GreenGoblin wrote:Balancing tax with social spending is something the minister does well.
I agree. Minister gives the optimum values. And even when you change something, the system soon settles at the same profit. The reason is that you have not really power on your citizens. They have not a standard amount of cash, to be taken by force, with the proper DAR cost of course. Their tax ability is not the money they have, but the money they want to give if they are happy with you. This means that the biggest opponent of the game is your own people.
GreenGoblin wrote: The only reason I don't let him handle social spending is that infrastructure is the first thing to be cut when savings are needed.
The game is bad programmed there... If social sectors have differend degree of usefulness, then locks were needed for every one, not all unlocked or all locked. Personally, I let all unlocked, believing that minister knows better if cuts infrastructure in favour of environment or culture.. But having controls for things we don't know how they work destroys game pleasure.
It would be beautiful if we could delete all social spending from the game, and replaced with products traded in the world market: healthcare, education... And they would affect the DAR like other products. If you were in shortage of doctors, then you might have trouble. And this could add an new field of competition.
In my mod, I created a new product "services" in an effort to simulate this. Services are produced in tourist attractions and business districts. If a region has hotels, it serves it's people need for vacation and sells this opportunity to foreigners, who give money directly to their destination. In the same logic business districts sell services to the locals and to foreigners.