The annual funds production of your nation. It is constant and tied to land ownership. The maximum starting value is 50 million. Countries can have their GDP reduced via events or by choice but can be returned to normal levels. Land lost while reduced in GDP scales back up. Excessive population loss will reduce player GDP.
Funds coming directly from or to the trade section of another entity. Outbound trade is deducted from the balance while inbound adds to it.
Trade partners dictate the growth rate of a nation's GDP. To grow the player must invest 5 million funds to get a GDP boost dictated by the systems sheet. Embargos produce negative percentages and GDP recession is automatic down to a minimum of 40 million.
Craft is the total combined value of all current craft or greater, it dictates the annual building capacity. Yearly is said capacity, it is the ability to construct new craft to one fifth the value of Craft over all once per year. The Craft value can be raised at any point but can only be lowered after the end of the year in which it was raised.
Saved funds can be moved directly from the start saved of one player to another. Savings get banked at the start of every year. Maintaining a level of savings is vital for a strong economy as running into debt increases the chance of national collapse. The column marked Change measures whether savings are increasing or decreasing and by how much.
Perks are a set of buffs that can be applied to the player nation. It costs 1 million to change the active perk.
Fertile | National Population grows by 3% rather than 1%
Boomer | Bonus GDP growth
Charismatic | Base +50 to AI relationships
Stable | Collapse chance is halved
Thrifty | 20% more spare funds
Speedy | 25% more annual deployments
Resistant | Maintain 75% of GDP while occupied
Industrious | Build Yearly becomes 1/3 of craft value
Collapse chance is a function of the players GDP:Debt ratio as well as their size over a threshold. At the onset of every year a d100 is rolled and a value lower than the %chance will result in an enforced catastrophic event for the involved state.
Nations with a combined size over a certain threshold will experience over-extension. Over-extension includes inbound trade, aligned AI, owned GDP, and colonies. Core GDP scales with the number of players in a nation but AI does not.
Comments are to be left on intended changes for anonymous users(seen an an orange corner) while notes are used to track the movement of funds
Do not put anything but plain numbers into the inside of cells.
Never change the economy of another player without their express permission.
Corporations function similarly to nations but have no access to GDP. They require a host nation to function. Corporations are capable of producing craft at a high efficiency.
AI nations run off a simplified version of the player economy, AIs are not able to save. You cannot modify an AIs spending unless you meet the necessary relations requirement on the AI relations sheet.