GNP calculation is Total commerce + total culture + total espionage + (total research * research bonus) expense.
MFG Goods is the raw #of
produced each turn.
Crop Yield is the raw # of
produced each turn.
Soldiers section is a bit more complicated -- it is based on Population, Technologies, City Improvements and Units. See the post I mentioned a moment ago for the specifics on this.
Land Area is total land squares within cultural boarders *1000.
Population is the population of all cities...the population numbers are not direct equivalents...more info can be found in the post.
Approval Rate =
/
+
Life Expectancy =
/
+
Imports/Exports = Imports - Exports (a negative number indicates trading partners are making more money).
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While trying to get something substantive out of the numbers I have found that it is quite tricky to write down all the possible scenarios...it would be a lot of this or that and would be difficult to decipher anyway.
I think our Daimyos should do this -- it would make sense for one person to be monitoring some specific values (e.g DoW > Soldiers) and alerting us to changes and making interpretations!
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The long and short of it is that I think that a few are good indicators of the
overall productiveness of the civ (GDP, Mfg. Goods and Crop Yield) while others are good indicators of
population, buildings, units (Soldiers, Population, Approval/Life Expectancy).
A low
Approval Rate would indicate that they have few happy resources or are reaching their resource limits; leaving them vulnerable to trade alliances, etc. The same goes for Health resources >
Life Expectancy.
The
Land Area is an exact indicator of how many land tiles they have within their borders...obviously if a city was on a 1 tile island in the middle of the ocean then this would only add 1000 (1*1000) to the Land Area.