NationStates Jolt Archive


Economic Thread E20 (closed RP) version 2

Galveston Bay
25-01-2007, 21:58
This is the principal economic thread for the E20 role play. It will be updated as the game continues

Old thread is here
http://forums.jolt.co.uk/showthread.php?p=11605323#post11605323

Nations can build and maintain a military, pay for social services, pay for special projects, and assist other nations using production points, which are earned from production centers, commerce, excess resources, food exports, energy exports and tourism.

Special Rules in effect
1925 – A World wide Depression has begun. All commerce, energy and resources are worth 50% of value. Any nation that doesn’t have level 3 social spending finds that the people are demanding it immediately
1926 – The Depression worsens. Production is now penalized by 50% if market economy, 25% if Socialist Market. Commerce is now worth only 25%, Resources and excess energy, agricultural and resources are worth 50%. Special projects such as building dams, infrastructure improvements, rural electrification, canal building, major railroad and road projects (like Pan American Highway), and warship construction are now half price (half the cost). This represents the effects of make work efforts by governments to reduce unemployment.

How to figure out your available production points.
1. Figure out production based on economic model and budget level
2 Add in commerce, tourism, and excess resources from home, occupied territories and colonies.
3. Figure out excess food production, excess is available for earnings.
4. Add it all up. Deduct any special penalties as each are determined, and then deduct corruption penalty from final amount.
5. Deduct social services spending, military maintenance, and intelligence spending.
6. Left over is how much is available to determine growth.
7. New production centers created by growth are added in for next year, along with any other income sources developed or acquired during the year.
8. Start again next year.

Keep in mind occasionally something bad happens and you can lose income during the year, which will cause you to have to scramble to readjust your budget.
Galveston Bay
25-01-2007, 21:59
Economic Models The type of economic model your nation is using affects production, commerce and food production. There are 3 types of economic models available. Market economy is capitalism with relatively limited regulation (just enough to keep the financial system honest and producers from exploiting workers and consumers with unhealthy goods). Socialist Market economies have government owned major industries, but also have an extensive private sector. Command economies centrally directed, and the example is the real life Soviet Union. Nations can chose to move from market to socialist and back but once chosen, are stuck with that model for 10 years before they can change it. If a nation moves to command economy, it cannot change back for 20 years and then only to Socialist Market for 10 and then to free market. Nations can only go to a command economy model if they become totalitarian states (Communist only). Nazi Germany was a Socialist Market economy for example.

Production centers represent factories and other facilities that change unfinished resources to semi finished or finished goods. Unlike resources and commerce, governments can vary the amount of income they receive. Income can be modified as follows:

Market Economy Austerity Level, growth 4%, each production center provides 1 point, default position for UK, Australia, Canada, and United States unless otherwise indicated.

Market Economy Budget cuts, growth 3%. Each production center provides 2 points

Market Economy Deficit spending. Normal income, growth 2%
Socialist Market economy. Normal income, growth 2%
Command Economy Peacetime Normal income, growth 1%
Peacetime is the norm. Each production center provides 4 points

Socialist Market economy National Effort, production centers are worth 6 points, growth is 1%.

Command Economy National Effort, production centers are worth 6 points, growth 0% (requires level 3 social spending to offset social costs). Command economies cannot go to national effort unless they have 1 police unit for every 10 million people

Socialist Market economies cannot go to national effort unless they are at war, are having an economic depression, or have suffered a major natural disaster that has damaged production centers. Incidentally, if National Efforts continue for more than 5 years, there is a penalty. Accumulated budget deficits in the Socialist Market economies trigger a recession of 1 year for every year of the national effort (-2% growth for duration). In Command Economies social unrest begins even if you have police units.

Market Economy Wartime (available the first full year after entering a war with a major industrialized power), production centers x 9, growth 1%

Socialist Market Economy Wartime (available 1 year after going to national effort if at war with a major industrialized power) production centers x 9, no growth

Command Economy Wartime (available first full year after entering a war with major industrialized power), each production center is worth 9 points, no growth

Market Economy Total War (not available until second year of war), Production centers worth 12 points, no growth first year, -1% growth second and additional years. Plus -2% growth for each year postwar for every year Total War economy was in place. (simulates post war recession, huge budget deficits).

