1/3 of Aristocrats with Farmers in subsistence buildings and gives Farmers in subsistence buildings a single ownership share
- Prevents publicly traded production methods in agricultural buildings
- Opposed by both Industrialists and Landowners but favored by the Rural Folk
- Switching to this law gives your country a ‘Land Redistribution’ modifier for 10 years, which decreases your agricultural throughput and increases government expenses and bureaucracy.
Represents ownership primarily by families and communities. A small collection of countries start with this law: USA, Texas, Upper Canada, Transvaal, and Orange Free State.
- Completely replace Aristocrats with Farmers in subsistence buildings and grants Farmers equal ownership shares with the Clergy
- Farmers also receive equal ownership shares with Clergy on agricultural buildings (2 each)
- Farms and ranches switch from 100 Aristocrats per level to 100 Farmers and 25 Aristocrats per level
- Plantations operate similarly but double the number of Aristocrats to 50 per level
- Publicly traded production methods on agricultural buildings replace Aristocrats with Capitalists
- Landowners strongly disapprove of this law and Rural Folk strongly support it, while Industrialists are neutral as it does not restrict publicly traded production methods
- Switching to this law also gives your country the ‘Land Redistribution’ modifier for 10 years.
Revisions:
Old revisions of this mod are available below. Click the link to download.
