PSO building influence has changed - doing it from out of state now is much weaker compared from instate, and it now is effected by the instate players home state influence and positions (ie a far left pol in a far right state will build PSO worse than a far right pol would, with same state influence).
1. Party purging now works. In liberal democracies to purge a player costs twice their party power (from the chairs party power), in authoritarian democracy and one party states it costs the same as their party power, and in others (Theocratic Democracy and Absolute Monarchy are the only others atm) it costs half their party power. Kicked players can rejoin the party, but they will start with 0 pp.
2. party power is now calculated into primaries.
3. the party power loss from having higher than average pp has been reduced to one fourth of its previous amount.
1. Different sector malus to profitability increased from -4% to -6%. Having matching sector to corporate type now adds 2% profitability. This doubles as an inefficiency malus for nationalized corps, as they have no type.
2. Taking over/defending a sector with the same type vs a corporation of a different type now strengthens your attempt by 3 times, instead of 2.
1. Nations now have imports and exports reflecting their national supply and demand. If a nation supplies more of a commodity than it demands, it exports it to other countries, and if it demands more than it can domestically supply, it imports it. Imported commodities cost a flat 10% more effectively for the percentage that must be imported, making supply hits to profit margins larger. You can see this in detail on the commodity page by clicking on Suppliers or Demanders ( http://oppressive.games/power/commodities.php ).
2. Tariffs now apply to these imports as well, directly increasing supply costs for most production if the sectors nation has tariffs and must import supplies. The old tariff system is still in place as well, so foreign companies will still have to pay a flat tariff on profits on top of the increase in supply costs.
3. This has also changed how tariffs are collected for the budget, so you might want to reexamine your budget if your nation depended on tariff income.
4. effectively this means higher tariffs and the 10% import cost will increase supply costs and lowers profitability for sectors that must import supplies to survive.
Unions are player run organizations that seek to represent workers.
1. Unions will compete over sectors similarly to corporations. The chance to successfully take over/defend a sector is dependent on their approval and is halved in countries other than where it is headquartered (not states/regions, countries). The speed at which a union can recruit members is primarily effected by wages - the lower the wages, the quicker they can recruit workers.
2. Union approval is primarily effected by two factors, the average wage of the sectors unionized and the dues members pay. Unions will want to push corporations who own the sectors to rise their wages in order to increase approval. In the future this will be made more complex, with also labor protection laws and such effecting it.
3. Union leadership is decided by a vote of player leaders who are in the union, with the strength of their vote dependent on their influence within the Union. Unlike corporations but like parties, players can only be a member of one union. Players can organize to build up influence in a union, which costs 10 power but provides 10 strength for a union.
4. Unions have the ability to strike, which reduces profitability of a sector relative to the % of workers of the sector unionized.
5. Depending on laws, corporations have the ability to bust unions, which damages growth in a sector but reduces the % of workers unionized.
6. Wages can now be modified by the corporation CEO. Average wage in a country will directly effect approval. The higher wages will result in less poverty and more approval for the government and union, but less profits for the corporations.
6. Unions can set a % of their dues coming in to go to political contributions, which are divided among the player members each hour based on their % of the influence in the union. These come out as campaign contributions, not capital.