This is to simulate the fact that Market economies have more capital available and more slack then Socialist Market or Command economies but cannot be fully mobilized unless a major war is underway. They also can accumulate massive debts.

Resources represent things like gold deposits, timber, specialty agricultural productions, and other productions that result from extraction industries. Each year each resource provides 1 point of income. Resource values will change from time to time as new discoveries are made. There is no upper limit to how many resources a nation may have. Resources can also be replaced by production centers, which represent unfinished goods being converted into semi-finished or finished goods.

Commerce represents your international trade and for some nations may very well exceed what they produce domestically. That is fine and allowed and historically valid. Commerce points are added to the economy after production points are determined.

Merchant marine (international trade) adds .20 build point a year for every 100,000 tons of shipping (1 shipping unit) at tech levels 4 – 6. Shipping isn’t just overseas trade but also internal trade, such as river barges, Great Lakes cargo ships etc. Each shipping units costs 1 points, build time 6 months. A nation cannot have more then 1 shipping units per 250,000 people (somebody has to man them after all). Exceptions are Greece, Norway and the Netherlands, which have historically disproportionate sized merchant marines. They may have 1 shipping unit per 100,000 people. Great Britain, which recruits merchant sailors from its colonies and dominions, can have 1 merchant shipping unit per 250,000 people as well, but can draw from India for example.

Passenger liners can also be built (maximum 1 per 5 million people). They provide .1 points a year for each unit, and can be used during wartime as fast transports. A maximum of 1 point can be earned from ocean liners, and they count in addition to what is earned from merchant shipping. They cost 3 points a year for 2 years and consist of 4 ocean liners large enough to carry 1,000 passengers or more (2 ocean liners at tech level 5.5, 1 at tech level 6). Passenger liners do count against the limit on the number of merchant ships a nation has.

Tankers do not add anything additional to commerce (except that they are counted as a merchant shipping unit) but you must have 5 tankers for every 1 oil point that your import. Up to 40% of your commercial shipping can be tankers, and must be indicated as such as of 1915. If you do not import oil, you don't have any tankers. The US is a special case, as the East Coast imports oil from the Gulf Coast, so it too has a large tanker fleet. Russia has a similar situation, as its oil exports are sent by tanker from Baku on the Caspian Sea to Astrakhan and from there by river barge to cities in the interior of Russia for export by rail to ports like St. Petersburg. So in the case of Russia, up to 25% of its merchant shipping is considered tankers, and nearly all of these tankers are for coastal and internal waterways.

Russia, the US, and Canada have vast internal and coastal waterways, and 50% of their shipping is not ocean going, but coastal and internal shipping. Germany has 50% of its shipping in use for the same purpose (ore shipments up the Rhine, Baltic shipping to the Scandinavian nations and other nations on the Baltic Coast). Japan, Britain, Sweden, Italy and France have 40% of its shipping devoted to coastal routes, while all other nations have 30% of their shipping devoted to coastal and internal waterways. This kind of shipping is much harder to attack in wartime and of course is unaffected by embargos, should one develop. This coastal shipping also represents the worlds fishing fleets.

Tourism is income earned from having very large numbers of guests into your country who spend on food, lodging etcetera. For most nations, until the arrival of the jet airliner, this income is too small to be noticeable. However, whoever owns Marseilles, Mecca, Cuba, Jerusalem, Florida, gets 1 point a year.
Galveston Bay
25-01-2007, 22:03
Special Costs and improvements

Social service spending provides education and a social safety net and is useful in preventing rebellion and subversion. Its also necessary to move up tech levels.

Education and Safety net (medical, welfare):
Level I: 1 point per 10 million people gives you basic schools and clinics. Available at tech level 1.

Level II: 2 points per 10 million people gives you the above plus high schools, public hospitals, orphans and widows assistance, available at tech level 3. At tech level 5.5 cost rises to 3 points per 10 million.

