| account_balance Economy & Gold |
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Your primary gold source. Each citizen pays $0.50 per hour in base taxes.
| Base Rate | $0.50 per citizen/hour |
| Consumer Goods Bonus | +50% when fully supplied |
| No Rations Penalty | -30% tax income |
| No Energy Penalty | -15% tax income |
| Land Bonus | +2% per land slot (max +100%) |
Physical resources (oil, food, metals, components) are measured in weight.
| kg | Kilograms (thousands) |
| t | Tonnes (millions) |
| kt | Kilotonnes (billions) |
| Mt | Megatonnes (trillions) |
| Processing Chains | Raw→Refined (Oil→Gasoline, Iron Ore→Steel) |
Manufactured goods that boost your economy. Elderly consume 2x more due to healthcare needs.
| Requirement | 1 CG per working-age citizen, 1.2 CG per child, 2 CG per elderly (consumed hourly) |
| When Supplied | +50% tax income |
| Produced By | Retail buildings (gas stations, stores, malls) |
| Distribution | Requires distribution buildings (each serves up to 400k population) |
Industrial components used in manufacturing consumer goods and military equipment.
| Production | Component Factories (20,000 kg copper + 10,000 kg steel + 15,000 kg aluminium/hour → 40,000 kg components) |
| Uses | Consumer goods manufacturing, military unit production |
| Input Resources | Copper, Steel, and Aluminium (from mining and refineries) |
| people Population & Growth |
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Population grows each hour based on rations, happiness, and available capacity.
| Base Growth Rate | 0.15% of max capacity/hour |
| Rations Required | 1 per 50,000 population |
| Without Rations | No growth, -30% taxes |
| Diminishing Returns | Growth slows near max capacity |
Your maximum population is determined by cities, land, and happiness.
| Base Maximum | 1,000,000 |
| Per City | +750,000 |
| Per Land Slot | +120,000 |
| Happiness Bonus | +0.08% per % above 50 |
| Pollution Penalty | -0.04% per % above 50 |
Your population is divided into three age groups, each with unique effects.
| Children | Do not work, consume 1.2x consumer goods, but will eventually age into workers. |
| Working Age | Provide the workforce for factories, mines, and military recruits. |
| Elderly | Retired citizens. Produce less tax but consume 2x consumer goods due to healthcare needs. |
Buildings require power to operate efficiently. Without it, your economy suffers.
| Power Plants | Coal Power Plants burn Coal. Nuclear Plants burn Uranium. |
| Energy Consumption | Industrial buildings and infrastructure consume MW (Megawatts) every hour. |
| Power Shortage | -15% tax income and severely reduced factory output if you lack sufficient power. |
Happy citizens grow faster and increase max population.
| Effect | +4% growth per point above 50 |
| Increased By | Parks, Stadiums, low pollution |
| Decreased By | High pollution, wars |
Industrial activity increases pollution, limiting growth.
| Effect | -2% growth per point above 50 |
| Increased By | Factories, Mines, Power Plants |
| Decreased By | Parks, Green infrastructure |
| inventory_2 Resources |
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Essential for population survival and growth.
| Consumption | 1 ration per 50,000 population per hour |
| Produced By | Farms (12 rations/hour, +3 per land slot bonus) |
| Without Rations | No growth, -30% taxes |
| Distribution | Requires distribution buildings (1 per 400k pop) |
Raw oil must be refined into gasoline for military vehicle fuel.
| Raw Oil Produced By | Oil Pumpjacks (24 oil/hour) |
| Gasoline Production | Oil Refineries (20 oil/hour → 11 gasoline/hour) |
| Used For | Tanks, Fighters, Bombers, Destroyers, Submarines |
| Critical For | Military vehicle maintenance and combat operations |
Advanced industrial components combining raw materials from multiple sources.
| Production | Component Factories (5 components/hour output) |
| Input Materials | Copper (20) + Steel (10) + Aluminium (15) per hour |
| Used For | Consumer goods manufacturing, military unit production |
Iron, Coal, Bauxite, Uranium, Lead, and Lumber.
| Iron | Steel production, construction |
| Coal | Power plants, steel |
| Uranium | Nuclear power, weapons |
| Bauxite | Aluminum for aircraft |
| military_tech Military & War |
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Manpower is required to recruit soldiers and operate military equipment.
