I think I got it... I would precisely track and calculate all money the player touches and approximate the money/wealth of population. Tell me if you see holes here.
There are 3 sources of wages:
- paid by aristocrats (peasants)
- paid by capitalists (miners, labourers)
- paid by the government/player (bureaucrats, teachers)
The player only pays for the government employed population (using a a global budget slider, can't affect separate government buildings in provinces) and has an option to subsidize choosen mines and factories.
The wages depends on (none of these apply to government hired workers):
- number of workers in a factory/production facility (if shortage the wages get raised)
- unemployment rate in the province (high unemployment lowers wages of everyone)
- approximated profitability of a production facility (for example a mine that has low ore deposits will always pay less to miners than another mine that has higher ore concentration and therefore higher efficiency)
- wealth of capitalists/aristocrats (if they reach a "too low wealth" thereshold they will lower all wages)
Subsidizing a factory/mine - when choosen, part of the wages are paid by the player, it instantly increases wages and also increases wealth of capitalists (so if helps the industry from both ends, the only drawback is the expediture of player's money).
Profitability - it approximately measures how much money the factory/farm "earns" per worker and therefore how much the aristocrats/capitalists are willing to alter wages. The criterias are:
- the most important is the fertility of land for farms and ore deposits for a mine, if below 100% profitability reduced (down x1 per missing 20%)
- if there is shortage of the goods the factory produces (some other structures were not fully operational due to shortage a half product last turn) (up x2)
- if there was any shortage of resources the factory uses and the factory was not fully operational because of it (down x4) (no point hiring more workers if the factory has shortage of resources)
- if there is a huge stockpile of produced goods (in the player's warehouse), like 10 turns worth of production of coal would make coal mines less profitable temporarily (down x1)
Effects of aristocrats/capitalists:
- they manage the fields/factories, so if there is not enough capitalists per factory&worker hired the factory gets a penalty to efficiency (this would be the most visible effect of capitalists to the player I suppose).
- they pay nice taxes
How aristocrats & capitalists "breed" - at the beginning you have a lot of aristocrats and no capitalists. Over time some aristocrats might switch to capitalist or a part of middle class (bureaucras and the like) can promote to capitalists. The speed of breeding depends on taxes they pay, profitability of farms/factories in a province, average wages (the less the better). Capitalists are also very mobile, they will always first try to migrate to another province before downgrading to unemployed.
Edited by Acharis, 25 January 2014 - 06:08 AM.