Level III: 3 points per 10 million people gives you the above plus public universities, social security type assistance for the elderly and disabled. Available at tech level 4 and at tech level 6, this increases to 4 points per 10 million people.

Level IV: 5 points per 10 million people gives you the above plus unemployment insurance, food assistance (like food stamps), junior colleges. Free Market nations can only go to this once your nation has had a depression for one or more years and tech level 5 has been reached. At tech level 8 this cost increases to 6 points per 10 million people.

Level V: 10 points per 10 million people gives you all of the above plus free health insurance, and a basic living allotment to all who aren't working. Not available until tech level 7, and it acts on economy the same as National Effort (as far as growth is concerned). At tech level 8, this increases to 15 points per 10 million people. (why do you think the real life costs of Medicare, National Health Insurance etc is climbing so much). Free market economies cannot go to level 5 spending.

Special Infrastructure
You may improve your transportation infrastructure (increased rail links, or highways etc) by spending 2 points per 10 million people for three years. This will automatically move an area that is tech level 1 or 2 to tech level 3. There will be social costs to this in some cases. This will increase your strategic moves available during wartime, and help accelerate your move up the tech level ladder as well.

You can also choose to improve your road and railroad infrastructure after reaching tech level 4. This simply adds extra strategic movement for military forces, and costs as above but is required in order to reach tech level 5 and again at tech level 5.5.

Major historical projects like the Panama Canal, can be built, and the amount varies.
Panama Canal 2 points a year for 10 years (tech level 4.5)
Other projects will vary in cost and availability.

Rural electrication, available at tech level 5.5, costs 1 point for every 10 million people and boosts your economy by 10% permanently. This is a 3 year project and the points must be spent each year. This is a revolutionary change and brings the rural and urban portions of your society closer together. Builds national cohesion in addition to its economic benefits. Only available if you are tech level 5.5 and is required to reach tech level 6.

Production centers may be built (for 48 points or 24 points if built to replace a resource area) or repaired (for 12 points). In addition, 2 damaged industrial centers can be combined (reflects salvage efforts) to form 1 undamaged industrial center. This represents direct government spending on industrialization, and only Socialist Market and Command economies may build industrial centers in their own countries in peacetime. (as its direct competition with the free market). Production centers cannot be increased by more the 5% in one year by growth AND government construction (total combined.. only so many workers available all at once after all)

Economic Pacts
Joining an economic pact or creating a large trade agreement between multiple nations will give you an added boost to your economy. However, there are some stipulations. Such pacts or agreements must take place between at least four nations, and at least two of those must be either tech level 7 or have some necessary resource (i.e. oil) that other nations need.
After being in an economic pact for five years, your annual growth will get a +1% increase. This represents the maximum amount that you economy can be bolstered by that pact. Being in mulitiple pacts will not increase your growth further
Galveston Bay
25-01-2007, 22:03
Corruption (effective 1921)
This is an endemic problem, pretty much no matter the government you have, but is less of a problem in democratic nations where the rule of law is supreme. Your nation has a corruption rating, and you subtract that percentage from your total income before you determine how much of a budget you have to spend on other things. Corruption penalties will change with time. Colonial corruption is considered before any resources or other income go to their home countries. Incidently, fractions are rounded up to the nearest whole number.

Penalties
Norway, Denmark, Finland, Sweden, Switzerland, Germany, UK, Australia, Canada, New Zealand, South Africa – 1%
France, Belgium, Netherlands, Baltic States, German and British colonies – 2%
USA post Prohibition, US colonies and territories – 3%
Imperium, Rumania, Bulgaria, Poland, - 3%
Japan, French Colonies – 4%
Italy and Italian colonies, Mexico, other Spanish Central American countries – 5%
Greece, Turkey, Brazil, Portugal, Portuguese colonies, Spain, Russia, Ukraine, Japanese colonies – 6%
all other Middle Eastern countries and colonies - 7% (unless under direct European rule, then see appropriate colonies)
Other Spanish South America (varies – see South American NPC thread)
Siam, Indochina, Imperial China – 7%
KMT China – 10%

Penalties may change over time, without warning.