| Generation | Based on population |
| Used For | All military recruitment |
| Recovery | Every 4 hours |
Requirements and consequences of declaring war.
| Requirement | No active truce with target |
| Score Range | Target within war range |
| On Victory | Resource transfer, reparations |
Ground units require fuel (gasoline) or food (rations) to maintain operational status.
| Soldiers | Infantry using rations. Cheapest unit, no fuel needed. |
| Tanks | Heavy armor requiring 10 kg gasoline/hour. Superior defense. |
| Artillery | Long-range bombardment requiring 8 kg gasoline/hour. |
Aircraft and naval units require fuel maintenance to stay operational.
| Fighters | Air superiority, requires 12 kg gasoline/hour |
| Bombers | Strategic strikes, requires 15 kg gasoline/hour |
| Destroyers | Naval combat, requires 14 kg gasoline/hour |
| Submarines | Stealth naval, requires 10 kg gasoline/hour |
Units require a reliable supply of fuel or rations to maintain combat effectiveness.
| With Full Supplies | Units operate at 100% combat effectiveness |
| Partial Supplies | Units maintain proportional combat power |
| No Supplies | Units remain in inventory but deal 0 damage (non-combatant) |
| Unit Retention | Units are never deleted; supply improves effectiveness |
Gasoline is produced from raw oil in refineries.
| Oil Refineries | Convert 20,000 kg oil/hour → 75,000 kg gasoline/hour |
| Gasoline Uses | Vehicle fuel for tanks, aircraft, naval units |
| Rations Uses | Food consumption for soldiers (through population needs) |
| settings Advanced Game Systems |
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You must have Distribution Centers to use Rations and Consumer Goods.
Even if you produce 1 million kg of rations, NOT A SINGLE CITIZEN WILL CONSUME THEM without distribution infrastructure.
| Distribution Ratio | 1 building per 50,000 citizens |
| Rations Buildings | Gas Stations, General Stores, Farmers Markets, Malls |
| Consumer Goods Buildings | Malls, General Stores, Gas Stations |
| Effect of Missing Distribution | Population doesn't grow, happiness drops, taxes plummet |
| Rule of Thumb | Build distribution infrastructure FIRST, then production |
Production efficiency is limited by available workforce education.
| Formula | Efficiency = jobs_available ÷ jobs_needed |
| Minimum | 20% efficiency floor (even if severely understaffed) |
| Affected By | Schools train workforce for industrial buildings |
CRITICAL: Consumer goods and rations require distribution buildings to reach citizens. Without distribution infrastructure, your resources are USELESS.
| Requirement | 1 distribution building per 400,000 population |
| Consumer Goods Distribution | Distribution Centers, Malls, General Stores, Gas Stations |
| Rations Distribution | Distribution Centers, Gas Stations, General Stores, Farmers Markets, Malls |
| Without Distribution | Rations & CG are hoarded, not consumed → -30% taxes, no growth, -5 happiness |
| Impact on Economy | Missing distribution causes productivity collapse and economic shutdown |
Physical resources (rations, oil, steel, etc.) are measured in weight units.
| kg (kilograms) | Less than 1,000 kg |
| t (tons) | 1,000 kg to 1 million kg |
| kt (kilotons) | 1 million kg to 1 billion kg |
| Mt (megatons) | 1 billion kg and above |
Population is divided into age groups with different needs and behaviors.
| Children | Graduate to working-age (0.5%/hour with schools) |
| Working-Age | Provide workforce, move to elderly (0.1%/hour) |
| Elderly | 2x CG consumption, death rate 0.2%/hour |
| Debuffs | 30%+ unemployment = -10 happiness, 40%+ elderly = -$5k gold/hour |
| policy National Policies |
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| Benefits | +5 happiness per province, -30% elderly death rate |
| Cost | +20% elderly consumer goods consumption |
| Benefits | +3 happiness per province, +50% graduation rates |
| Cost | None (pure benefit) |
| Benefits | -30% upkeep for industrial buildings |
| Cost | +30% pollution from those buildings |
| Affected | Industrial Districts, Factories, Steel Mills, Power Plants |
| Benefits | -15% rations consumption for all demographics |
| Cost | -10 happiness per province |
| lightbulb Quick Tips for Success |
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