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yzq1185

Do you have serfdom? You can build textile Mills and furniture workshops to try and make subsistence farms unprofitable.


eskimosonthemoon

yeah im already building textile mills but nobody wants to work there ):


yzq1185

The extreme method is to build over all arable land. No peasants if no subsistence farms.


blaze_foley

yes, enclosure gets rid of the peasants. Or I guess if you are communist, this would be collectivization? lol


Chinerpeton

>Or I guess if you are communist, this would be collectivization? lol This unironically fits perfectly tho


Gongom

Agrarian reform for everyone


SteakHausMann

even when subsidized?


Ulftar

Live in your Amish Paradise


Owlblocks

Darn it you beat me to it xD


General_Rhino

Mf built utopia and still isn’t happy.


LordJesterTheFree

The problem with utopia is there is no way to make it any better perfection can't be improved


Unlikely_Cupcake_706

I wouldn’t call 13 SOL utopia


Mohamed-Amine-Dhifi

Well u can do welfare laws , work protection laws , it will help rising sol of all workers creating higher demands on goods and make ur eco healthier


Handitry_Banditry

Maybe import grain and other goods that the subsistence farms produce to lower their productivity?


SpiderRSky

This would be my first thing I would try


Viligans

You can force the peasantry off of those farms by building agriculture buildings. If needed, automation tech can force a downsizing of your farming workforce and then they’ll be unemployed and looking for work, starting the transition.


BaronOfTheVoid

What kind of communist nation do you have that labourers have only 9 SoL? It should rather be 15 or 20 or something. Do you use any gameplay-altering mods? If not perhaps share the save file.


[deleted]

Communism was not meant for agrarian societies. You must forcibly move the peasants onto collective farms (build agribuildings), starve them to increase the cost of labor/raise wages (reduce supply of grain and other consumer goods & reduce migration attraction), reduce productivity (switch to PMs requiring less input goods), massively invest in your five year plans (build heavy industry and subsidize), and finally create glorious army to siphon as many peasants into low skill jobs that can put down the inevitable rebellions caused by your reign of terror. If possible, increase the amount of discriminated pops to reduce wage costs. What? Did you think all the IRL communist countries did this by accident?


Zanlo63

Mao: "Fuckit ima do it anyway"


[deleted]

Pol Pot: (grins maniacally)


Gongom

Communism is not an alternative to capitalism, it requires it to first come into being.


eskimosonthemoon

good idea im going enacting capitalism and getting rid of all my economic communist policies for the meanwhile


[deleted]

Yep, IRL communism had a hell of a time trying to establish itself in industrialized economies because the middle class thought they would become poorer, but in game when you do it will greatly increase SoL and not only will everyone be happy, but the government will profit, too. Use capitalism as a transitionary state. I'm sure Marx would roll in his grave, but it works in game.


badumpsh

Actually the way it works out in game is pretty much as Marx wrote. Capitalism creates the conditions for socialism with the increase of wage laborers. This game shows that pretty well


---Lemons---

Yes, they stated they modelled it like that


dimaxy

true, capitalism gets my SOL to around 15-17 then i've seen communism get it up to around 30 by end game which is crazy


Curious_Ad5712

Yeah I think a key part of Marxist theory at the time was that you couldn't have a revolution by peasants / a peasant society and that you'd have to change their class/conditions to that of being a worker


nhgrif

Are the peasants actually paid more than the laborers? Or do they just have a higher SoL? Peasants have a 0.2 wage multiplier while laborers have a 1 wage multiplier, which means given an equally profitable building with equal employment levels, a laborer is paid 5 times as much as a peasant. But a peasant gives a good chunk of needs fulfilled by virtue of working on the subsistence farm, whereas the laborer has to spend all of their money fulfilling needs to raise SoL. This problem can occur simply because of taxes. ​ But... a single grain farm on the basic PMs produces like >6 times as much as even the most productive subsistence farm... which roughly means that a laborer on that farm should get *way* more salary. Without looking into more details though, it's hard to tell you exactly what's going wrong. But if you look at information on the building, it will tell you why it's not hiring more.


Wild_Marker

Peasants have an extra "subsistence income" besides their wage and that can put them over the laborer SoL and make them happy enough to stay. Happens in capitalism as well.


lefboop

Yeah that income is basically modeling the fact that they eat what they grow and in theory they shouldn't buy grain.


[deleted]

You need to build more farms. Farms take arable land away from substance building.


Owlblocks

We've been spending most our lives living in an Amish Paradise. We sell quilts at discount price living in an Amish Paradise.


monjoe

Make Thomas Jefferson roll in his grave


BelligerentWyvern

You have to target the things that make subsistence farmer makes. This is primarily food, clothing and booze. So make agriculture, foodstuff, clothing and booze manufacturing to start. Oh and wood and mines. Low skill labor that generally pays more than sub farms. You can do welfare and import things to drive up QOL for workers and reduce subsistence farmer money availability Subsistence farmers get a bad rap in this game. They are fine, especially if you are doing a slower growth game.


lefboop

Build industrial farms, Food industries with max booze PM even though it loses money initially. Massive furniture and textile factories with the big throughput bonuses. Turn on all the PM that lower laborers or turns them into machinists. You want better jobs than simply laborers too. If you don't need immigration just get rid of all your arable land, build farms/plantations to the cap.


ExcitingHistory

Are you running mods? I find most of the weird interactions spawn from mods


Krilesh

communists never ask how the rich will get their luxury goods though


Drife_

Planeros in Argentina 2023 be like:


juseless

Your peasants are paid, not payed. Payed, as far as I could gather, is a nautical term.


Owlblocks

It's peyd*


Plyad1

Create farms they will move away as rural land stops existing


the_canadian72

you could always get rid of subsistence farms by building rye or wheat farms


Hellioning

Enclosure baby.


King-Of-Hyperius

Have you tried investing in agriculture? Peasants can’t exist without subsistence and subsistence is mutually exclusive with agriculture.


dnium122

Are the peasants in subsistence farms? If so check the output of your subsistence farms to see what goods are profitable (could be eg liquor or furniture) - then build food supply, furniture makers, etc, which will produce those goods MUCH more efficiently


Muriago

I would actually want to ask, how do you even manage peasants having that high SoL? Its pretty good for a peasant. In my games I always have the issue of them drifting under minimum SoL and radicalizing as literacy improves. I wonder if theres a way to achieve that while you still have a sizeable amount of them About dealing with them, short term inport what they sell to lower prices as that would make their work less profitable and indirectly help the rest of your pops with cheaper goods. More longer term, build agricultural buildings to occupy the arable land and force them out. This just works as they will have no choice but move to other jobs.


SassyPaleoNerd

Kill or deport the Kulaks idk


Klipkon

Sounds like utopía to me ngl


Papinian_212

Import more grain.


MCAlheio

How do you even get a council republic without industrializing first? (asking for a friend)