Growth
Points added to the economy from growth create new production centers. Nations must actually have at least 1 production center to benefit from growth. Players adds up their commerce, tourism, resource and production income, SUBTRACT how much they spent on maintenance for the military and for social services, and then multiply the REMAINDER by their percentage of growth to figure out how many new production centers they get. If less then 1, that growth is saved year to year until 1 is reached. New production centers are created first at resource areas (1 production center replaces 1 resource point) and then elsewhere. Special note: When figuring growth, an economy that is at cut spending or austerity gets to add in its production as if it was at normal peacetime spending.

If a country has reached its economic productivity maximum and still has growth, one quarter of those production centers normally created represent excess capital available to the private sector and will appear in a country of the players choosing (basically your banking industry is loaning people money). If the player doesn’t choose a country, then the referee will choose one. Production centers can only be placed in a country that is tech level 3, and that is not a war or in civil war. Only Free Market nations and Socialist Market nations may export growth.

Economic potential is the maximum build point limit that can be reached with just internal production (factories) at tech levels 4 – 6 is 1 production center, or "factory," per 1 million people. Once that limit is reached, your economy simply cannot expand further. This is the maximum potential for your national economy. At tech level 7, that increases to 2 production centers per 1 million people, and at tech level 8 it becomes 3 production centers for every 1 million people.

Foreign Aid is allowed, and nations may loan build points to one another, or even give them as a gift.
Galveston Bay
25-01-2007, 22:03
Energy
Energy Rules
Each nation has a certain number of energy points that it produces domestically. Energy points fuel domestic production. They also fuel commerce, military forces, and tourism. Only coal (tech level 4-5) and then oil (tech levels 5+) can be used to fuel commerce, military forces and tourism, but any energy source can be used to fuel domestic production. Each energy point fuels production, commerce, tourism and military forces to a varying degree of efficiency based on tech level. Fuel is generally considered to be available on the world market unless otherwise indicated. Energy supplies in excess to needs can be sold on the world market. Treat them as resources for this purpose.

Tech level 4 – 7
1 energy point fuels 20 points of domestic production (not production centers, actual production as energy use increases if demand increases). Military units require oil or coal (warships that burn coal only) equal to their maintenance cost. 1 Oil point can fuel up to 20 maintenance points of military units. Coal or oil can be used to fuel shipping. At tech level 5.5, hydroelectric power becomes available and information will be provided on the hydroelectric potential of the nation and areas it controls for each player as they reach it (request that when you get there). Hydroelectric power resources cost 36 points to develop for each point and can only be used to fuel domestic production.

Resource increases
Hydroelectric power becomes available at tech level 5.5
You must build production centers (36 points each) that represent dams. You call them hydroelectric resources when you construct them, and they take 4 years to build (so 9 points a year for 4 years for each hydroelectric resource). They represent either megadams like the Hoover Dam, or lots of smaller dams, or several large dams. Hydroelectric resources can only be used to power industrial production.
Nations that are tech level 5.5 can build hydroelectric resources for nations that are lower tech.

There will be long term environmental consequences, but at this time in history, nobody knows that. Hydroelectric power cannot be exported (ok, in real life it can, but its complicated and we are going to say for game purposes it can't)

Hydroelectric potential
North America
USA - 10
Canada -4
Mexico - 1
Honduras - 1
Nicuaruaga - 1

Europe
Poland - 3
Hungary -1
Czechslovakia - 2
Bosnia - 2
Bulgaria - 3
Rumania - 1
France - 1
Russia - 12
Germany - 4
Belgium - 1
Sweden - 2
Norway - 1
Finland - 1
Spain - 2

Asia
Imperial China - 3
KMT China - 2
Japanese Manchuria - 2
Korea - 2
Japan - 1
Philippines - 1
India - 2
Burma - 2
Vietnam - 1
Siam - 1

Latin America
Colombia - 1
Peru - 1
Brazil - 6

Africa
Egypt - 2
Belgian Congo - 2
Nigeria -3

adjustments will be made later for tech level increases. Note that a lot of this potential power isn't really needed.

