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Planned / Command Economies

Last updated 2026-08-21

Most countries in A House Divided are market economies: floating currencies, a central-bank chair setting rates, and commodity prices that clear on supply and demand. Planned (command) economies are a different model, and now a played one. In a command country you run the state industries, allocate the national plan, and direct state credit. Whether the country stays communist or reforms toward the market is decided by how well the plan is run, not by a script.

This is not a bug. If a Soviet-era ruble never drifts, national commodity prices ignore supply and demand, or a state firm stays alive while insolvent, you are looking at planned-economy rules. See Commodities and Currency Exchange for the market path; this page is the planned path.

Fresh worlds enable the regime. Countries that start on the command end of the dial (USSR/Russia, China in its early eras, Eastern-bloc satellites) come up as planned economies with their state industries split into separate enterprises you can run. Admins can disable the command-economy layer for a particular world.

How a country becomes a command economy#

Two gates must both be true:

  1. The world-level command-economy feature is enabled. Fresh-world seed data enables it by default; an admin can change the world setting.
  2. The country's marketization level is below the market ceiling. The era only sets the starting value. From there the level moves on its own each turn based on what happens in the economy (see The Marketization Dial Is Earned below).
Band Dial What you get
Fully command below 30 Fixed currency, passive bank, administered CPI, soft budgets, full planned pricing
Dual-track 30 to under 70 Plan and market run together; national prices and shortage pressure scale with how much is still planned
Market 70+ Standard floating FX, chair policy, supply-and-demand commodity pricing

Soviet Russia and early China start fully command; Eastern-bloc countries start command; China starts further along the dial in later eras. Where each ends up is now up to how the country is governed.

State-owned enterprises (SOEs)#

Instead of one national conglomerate, a command country's commanding heights are split into separate state enterprises, one per strategic sector (heavy industry, energy, extraction, agriculture, consumer goods, defense, chemicals, transport; the exact set is country and era specific). Each SOE carries its own:

When lots of SOEs beat their targets, the plan is working and the command model holds. When they chronically miss, shortages build and pressure to reform the whole system grows.

The three seats#

A command economy is run through three offices. Each is filled by the government (cabinet or Supreme Soviet). If a seat is empty, the state brain runs it competently by default, so single-player worlds still work. A human who claims a seat takes over from the brain.

SOE Director (the industrialist)#

One director seat per strategic SOE. The director runs a single enterprise and chooses:

Hit your targets and your enterprise grows and your political standing rises. Miss them and you feed the shortages that erode the whole command system.

Reading efficiency and where investment goes#

Because efficiency is capacity utilisation, investment (new capacity from the Gosbank) does the opposite of what it looks like on a low-efficiency enterprise: adding capacity to a factory that is only half used pushes utilisation down further and adds more upkeep for capacity nobody is producing with. The rule of thumb:

Gosplan Central Planner (the macro)#

The planner sets the national plan: the output quotas and the investment split across every sector. This is the heavy-industry-versus-consumer-goods balancing act. Over-ambitious targets look strong on paper but widen the gap between plan and reality, which shows up as shortage. Under-ambitious targets leave growth on the table.

Gosbank Chair (the kingmaker)#

The Gosbank Chair runs state credit. Each turn the bank lends a credit budget across the SOEs, and the chair decides:

Directed credit and its cost#

Directed credit is the Gosbank Chair's main lever, and it is a genuine tradeoff.

That is the Gosbank tightrope. You can grow industry with cheap credit, but the more you print the worse the shortages get, and shortages are one of the forces that push the country toward the market. You have to choose favorites.

The marketization dial is earned#

The single most important change: marketization is no longer scripted. The era sets the starting level, then it drifts every turn based on three live drivers.

Driver Pushes toward market when...
Black-market pressure Shortages, the shadow premium (the markup black-market goods sell at over the official price), and the second economy are large
SOE performance The state enterprises are chronically missing their plan
Policy stance The elected government and the Gosbank lean reformist (market-leaning ruling party, disciplined credit, hard budgets)

There is a weak era gravity: a small restoring pull toward the historical schedule for that turn, on top of the three free drivers above. It is deliberately capped below what the free drivers can sustain, so it nudges rather than dictates. History can still break: a well-run orthodox USSR can stay red long past 1991, and a badly mismanaged one reforms toward the market and, eventually, out of communism. A hardline government with a disciplined plan can hold command indefinitely against gravity; a reformist government that lets the enterprises fail will marketize faster than the schedule alone would predict.

Government reformism is live. The ruling party's economic position feeds the policy driver directly. Win an election with a market-leaning party, or shift the ruling party's economic stance through gameplay, and marketization responds. This works whether the government is player-led or run by the state brain.

The feedback loops (the fun)#

Repression: holding the line#

Reform is not the only answer to a swelling black market. A hardline government can crack down instead. The Gosbank Chair or head of government can set an internal repression level that forces the second economy down, hides the grey market, and slows the drift toward the market.

What repression does not do is fix the shortage. The shelves are still empty; you have only pushed the trading underground. And it is not free: cracking down costs regime legitimacy every turn, and the bill grows the harder you push amid scarcity. Heavy repression sitting on top of a deep shortage is a pressure cooker that bleeds legitimacy while the underlying problem festers.

That is the hardliner tradeoff. Repression buys time against reform and keeps the country command for longer, but it treats the symptom, not the disease. Deliver the goods and it stays cheap; repress amid empty shelves and it becomes expensive fast. Reform or repress, either way the shortage still has to be answered.

What the old rules still mean#

The planned machinery from the passive model still applies while a country sits in the command or dual-track bands.

Dual-track transition#

Dual-track means plan and market run in parallel: a share of pricing and shortage machinery stays planned, the rest clears like a market. As the marketization level climbs through the 30-to-70 band, more of the economy behaves like a market and the planned machinery fades. When a country crosses out of the planned bands entirely, floating FX, chair policy, supply-and-demand pricing, and normal insolvency rules return.

What you can do#

As a player:

What you cannot do:

Open a country's live control room at Country > Command Economy, for example the Soviet command-economy dashboard.

See also: Commodities, Currency Exchange, Central Banks, National Metrics, Market System: A Player's Guide.