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Resource Categories[]

To get the Resource Menu, click on the $ sign on the bottom left, then click on "Resources" to get to your trade tabs.

These categories are broken down from the top is most important and less important bottom. The most important tab here is your Food and Agriculture. If your people don't have their food needs met, they won't get out of poverty and help your nation grow.

Some of these resources have a massive effect on other stock in your nation. A few examples, Cereal production effects Meat and Dairy production, Iron and Steel production effects Finished Goods production. Your country's needs must be met, or your nation will tank and in the long run, and fall into unsustainable debt.

In order to see what resources you have in your country, close all tabs then right click the world. Go down to "Thematic Maps" then click "Resource Production (by region)". To see what countries around you that have a resource you need, simply click that at anytime. Some resources that you don't have can be built over time with high infrastructure.

Resources bar

The resources bar containing 4 + signs denoting a resource ratio of 4:1.

Resource ratio[]

A very wealthy country may have one or several plus-signs on their resources bar. This is an indicator of the country's resource ratio. No plus sign means the ratio for total production to total demand is below 1 (there is more demand than production). Four plus-signs indicate that the ratio is 2 (or higher); meaning the total production in the country is twice that of its total domestic demand. It is possible to not be in autarky and still maintain a high resource ratio.

Production[]

Production shows the value that is produced domestically.

To increase production, click the "increase production" button. This will have an immediate effect on the country's production on that resource, assuming there is a demand for that item. If there is no global demand for the item, the excess is likely to be removed after the simulator has iterated a few times. And the money invested will be lost.

Depending on various factors such as spending in education, infrastructure and sector taxes, production may or not slow down growth. Thus affecting long-term GDP growth.

Consumption[]

Consumption shows the value that is consumed domestically.

A few notable nations, for example China and the United States, require lots of resources to keep a majority of their population happy.

Population makes up the overall size of the country's consumption base, consumption is subsequently influenced by poverty.

A country's poverty line influences how much goods the population consumes. The lower the poverty is; the wealthier the population is overall. Increasing both the country's domestic demand, and the size of the economy in terms of GDP.

It is preferable to have a large, wealthy population, with as low poverty as possible, for they are less susceptible to an autarkic world, where a country cannot rely on global trade for trade revenue and GDP, and thus rely much more on their domestic consumer-base for GDP and income tax for revenue. Thus populous country's tend to grow more powerful, than small, trade-oriented country's; the longer the simulator is allowed to run.

Trade[]

Trade will either be positive, negative or 0. A positive value means that you are actively selling (exporting) this commodity in the amount specified. A negative value means you are actually buying (importing) this commodity in the amount specified from the global market.

A balance of 0 indicates that the country is either importing or exporting successfully.

  • Trade is the only way to earn trade revenue in SuperPower 2.
    • If the country is not trading, it cannot earn trade revenue even with a high sector tax on a resource.
    • Taxing a resource that is not trading is a waste of potential growth in that resource. If a country taxes a resource that is not trading; it enjoys none of the benefits but all the negatives.

Balance[]

Balance indicates the country's ability to trade goods.

A negative number denoted as red indicates that the country has need of this resource, but cannot import it successfully from the global economy. Which may hint of one of the following:

  1. There is a shortage of the item.
  2. Your country is not strong enough economically to contest the more wealthier importers, you are too far down in the economic strength rank, and is thus further behind the line to purchase the item, by the time its your turn to buy, there are no goods left to buy.

A positive number denoted as green indicates that the country is producing an excess of the item, which may or may not be sold on the global economy. If this number is large and accompanied by a decreasing trade surplus, it may indicate that the country's excess production of this item is failing to find importers in the global economy (no one is buying it). Which may hint of one of the following:

  1. Global demand is lowering.
  2. Another country is manually increasing their production of the item, and is contesting your trade.
  3. A populous importer of goods just embargoed your country.
  4. Global autarky is setting in.

It is further possible that a large number is displayed as green; because you are manually increasing production in high intervals. If this does not translate into a higher trade value (see trade above), then it means that the excess is unable to find buyers in the global economy, and the money invested will be lost, unless a buyer appears immediately.

A solid zero balance indicates that the country is either successfully importing the item, or is successfully selling it, completely, this is very good. See Trade above for more info.

Global tax modifier[]

The Global Tax Modifier (GTM) value will increase the taxes on all resources by this amount. It will slow down your production just like all taxes will. Currently there is a bug with the GTM and setting it to 100% produces more taxes than it should.

GTM is an additional tax on the individual taxes of each sector. So, if you are taxing cereals at 20 and you have the GTM at 30 you are actually taxing cereals at 50.

Most multiplayer games set a cap on the GTM at varying rates between 1 and 30 percent.

For a short military game the GTM is a good way to make quick cash.

Overtaxing a resource is bad for domestic production growth in that item.

In the Human Development Mod there is an optionable setting that changes the GTM so that it instead changes all of the sector taxes, rather than applying a new additional tax on-top of the sector tax.

Individual resource values[]

Management[]

Indicates to which part of the country that controls the sector. It can either be under private (owned by the citizens), or public control (i.e state controlled). A public sector receives a penalty to production growth, and the costs of importing goods falls entirely on the government. Subsequently, all profits made by a state controlled sector; goes directly to the state.

Legal or illegal[]

Indicates whether the sector is legal, or illegal. Legalizing a widely legal resource in the global economy may positively affect the country's diplomatic relations overall. Legalizing a widely illegal resource achieves the opposite; it may harm the country's relations with other countries who have banned it.

Pic01

Making money through drugs can be profitable.

Sector tax[]

Available only if the sector is privately owned. Sets the tax rate on goods. A high tax adversely affects growth of that sector, but provided higher revenues.

% of GDP[]

Indicates the relative share this sector has in your economy.

Market share[]

Indicates your sector's share in the global economy. This takes production and trade (exports) into account.

Increase Production[]

Allows the country to immediately convert cash into production.

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