Dams that aren't needed cost 1 point a year to maintain once fixed, those that are in the grid earn enough income to pay for themselves.
Galveston Bay
25-01-2007, 22:04
Food Production
Food Production rules
Each nation has a food production figure indicated. That is how many people (1 point feeds 1 million) it can feed using its own internal resources, and is adjusted for tech level. As with energy, food is generally available on the world market unless otherwise indicated. Excess food can also be sold. Every 5 points of food converts to 1 resource point.

Special Rule: Food production is penalized by 2% for each percentage point of men mobilized into military service until tech level 7 above the usual 3% norm. So for example, if the Russians have food production of 180, and a population of 175 million, and have mobilized 5% of their population (9 million men, or roughly 360 divisions worth of troops), Russian food production is reduced by 4% (down from 180 to 172). Which means Russia starts to have food shortages and either has to import or ration food. If Russia starts losing agricultural areas it suffers even more shortages

Food production increases by 20% at tech level 4, 10% each at tech level 5, 5.5, 6, 7 and 8.

Famine
If your food production is below what you need, you have to buy food (which is simply assumed, just like for energy). If your food production is less then what you need you have food rationing if you can't buy food, and if it falls below 50% of what you need you end up with a famine. Famine will eliminate the excess population that you have. So if you produce enough food to feed 2 people and have 5 people in your population, your population is reduced to 4 people as the excess dies off.

Emergency measures
Government can take emergency measures if they are at National Effort or Wartime spending. These include the following:
Food Rationing: each food point can feed 2 million people instead of 1 million.
Emergency gardens: at the cost of 10% of your industrial production, you can redirect people into food production. This increases food production by 20%. (fewer workers available)
Fuel rationing: Reduces the amount of oil needed by 50%, reduces domestic production by 10% (efficiency is reduced)

These are not popular, and the people of your nation will only put up with them as long as they see that a clear emergency exists. If continued after the emergency ends, the people get restless.
Galveston Bay
25-01-2007, 22:05
Tech level advancement requirements
Tech level 3 – requires level 1 social services, transportation infrastructure improvements

Tech level 4. – requires level 2 social services, 1 production center per 50 million people.

Tech level 4.5 – requires 1 production center per 10 million people and 10 years at tech level 4

Tech level 5 – requires 1 production center per 5 million people, transportation infrastructure improvements (yes, spend again as it represents paved roads for cars and trucks), and 10 years at tech level 4.5

Tech level 5.5 – requires 10 years at tech level 5, level 2 social services for 10 years, and transportation infrastructure improvements (yes, again, this time represents telephone lines,) Not available before 1925 unless circumstances change.

Tech level 6 -- requires 10 years at tech level 5.5, level 3 social services for 10 years, rural electrification, not available before 1939 unless circumstances change

What tech level means
tech level 0 is tribal / stone age. Examples at this point are limited to isolated areas of New Guinea, the Arctic, Amazon, and portions of Africa and Oceania.

tech level 1 is pre industrial, no signficant transportation network outside of limited regions, no significant machinary, and few products from higher tech are found. Examples would be Rome or Middle Ages England or most of Africa 1920 in RL.

tech level 2 is still pre industrial, but significant commerce between regions occurs, some machinary exists (mills for example), and some products from higher tech levels are commonly found (like weapons, tools, clothes etc). This is the gunpowder era, and centralized states are the norm. Example would be UK about 1650 or much of the colonial nations and parts of Latin America in 1900.

tech level 3 is non industrial, but generally a lot of commerce, communications and machinary can be found, and significant and even large amounts of products from higher tech levels are in use everywhere. Railroads and barge traffic are often found as well, its just that the engines and locomotives are imported. UK around 1820, or most modern but not industrialized nations 1906.
A typical soldier has a rifle and artillery is generally muzzle loading unless imported breech loading weapons have been introduced.

tech level 4 is coal and steam powered technology. Even if the industrial base doesn't exist to build products of tech level 4 -5, often the ability to repair or provide parts exists. Iron is common as a construction material. Equilivant tech is USA or UK circa 1860. Generally soldiers are equipped with single shot breech loading rifles (or imported magazine rifles) but machine guns are rare and artillery is still only capable of direct line of sight fire. Warships are made of iron or wood sheathed in Iron.

