TOTAL ECONOMY: Total Economy is the addition of the numbers from Economy and Economic Centers
The ECONOMY STAT is usually negative, but dont be afraid as your economic centers usually give you a rather large surplus. Your economy represents the expenditures your government pays for reforms it has, along with maintainance of your armed forces, government, etc etc.
To grow your Economy stat, you must spend all revenue from your economic centers that turn to grow it.
Note: When you grow your economy, it might grow more than 1 point, depending on your nation.
TRADE CENTERS: Not all trade centers are created equal, The small Cities get you ONE spending point per turn, while the larger cities provide you with THREE spending points per turn.
Capital cities should not be considered as producing extra income, but are still very important.
Spending points cant be banked!. and theres a 5 spending point limit on money you can send to another nation per turn.
Captured Trade centers do not provide income to the nations that occupies it.
APROVAL RATING: This is how your citizens view your rule and the current regime of the nation. It cant be directly controlled (other than by doing reforms), and is very important. If your rating goes below 50%, there will be serious consequenses.
However, a high rating is very benefitial.
PRESTIGE: This is a stat represented by numbers and is the same for everyone at the start of the scenario. This number goes up and low depending on your actions on the international stage.
These are actions taken by an active government to make life better for its citizens. These reforms lower militancy, increase your aproval rating, raise your prestige and perhaps the morale of a nation during war. However these are very expensive, for each level of reforms your nation takes, your economy goes down to maintain them. Therefore each new level of reforms bring down your economy by 2 points. In cases of desperation you can regain your 2 economy levels by taking away reforms, which is not seen as good by your citizens.
Literacy Program (-2) Safety Regulations (-4) Unemployment Subsidies(-6)Pension Funds(-8)health Care (-10) Max Working Hours (-12) Minimum Wages (-14)
Therefore a nation with all reforms ends up spending 14 spending points every turn to maintain them. Note that you may only start or take away up to one reform per turn. Looks awefully expensive, but growing economies should afford it. (unless you are thinking of HUGE armies)
There will be no bonuses from stories. Well actually there will be for the regular story writter, but as Stormy said, not something to be expected to be there always. Plus it wont be material in nature.
WONDERS: No Wonders in this nes, it eliminates the skill and fun of building a nation.
CONSCRIPTS: After the arrival of the industrial era, it has been demonstrated again and again that conscripted mass armies under proper leadership can be a match to the smaller profesional armies of the past. Given their low cost to build and maintain, they are the choice of both great powers and minor nations. For best effects these divisions should be used in mass.
COST : 1 spending point per division
REGULARS: While conscripts are composed mostly of the lower class, Regular divisions are more of a professional kind. Drawing their ranks from the middle classes, they also have better equipment and supplies. Regular divisions are the best option when sending armies over seas or to colonial wars due to their greater morale and superior training and equipment. Despite their advantages, they remain a match for conscripts in this age of industrialized warfare, and therefore should be used wisely.
Cost: 3 Spending points per division
Having Large Armies cost money and therefore will be represented in a decreased economy.
ZEPPELINS: Despite the invention of the Airplane in the United States, miliatary thinkers never saw it as an effective weapon and therefore it was never developed into anything worth mentioning. However Zeppelins were heavily improved, armored and became safer. The Zeppelin rule the skies both in commercial transportation and military use.
Cost: 4 Spending points per Squadron
CAPITAL AIRSHIPS: Nations built larger and larger airships, Zeppelins would grew in size exponentially to carry more passangers or in this case more equipment. Today they have reached their peak in size and power. Machine Gun fire from Airplanes cannot pierce their armor, and ground fire is not a threat due to the height they fly on. In theory artillery fire from an enemy capital airship could bring them down, but such is yet to be recorded in History.
Cost: 13 Spending Points per Air Ship
HEAVIER THAN AIR AIRSHIPS: The So called Airplane is still used, but its development remained stagnant for a decade. (mostly of what you would think in 1914 models). They do however prove to be the most effective thing against regular Zeppelins and are extensively used in Recon.
Cost: 2 Spending points per Squadron.
EARLY FIGHTER : The Flight of Charles Lindbergh was a symbol of the continued succesful development of engines, fuel, aereodynamics and over all machine tools. These development affected Zeppelins too, but it allowed for the creation of a better airplane. As zeppelins were automatically upgraded, the older airplane designes were now made much slower and harder to manouver compared to the early fighter planes. (in other words airplanes are now at greater odds fighting zeppelins and no match against early fighters)
Cost is 3 PPs per Early fighter squadron
(Airplanes can be upgraded to early fighters by spending 2 PPs - rather expensive but you are pretty much replacing the whole thing for a new one)
Having Large Air Fleets cost money and therefore will be represented in a decreased economy.
TRANSPORT/SUPPLY SHIPS: They are very basic sea vessels used to transport men and equipment across the sea. They are slightly armored and posses no offensive capabilities, therefore should be defended at all times to protect its precious cargo. In use one Squadron can carry/supply one army division.
Cost: 1 Spending Point per transport Squadron
SUBMARINES: Undersea vessels that altough cant take on battleships head on, have incredible stealth and surprise capabilities. Altough they are beleived not to be effective as surprise raids on unsuspecting merchants and small vessels is rather inhumane and against the conduct of modern warfare.
Cost:3 Spending Points per Submarine
BATTLESHIPS: The Queen of the seas, these large ships are the result of 60 years of evolution from the ironclads. They have heavy firepower and tick armor. Used to defend transport ships and bombardment of shores. Nes wise a Battleship will come with an array of cruisers on its side.
Cost: 7 Spending Points per Battleship
CAPITAL SHIPS: The Result of the Seas Arms race. The Flag Ships of any navy, these super battleships carry more firepower than enything seen before. Feared on the seas as the most dangerous thing to face.
however they do happen to be extremely expensive. Capital Ships can endure tremendous fire and it can just be repaired to full capacity if not sunk.
Cost: 21 Spending Points Per Capital Ship.