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Resource categoriesEdit

These are broken down in order of importance from top down. If your people dont have their food needs met they WILL NEVER grow out of poverty. Period. Your population needs to have their needs met in order from top down on that list. Who cares if you have great healthecare and a new car if your children are starving? Also, some of these resources have a massive effect on other areas. For example... a lack of steel will effect vehicle maufacturing. A lack of cereals will effect meat and dairy production. Your needs must be met or your economy will suck.

ProductionEdit

How much in millions of dollars that your country is producing. If this is at 0 then it is a resource that your country cant produce... and this sucks.

ConsumptionEdit

How much your country consumes. A strong economy will consume a ton more.

TradeEdit

Either positive or negative. Positive means that you are actively selling this commodity in this amount. Negative means you are actually buying this commodity in this amount. This is not necessarily a bad thing... because your needs are being met in this way. It just costs you alot more than self-production.

BalanceEdit

This is the column that most people dont understand. A red number here simply means that you are NOT fulfilling this need. A green number here means that you have a "surplus" of that commodity... this is also a bad thing. You want to see 0 here. A red number negatively affects the economy by not filfilling your need. A green number means you are producing more than what you can sell on the open market. If you are in a free-market setup then you will see your production capacity lower (yes lower) to get rid of the surplus after a few months. If you are selling what you produce that number would go into "trade". The only time you want a high green number here is whe you are intentionally flooding the market to gain market share... heh... more on this later too. One VERY key thing to understand between Trade and Balance is that if you are not fulfilling your needs... and you are NOT importing that commodity... and you have plenty of cash. It is because there isn't enough global market availability. Rich countries get first priority on anything on the open market. That's why you want resource independance. This is key to know because ifyou are playing a 3rd world country and are importing a product... that means the sellers are scraping the bottom of the barrel with you and that resource is just about to go to global surplus.

Global tax modifierEdit

This value will increase the taxes on all resources by this amount. It will slow down your produciton just like all taxes will. Currently there is a bug with the GTM and setting it to 100% produces more taxes than it should.... most multiplayer games set a cap at some reasonable level (30% or lower). For a short military game this is a good way to make quick cash. For longer developmental games you want more control. For example... If you are playing Batswana (which is on of my favorites) you want to tax almost everything at 0% except for diamonds. Why? Because nearly 1/3 of Batswana's GDP is diamonds... and you control a huge chunck of the global market on it... AND there is a huge unfilled demand. You can set everything to 0 and let it grow like hell and tax diamonds at 30-40 percent and come out even.... at least untill the other sectors grow... then you are way ahead. GTM is added to 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. Overtaxing a sector is bad for the business class. You will shut down business, stunt growth, and even cause a business recession.

Individual resource valuesEdit

ManagementEdit

Whether something is private or public. In most cases a free market is desirable. This means that the business class takes over. These greedy *******s will create companies to fill the needs that are unmet. This is good. It means that a sector will grow quickly on its own to meet any need... local or international. The problem is when you are in a sector that has a global "Market availability". IE: the world is creating more than is needed. This is the situation every game gets into within 40 years or so. If you increase production in a resource in this situation... you will not be able to sell it and the spineless business class will back out and close shop... causing you a loss of production.

Legal or illegalEdit

Well... lets cut to the chase... we're talking about drugs here. If you legalise them you will make a good deal of cash if you flood the world market with increased production. However, the diplomatic heat is very high for doing so. Your
Pic01

Making money through drugs can be profitable.

choice... I usually keep it illegal but secretly fund grown to keep my population's demand met so that I dont import his valuable commodity.

Sector taxEdit

Ok... this is how much you are taxing this sector. If this sector is producing 100,000 and you have the tax at 10% you will get 1000 a year. Higher taxes means more money but VERY important is also that it inhibits growth. A tax at around 15-20 will allow income and decent growth. On any sector I am vastly undermeeting in-house demand I tax to 0 till I meet demand. Sectors that I export or import large volumes of I tax high. Be careful though... taxing your exported resources high means you crimp production growth.

% of GDPEdit

How much of your GDP is this resource.

Market shareEdit

How much of the global market you control.

Increase ProductionEdit

This is where you can spend cold-hard-cash (or credit) to increase your country's production of a certain good. Note that the increases are in percentages... so if you have nothing... 10 percent of nothing is.... nothing.

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