Economy Mechanic - stuffi3000/Rise-of-Nations GitHub Wiki
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Civilian Factories: Reflects the availability of goods and services in your nation, constrained between 0 and 100.
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Controlled States: This value impacts your overall economic capacity.
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Economic Stability: This variable represents the stability of your economy.
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Factories Boost: Military factories are providing a boost to your economy, with the total boost capped at 75.
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Resource Production: This value adds to the consumer goods factor, taking into account various resources like rubber, iron, oil, aluminum, tungsten, and chromium.
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Resource Consumption: This value subtracts from the consumer goods factor, considering consumption across the same resources as production, as well as military activity, manpower, and fuel usage.
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Occupied States: They negatively affect the overall economic output.
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Surrender Progress: This value affects your economic stability by reducing your overall economic effectiveness.
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This Weeks Trade: This value is dynamically determined based on your resource consumption and other factors. Keeping these values close to each other will lead to a stable economy. It is compared with last week's trade to adjust economic metrics accordingly.
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Budget Laws: The effects of the cost of your budget depend on the level you have chosen. Higher levels generally improve your industrial capabilities and efficiency, with increasing impacts based on your investment in industry.
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Player Decisions: You can influence the market by stimulating trade and adjusting economic variables to suit your strategic goals. This includes stimulating resource production, managing military activities, and adjusting manpower deployment, all of which impact your nation's trade and economic stability.
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Disabling the System: If you prefer not to engage with this economic model, you have the option to disable it entirely, allowing you to focus on other aspects of your strategy.
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Adjust these settings as needed to tailor the economic system to your needs.