Tech level 4.5 is still coal and steam powered tech, but the first internal combustion engines are found. Steel is common and replaces iron. The automobile, telephone, and aircraft are invented in this time period or shortly after. Equilivant tech is USA or UK circa 1895. Soldiers have magazine fed rifles, and have access to machine guns in limited numbers but artillery is capable of indirect fire. Warships are made of steel and have electrical equipment aboard.

Tech level 5 is the beginning of the age of oil and gasoline powered technology. Aluminum becomes available as a construction material. Radio as first a communications medium and then as an entertainment medium comes about. Biplane Aircraft become a weapon of war, as do trucks, and then armored fighting vehicles. Warships are made of steel and reinforced steel, and have artillery capable of reaching 12 or more miles. Submarines become an effective weapon of war, and eventually ships capable of carrying aircraft are introduced. Silent movies become a common entertainment. Chemical weapons such as Mustard Gas are introduced. UK 1905 - 1927.

Tech level 5.5
Aluminum becomes a common building material. Radio becomes common, and television is invented. Sound movies are invented and become common. Improvements are made in tech level 5 tech, and radar is invented. Soldiers frequently have a submachinegun or rifle, and tanks and trucks are normal weapons of war, as are monoplane aircraft.

Tech level 6 is the beginning of the electronics age. Weapons introduced at tech level 5 become powerful, larger and more reliable. Chemical weapons such as nerve gas are invented, as are city busting atomic weapons. Helicopters, jets, and rockets are introduced and then become common. Radar, Television and Sonar come into use. The first assault rifles come into service along with antitank rocket launchers. Half tracked vehicles capable of carrying infantry cross country alongside tanks come into service. US circa 1945.

Tech level 6.5 The Nuclear age. Atomic weapons become more powerful and eventually the thermonuclear weapon is invented. Color motion pictures become common, as does broadcast television. Heavy jet military aircraft come into service, while civilian airliners become common for domestic airlines. The Passenger train and Ocean liner face their first serious competition. Soldiers generally have an assault rifle. Slow but capable infantry carrying armored personnel vehicles come into service. US circa 1955.

Tech level 7 The Space Age. Tactical nuclear weapons are introduced, as are turbine engine helicopters, jet transport aircraft, and light infantry carrying armored personnel carriers. Anti vehicle and aircraft missiles come into service, as do Mach I and then Mach II combat aircraft. First satellites and orbital manned missions to space occur. Electronic mainframe computers are invented and become somewhat common. Soldiers generally have an assault rifle and relatively lightweight body armor. Nuclear powered warships are introduced. Plastics become a common material for consumer products. USA circa 1960

Tech level 7.5 The Space Age II. Improvements on preceeding technology and missions to the Moon are possible. Computers become more powerful, but still bulky. Plastics are common and are more durable. First lightweight electronic computers are invented and show up in some military aircraft and warships. USA circa 1972

Tech level 8 Postindustrial Age. Desktop computers are invented and become common, as does the VCR. The Space shuttle becomes available, as do complex long duration satellites. The internet is invented as a military communications system. Cable television becomes common. GPS is invented. USA circa 1985

Tech level 8.5 Information age. The internet becomes a communications medium, as well as a medium of commerce. Computers are common in all vehicles, and briefcase sized computers become common. Cellular phones and satellite phones become common. USA circa 2006

