Economy Law

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While most wasteland countries have the same economy law, some have additions or changes to the economy law progression or bonuses, while some are unable to change them manualy, relying solely on focuses to implement new laws.

Standard economy law

Focusing on Scavenging icon
Focusing on Scavenging
  • Resource Gain Efficiency: +20.00%
  • Consumer Goods Factories: 40.0%
  • Military to Civilian Factory conversion cost: +50.00%
  • Civilian to Military Factory conversion cost: +50.00%
  • Country Base Node Income: +25.0%
  • Military Factory Construction Speed: -50.00%
  • Civilian Factory Construction Speed: -50.00%
Instead of devoting our resources towards producing new goods, we can search for the riches of the Old World. There must still be some stuff left, right?
Requirements


Wasteland Economy icon
Wasteland Economy
  • Consumer Goods Factories: 30.0%
  • Military to Civilian Factory conversion cost: +30.00%
  • Civilian to Military Factory conversion cost: +30.00%
  • Country Base Node Income: +20.0%
  • Military Factory Construction Speed: -30.00%
  • Civilian Factory Construction Speed: -30.00%
No description.
Requirements


Funding the Army icon
Funding the Army
  • Consumer Goods Factories: 25.0%
  • Country Base Node Income: +15.0%
  • Military Factory Construction Speed: -10.00%
  • Civilian Factory Construction Speed: -10.00%
No description.
Requirements


Well Equiped Army icon
Well Equiped Army
  • Consumer Goods Factories: 20.0%
  • Military to Civilian Factory conversion cost: -10.00%
  • Civilian to Military Factory conversion cost: -10.00%
  • Country Base Node Income: +10.0%
  • Military Factory Construction Speed: +10.00%
No description.
Requirements


Every Cap for the Army icon
Every Cap for the Army
  • Consumer Goods Factories: 15.0%
  • Military to Civilian Factory conversion cost: -20.00%
  • Civilian to Military Factory conversion cost: -20.00%
  • Country Base Node Income: +5.0%
  • Military Factory Construction Speed: +20.00%
No description.
Requirements


Everybody for the War Machine! icon
Everybody for the War Machine!
  • Recruitable Population: -3.00%
  • Consumer Goods Factories: 10.0%
  • Military to Civilian Factory conversion cost: -30.00%
  • Civilian to Military Factory conversion cost: -30.00%
  • Country Base Node Income: -5.0%
  • Military Factory Construction Speed: +30.00%
No description.
Requirements


New California Republic

New California Republic is unable to progress through their economy law by using PP. Instead they utilise several (4?) focuses, however to get to the best economy law only two are needed, the rest then give 300 PP upon completion.

Focuses for changing the NCR economy law

  • All is good in the Boneyard
  • Manifest destiny realized
  • The spoils of Baha
  • ??mistake??

Modest Economy

  • Bonuses
    • 40% consumer goods factories
    • +5% stability
    • +45% military to civilian factory conversion cost
    • +45% civilian to military factory conversion cost
    • -45% construction speed
    • +100% generate wargoal tension limit (you are not able to generate wargoals)
    • +20% join faction tension limit
    • +20% Send volunteers tension limit
    • +50% guarantee (nation) tension limit
    • +5% caps expenses
    • -5% country base node income
  • Requirements and cost
    • cannot remove


Growing Economy

  • Bonuses
    • 30% consumer goods factories
    • +20% military to civilian factory conversion cost
    • +20% civilian to military factory conversion cost
    • -20% construction speed
    • +5% country base node income
  • Requirements and cost
    • cannot remove (100 PP, this is a game limitation)


Steadfast economy

  • Bonuses
    • 20% consumer goods factories
    • -5% stability
    • -5% military to civilian factory conversion cost
    • -5% civilian to military factory conversion cost
    • +15% country base node income
    • +15% military factory construction speed
    • +5% civilian factory construction speed
  • Requirements and cost
    • cannot remove (200 PP, this is a game limitation)

New Canaan

New Canaan starts on a Self sufficient society (custom economy law), which is removed by a focus (End our isolation) or by ending the war with the White Legs. During the war it has the Standart economy laws. After the war New Canaan's economy is "Shattered" (custom economy laws) and during several focuses is "Bandaged" and "Fixed" ?returning it to the Standart economy laws? [check please].

Self Sufficient Society icon
Self Sufficient Society
  • Consumer Goods Factories: 35.0%
  • Military to Civilian Factory conversion cost: +40.00%
  • Civilian to Military Factory conversion cost: +40.00%
  • Generate war goal tension limit: +100.0% you are not able to generate war goals
  • Join faction tension limit: +20.00%
  • Send volunteers tension limit: +20.00%
  • Guarantee (nation) tension limit: +50.00%
  • Country Base Node Income: +30.0%
  • Military Factory Construction Speed: -40.00%
  • Civilian Factory Construction Speed: -40.00%
We have enjoyed a long period of peace. Trading is flourishing, our people are content. As a result, industrial production is working at about half capacity. It would take a momentous event to wake the country from its slumber.
Requirements


Texan Brotherhood

Texan Brotherhood has only one Economy law

Provisions for protection

  • Bonuses
    • 50% consumer goods factories
    • +30% military to civilian factory conversion cost
    • +30% civilian to military factory conversion cost
    • -30% factory output
    • -30% dockyard output
    • +20%justify wargoal time
    • -30% military factory construction speed
    • -30% civilian factory construction speed
  • Requirements and cost
    • cannot remove
    • One of the folowing must be true (this line is probably a bug an can be ignored, only the lines not in cursive should be used)
      • Lonestar: Current ruling party is ruler (this line is probably a bug an can be ignored)
      • Lonestar: Doesn't exist(this line is probably a bug an can be ignored)

WIP

WIP

WIP

Trivia and bugs

  • The standart (almost all) economy law set requires 100 PP to move from any level to any other level
  • Some of the non reovable economy laws still display their PP cost, or requirements. I have not found any reason for this, or any effect on gameplay.