Goods and household needs
Grain feeds households. Ore supplies towns. Tools supply households. These goods are continuous flows per game second; waiting does not build a reserve of grain or ore.
Each 1,000 residents needs 0.60 grain and 0.08 tools per game second. Each development level adds another 0.025 tools demand. A new county increases both production and demand.
Towns can make up to 0.55 tools per level before productivity modifiers. Every tool requires 0.80 ore. Domestic and imported ore are available to towns; insufficient ore reduces their actual output.
Read /economy
| Field | Meaning |
|---|---|
| Treasury | Gold available to spend. Policy currency flows affect this balance over time. |
| Collectable | Production taxes earned but not yet transferred to the treasury. |
| Taxable activity | Gold value per game second used to calculate production-tax receipts. |
| Receipts | Production-tax revenue per game second: taxable activity × tax rate. |
| Grain: produced + imported / consumed | Available food compared with household demand. |
| Ore: extracted + imported / industrial demand | Ore supply compared with the amount needed to run towns at capacity. |
| Tools: made + imported / consumed | Actual tool production and imports compared with household demand. |
| Food coverage / tools coverage | Share of household needs met, capped at 100%. |
| Prosperity | Current measure of needs coverage and production-tax burden. |
| Unrest target | Economic pressure used in population radicalism targets. Policy effects can add to it. |
Change the production tax
Use /tax-rate with a percent between 0 and 60. New nations start at 20%. The economy panel’s Tax −10% and Tax +10% buttons move the rate by ten percentage points.
Higher tax takes a larger share of taxable activity and reduces production through the multiplier (1 − tax rate × 0.8). It also lowers prosperity and raises unrest pressure. Check goods coverage after raising it.
Production is valued at 0.5 gold per grain, 1.2 per ore, and 2.5 per tool. That value is multiplied by (0.4 + 0.4 × food coverage + 0.2 × tools coverage), using coverage fractions from 0 to 1. Actual trade adds commercial value.
The production tax is separate from tax.income and tax.tariffs policies. Those policies create direct treasury flows and have their own radicalism effects. Changing the production tax does not change either policy.
/tax-rate percent: 20
Collect production taxes
Run /collect or choose Collect taxes in /economy. The receipt shows the amount transferred and the resulting treasury balance. The Head of State and Economy minister can collect.
At unchanged production and tax, revenue earned = receipts per game second × real seconds elapsed × 10. For example, receipts of 0.10 gold per game second earn 60 gold in one real minute.
Building, trading, changing tax, and conquering preserve production taxes already earned. New conditions affect future receipts. Collecting moves earned gold into the treasury without consuming goods or buildings.
Fix a shortage
| Problem | Action | Check afterward |
|---|---|---|
| Food coverage below 100% | Develop farms, arrange grain imports, or lower production tax. | Produced plus imported grain meets consumed grain. |
| Tools coverage below 100%; ore below industrial demand | Develop mines or arrange ore imports. | Towns make more tools. |
| Tools coverage below 100%; ore demand is met | Develop towns or arrange tool imports. | Made plus imported tools meets consumed tools. |
| Output fell after conquest | Inspect devastation and use Repair 30% in the county panel. | Local output rises and national coverage improves. |
| Imports disappeared | Open /trade and check the agreement and partner’s surplus. | An active partner can supply your shortage. |
| Radicalism stays high | Check shortages, taxes, and active policies. Institutions lower pressure; relief lowers current radicalism. | Use /strata to distinguish current radicalism from its target. |
Prosperity and unrest
Prosperity = (0.65 × food coverage + 0.35 × tools coverage) × (1 − tax rate × 0.4). Full household coverage at 20% tax gives 92% prosperity.
Unrest pressure starts at 15, adds tax rate × 50, food shortfall × 45, tools shortfall × 15, and average devastation × 30, then subtracts average institution level × 4. The result is limited to 0–100. Shortfalls are fractions of unmet demand.
/strata shows radicalism for labor and capitalists. Radicalism moves toward a target over time; policy pressures can make that target higher than the economic unrest target in /economy.