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Economic rules (version 4.0)

The economy is the most important thing for your nation. If you don't have a healthy economy you won't be able to support your armed forces, pay for governmental expenses, face a morale-loss and GM knows what more.

The basis of the economy is that each nation produces a certain amount of natural resources and is able to manufacture some manufactured resources. Some nations have surplusses while others have shortages, but at the end of each turn you must make sure that you don't have any shortages or else face the consequenses.

In the areas-section of the GOV-sheet you can find many economic details about your nation. Each nation is devided in seperate economic parts which have their own characteristics.

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The areas-sheet gives you the following information and options:

1-General Area information (version 4.0)
This displays information about your economic areas
1- Name and number of area
2- Basic tax-income of that area
3- The morale of each area. Pink means Morale is fine, yellow means it has dropped and should be taken care of; orange mwans that peaple are really discontent and might start something really nasty and if morale is red it would be a wise thing to send in extra military to maintain order as that area is on the brink of a revolt.
4- Percentage of the total population that lives in that area
5- Population number that lives in that area
6- Available manpower in that specific area
7- Basically the same as 6
8- Manpower needed for the resource production facilities in that area (excluding production)
9- Manpower from each area that is available for military, resource-production and other things you order.


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2-Resource-facilities (version 3.3)
In this section you can see how much and which resource-facilties you have in each area.

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3-People necessary to work in resource-facilities (version 3.3)
Here you can see how much of your available manpower is needed to work in your facilities.

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3-Output of resource-facilities (version 3.3)
This is the section you want to check if you want to build new IP's. Here you can see the availability of natural resources in an area. The basic output for each IP is 10 resources, represented by an availabilty of 1,0. If the availability is below 1 the output will be lower than 10. If it's higher than 1, the output will be higher.
Of course you will think that this is strange, because you will always build new IP's in those areas that give you the highest output. However at some point you won't have enough manpower available to work in your IP's and than the total output of that area will go down.
The first number beneath each resource is the availability of that resource, the second is how much that area already is producing.

Natural and manufactured resources (version 4.0)
There are two kind of resources: natural and manufactured.
Natural resources are those that can be produced without needing any other resource as input..
Manufactured resources are resources you must produce by using other resources:
Energy - Manufactured from either oil or minerals
Utilities - Manufactured from Energy + Minerals + Raws
Steel - Manufactured from Energy + Minerals + Raws
Lux - Manufactured from Energy + either raws or supplies
Components - Manufactured from energy, oil, minerals, steel and utils
See the turnsheet-explanation on how to produce manufactured resources and what limitations there are.

Steel, Fuel, Util, LUX and Comp-IP's can only be placed in your home nation, not in your colonies.
Other IP's can be placed anywhere.

Surplusses and shortages (version 3.3)
Each turn you either have surplusses or shortages of each resource.
If you have surplusses you can use them to make a research-attempt, build or upgrade units, use them to build a new IP or offer them to the World Auction System or to other nations.
If you have a shortage there are several ways to handle this:
Try to buy them from the World Auction System - Be aware that you never can be sure that you are able to buy the amount that you need or want.
Buy them from other nations - Usually the easiest option, because in this case you know what you get.
Place units in reserve - This will lower your maintenance-costs. You are not allowed to place more than 50% of each unittype in reserve
Disband units

Inflation (version 3.3)
Inflation has an effect on your nation's resource-income. Basically: the higher your inflation, the less resource-income you will receive. You can see on your econ-sheet how much you are losing because of inflation.
While it's rather easy to make your inflation go up, it's far from easy to make it go down again.
Things that will surely increase your inflation are:
- Issueing a bond, which will always result in a 1% inflation per bond as long as it is outstanding.
- Turning in your turnsheet with a shortage of any resource
And of course there are many more 'things" that CAN lead to an increase of your inflation, like war or some nice surprise from me.

There is no order you can give to lower your inflation. Having a solid and steady economy for a while and trading with other nations are a few of the things that MIGHT lead to a lower inflation.
It's possible that you will have a negative inflation (deflation). In that case your income-output will be higher.