Tech level 9... you will find out when we get there

Real effects of tech level advancement regarding food production
tech 3 - improved transportation of agricultural products to market (usually by railroad). Food production is no longer localized.
tech 4 - further improvements in transportation (more rail), limited refrigeration,improved tools like animal driven reapers (instead of peasants harvesting by hand), canning becomes a major industry
tech 4.5 more improvements, refrigeration more common, canning widespread
tech 5 - first tractors, and trucks available to haul products to market or to rail hubs.
tech 5.5 -- refrigerated trucks, tractors widespread (for crops like wheat), first pesticides
tech 6 -- pesticides become common, tractors and trucks normal,
tech 6.5 -- as above but also first applied genetic engineering for Agricultural products (practical not lab)
tech 7 - improvements in genetic engineering, pesticides, and techniques
tech 7.5 - as above
tech 8 -- as above but improved inventory control and transportation networking
tech 8.5 -- as above, but now overnight transportation of speciality agricultural products a norm
tech 9 -- who knows, but probably further improvements in genetic engineering
Galveston Bay
25-01-2007, 22:10
Various special rules
Forced Labor
You may use POWs and forced labor obtained from occupied countries to make up for your manpower in the army. You must have 1 police unit for every 1 million people so enslaved. In addition, no more then 10% of an occupied countries population can so be enslaved, and this of course is going to be rough on the country so victimized. Which may come back to haunt you later. This of course is an atrocity, and could also bring you retribution... if you lose. You can also use slave labor for special projects like railroads etc which cuts the cost by 50%.

You can also use the unemployed as forced labor, but requires the same police forces. They no longer cause social problems, but then they aren't going to like you much in the long term.

You do have to account for these people as far as food production requirements are concerned. You can however but them on food rationing (which will kill 10% of them a year) or Emergency food rationing (which kills 25% a year) or if your particularly nasty, destructive labor rationing (which kills 50% of them a year).

Needless to say, Market economies and Democratic countries may not use slave labor. Socialist Market economies that are totalitarian and Command economies can use slave labor.

Intelligence Agencies
Funding does not ensure a competent or effective intelligence agencies. It does help though. Base cost is 10 points and creates a 5,000 person organization able to analyze data, do some spying and code breaking and able to investigate dangerous threats to the government (kind of a combination of the US FBI and CIA or KGB in the real world). To maintain an intelligence agency costs 5 points a year (assume that everyone who has one already has been funding it for the course of the game, and has done so for 1947... next year though, you will have to budget for it)

Having an intelligence agency allows you to occasionally get secret information from the Referees on what is going on in the world, and effectiveness varies widely. Most intelligence agencies are good at knowing what their neighbors can do or are planning, and effectiveness decreases the further away they are looking.

Secret Research
Secret Research is, obviously, research that you want to keep secret. This can be anything from nuclear weapons programs to missile technology to new infantry weapons. In order to conduct secret research, budget the requisite number of points to the project and then call it something else.

Example: Nation X wants to build nuclear weapons, but doesn't want its neighbor Nation Y finding out. When Nation X spends 24 points on the nuclear research, they can call it something like "Renovating Science Departments in Universities."

Transcontinental Railroad projects
Cape to Cairo Rail line 1 point per 100 miles, maximum 300 miles a year

Baghdad to Berlin railline 1 point per 200 miles in Europe, 1 point per 100 miles in Asia, maximum 400 miles a year in Europe, 300 miles a year in Asia. No bridges of Dardenelles (uses ferries)

Upgrading TransSiberian Railway from single track to double track 1 point per 200 miles, maximum 400 miles a year

Aviation Industry rules
(see military thread)
only Zeppelins can be used as airline units at this time.
Sukiaida
25-01-2007, 22:11
Will the amount of corruption a state has change during the depression? I can see that as possible as some countries crack down on corruption, and others start becoming more corrupt due to the power the government has over industry.

By the way, I can't pay the last 10 of my aircraft industry because of the changes. So you can take Spain off the military aircraft capabilities for now.
Amestria
25-01-2007, 22:34
By the beginning of 1926 France will have transitioned to a Socialist Market Economy.

BTW: As of 1926 how many additional food points does France and French Algeria get?
Haneastic
25-01-2007, 22:36
By the beginning of 1926 France will have transitioned to a Socialist Market Economy.

BTW: As of 1926 how many additional food points does France and French Algeria get?

Rural Electrification boosts food growth by 10% permenantly
Amestria
25-01-2007, 22:37
Rural Electrification boosts food growth by 10% permenantly

That is not what I asked.
Sukiaida
25-01-2007, 22:40
I think she means by the technological increase from reaching Tech lvl 5.5. Also the resources increase is probably something that those who reached tech lvl 5.5 might want to know.
Galveston Bay
25-01-2007, 22:48
Will the amount of corruption a state has change during the depression? I can see that as possible as some countries crack down on corruption, and others start becoming more corrupt due to the power the government has over industry.

