sobisonator / imp19c

Imperator 19th century mod
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Employment mechanic #37

Open sobisonator opened 4 years ago

sobisonator commented 4 years ago

Employment

Sectors: Employment will be recorded as a set of province modifiers, each being a sector. The sectors are:

Various factors are at play determining how sectors are created and filled.

A modifier across all factors will be the labour market. One unit of wealth is the subsistence needed by 1 pop per month. If there is 1 unit of wealth for every available job slot, there will therefore be no modifier. If there is more, the local area will be able to afford more salaries, and there will be more employment slots. If there is less than enough wealth, the employmet slot pool will be decreased.

Proletariat pops: Proletariat pops come from unemployment in provinces, when pops demote below lower strata. They can be given employment slots through workhouses or other forms of indentured labour, at a cost to public order and health. Demotions can be prevented by developing and maintaining social security policies, from primitive ones such as guilds, to modern ones like unemployment subidies.

sobisonator commented 2 years ago

Farm buildings should not generate industrial jobs, but "commercial agriculture" jobs

sobisonator commented 2 years ago

Subsistence jobs are very hard to tax. Income tax from subsistence jobs is nonexistent. Produce tax (i.e. goods levy) can be extracted, but is not very large. Poll tax can be extracted, but is very cumbersome.

sobisonator commented 2 years ago

Now working differently with the building mechanics in mind... Each building implicitly employs one pop. This way we can get employment sectors straight from buildings without needing to worry about extra svalues or variables.

Need to think about how to deal with job eligibility with education and unemployment...