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Finally, we come to the 'Labor' policy. Here you are first deciding whether or not to permit Forced Labour within your dominion – that itself needs no further explanation. Moral and ethical questions aside, if you answer in the affirmative you must then decide how well or how poor slaved labourers will be treated. Even when providing them with the best treatment possible, make no mistake that we are still talking about slave labour.
We now move full-steam ahead onto the substantive portion of the Finance menu.
ALL OF THE MENUS LINED UP IN A ROW: FINANCE (PART 1)
Whether we like it or not, part of being a savvy MoO3 player is being able to manage your revenue. On the 'Budget' screen, there are three policies to look at: 'General Budgetary Policy', 'Military-Political Economy' and 'Tax Levels'. For starters, let's learn some more about 'General Budgetary Policy'.
Here there are three plans to choose from: 'Balanced', 'Savings' and 'Spending'. The first applies pressure to your accountants to only permit spending what is made in a given turn. Hoard your treasury hostage from would-be financiers by selecting the 'Savings' option, or burn a whole in your imperial pocket by choosing to go the 'Spending' way. If you can afford the time, you can work to maximize the benefits and minimize the disadvantages by carefully balancing the 'Savings' and 'Spending' policies. It's not a perfect science, so be prepared to make adjustments as need be. You will have to monitor matters carefully when utilizing this pattern, however, and this can get trickier or at the very least more tedious as time goes on. I personally kept my policy at the 'Balanced' level here throughout my game and almost always had a nominal-to-modest profit flow.
The 'Military-Political Economy' screen is straight forward as its effects are easily quantifiable. How much money you want to devote to military purposes is expressed here. From the game manual:
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