Economy law

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 scavanging

* **Bonuses**
	+ +20% resource gain efficiency
	+ 40% consumer goods factories
	+ +50% military to civilian factory conversion cost
	+ +50% civilian to military factory conversion cost
	+ +25% country base node income
	+ -50% military factory construction speed
	+ -50% civilian factory construction speed
* **Requirements and cost**
	+ 100 PP

### Wasteland economy

* **Bonuses**
	+ 30% consumer goods factories
	+ +30% military to civilian factory conversion cost
	+ +30% civilian to military factory conversion cost
	+ +20% country base node income
	+ -30% military factory construction speed
	+ -30% civilian factory construction speed
* **Requirements and cost**
	+ 100 PP

### Funding the army

* **Bonuses**
	+ 25% consumer goods factories
	+ +15% country base node income
	+ -10% military factory construction speed
	+ -10% civilian factory construction speed
* **Requirements and cost**
	+ 100 PP
	+ One must be true
		- At war
		- More than 30% war suport
		- Current party ruler is Elites or Ruler
		- Part of the government has trait War Monger

### Well equiped army

* **Bonuses**
	+ 20% consumer goods factories
	+ -10% military to civilian factory conversion cost
	+ -10% civilian to military factory conversion cost
	+ +10% country base node income
	+ +10% military factory construction speed
* **Requirements and cost**
	+ 100 PP
	+ One must be true
		- More than 50% war suport
		- Current party ruler is Elites or Ruler
		- Part of the government has trait War Monger
		- Any enemy country has more than 20% of [current state]'s total number of factories

### Every cap for the army

* **Bonuses**
	+ 15% consumer goods factories
	+ -20% military to civilian factory conversion cost
	+ -20% civilian to military factory conversion cost
	+ +5% country base node income
	+ +20% military factory construction speed
* **Requirements and cost**
	+ 100 PP
	+ More than 60% world tension
	+ *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)
		- *If neither of the above is true* (this line is probably a bug an can be ignored)
		- All of the folowing must be true
			* At war
			* Any enemy country has more than 40% of [current state]'s total number of factories

### Everybody for the war machine!

* **Bonuses**
	+ -3% recruitable population
	+ 10% consumer goods factories
	+ -30% military to civilian factory conversion cost
	+ -30% civilian to military factory conversion cost
	+ -5% country base node income
	+ +30% military factory construction speed

* **Requirements and cost**
	+ 100 PP
	+ At war
	+ More than 80% world tension
	+ Any enemy country has more than 50% of [current state]'s total number of factories

## 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 Standard 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 Standard economy laws?* [check please].

### Self sufficient society

* **Bonuses**
	+ 35% consumer goods factories
	+ +40% military to civilian factory conversion cost
	+ +40% civilian to military factory conversion cost
	+ +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
	+ +30% country base node income
	+ -40% military factory construction speed
	+ -40% 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)
		- *more than 60% war support* (this line is probably a bug an can be ignored)
		- *At war* (this line is probably a bug an can be ignored)

## 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.