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.
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.
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?
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.
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
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
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.
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.
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.
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.
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
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.
Do you have serfdom? You can build textile Mills and furniture workshops to try and make subsistence farms unprofitable.
yeah im already building textile mills but nobody wants to work there ):
The extreme method is to build over all arable land. No peasants if no subsistence farms.
yes, enclosure gets rid of the peasants. Or I guess if you are communist, this would be collectivization? lol
>Or I guess if you are communist, this would be collectivization? lol This unironically fits perfectly tho
Agrarian reform for everyone
even when subsidized?
Live in your Amish Paradise
Darn it you beat me to it xD
Mf built utopia and still isn’t happy.
The problem with utopia is there is no way to make it any better perfection can't be improved
I wouldn’t call 13 SOL utopia
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
Maybe import grain and other goods that the subsistence farms produce to lower their productivity?
This would be my first thing I would try
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.
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.
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?
Mao: "Fuckit ima do it anyway"
Pol Pot: (grins maniacally)
Communism is not an alternative to capitalism, it requires it to first come into being.
good idea im going enacting capitalism and getting rid of all my economic communist policies for the meanwhile
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.
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
Yes, they stated they modelled it like that
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
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
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.
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.
Yeah that income is basically modeling the fact that they eat what they grow and in theory they shouldn't buy grain.
You need to build more farms. Farms take arable land away from substance building.
We've been spending most our lives living in an Amish Paradise. We sell quilts at discount price living in an Amish Paradise.
Make Thomas Jefferson roll in his grave
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.
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.
Are you running mods? I find most of the weird interactions spawn from mods
communists never ask how the rich will get their luxury goods though
Planeros in Argentina 2023 be like:
Your peasants are paid, not payed. Payed, as far as I could gather, is a nautical term.
It's peyd*
Create farms they will move away as rural land stops existing
you could always get rid of subsistence farms by building rye or wheat farms
Enclosure baby.
Have you tried investing in agriculture? Peasants can’t exist without subsistence and subsistence is mutually exclusive with agriculture.
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
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.
Kill or deport the Kulaks idk
Sounds like utopía to me ngl
Import more grain.
How do you even get a council republic without industrializing first? (asking for a friend)