By the way, I can't pay the last 10 of my aircraft industry because of the changes. So you can take Spain off the military aircraft capabilities for now.

there azre significant changes in the rules, especially regarding production, and Amestria, food production increases are now indicated by tech level advance.

Special circumstances, like land reform, are handled individually as needed.

Sukiaida, the answer to your question can be found in the corruption rules. Essentially, you will know when I tell you, and it depends on situation, and is referee determined.
Galveston Bay
25-01-2007, 22:49
I think she means by the technological increase from reaching Tech lvl 5.5. Also the resources increase is probably something that those who reached tech lvl 5.5 might want to know.

resource increases are market determined (by me), when they occur, and are not going to be predictable.
Galveston Bay
25-01-2007, 22:50
Spain

Government: Monarchy/Military Dictatorship/Republic
Year: 1926


budgets are supposed to be in your national thread, usually should be the second or third post in that thread, and if you wish, you may provide links in this thread

Only NPC countries should have their budgets in this thread unless they have their own thread (like the South American nations) or are effectively client states (like the Central American Countries are to the US or Baltic States are to Germany)


main thread addresses that
Whittlesfield
25-01-2007, 22:51
By the way, I gave Montenegro lots of aid and exported growth recently, incase anyone is doing its builds.
1919: 10 points
1920: 10 points
1921: 10 points
and enough exported growth for them to gain a production centre in 1922.
Whittlesfield
25-01-2007, 23:03
By the way I have been giving my local gov't extra funding for a while now, so maybe I could have a little less corruption please? :)
1915: 0.6
1917: 0.41
1918: 0.44
1919: 9.89
1920: 2.67
1921: 1.094
1922: 4.3399
1923: 4.4885
Sukiaida
25-01-2007, 23:28
Oh I do have it in the FIRST post of my thread. That's why I deleted it. And uhh guess you can have a link if it's needed. *Shrugs*

By the way, as a side note the government put alot of money into safety issues in Spanish industrial plants, so I gather that's how they got more control over the plants to become a Socialist Market. Except much more conservative, not socialist at all really.
Haneastic
25-01-2007, 23:51
budgets are supposed to be in your national thread, usually should be the second or third post in that thread, and if you wish, you may provide links in this thread

Only NPC countries should have their budgets in this thread unless they have their own thread (like the South American nations) or are effectively client states (like the Central American Countries are to the US or Baltic States are to Germany)


main thread addresses that

So I should continue to put Baltic Union's builds here?

Also, waiting on Vietnam/Siam breakdown, not sure if you just haven't posted or forgot
Galveston Bay
26-01-2007, 00:49
So I should continue to put Baltic Union's builds here?

Also, waiting on Vietnam/Siam breakdown, not sure if you just haven't posted or forgot

I will handle Baltic Union for 1926, and I will get to Siam and Vietnam, probably tomorrow
Kilani
26-01-2007, 00:56
Considering how much meddling the government does, is it realistic for Russia to be a Socialist Economy (not really socialist, but state capitalist)?
Bazalonia
26-01-2007, 01:02
Considering how much meddling the government does, is it realistic for Russia to be a Socialist Economy (not really socialist, but state capitalist)?

Ditto, but for Hungary instead
Galveston Bay
26-01-2007, 01:04
Ditto, but for Hungary instead

unless you are English speaking nation, you are indeed free to chose and its realistic to do so
Koryan
26-01-2007, 01:24
You said that at Tech Level 5 Brazil would recieve a big food production boost. Is there anything special it gets or should I just go with the new rules (I'd get 7 new food production under the new rules).
Samtonia
26-01-2007, 02:55
Scandinavia will be socialist in 1926. Just so you know.
Lachenburg
26-01-2007, 03:35
Scandinavia will be socialist in 1926. Just so you know.

Big surprise here....

Anyways, I again would like to ask when my Dominion will reach Tech Level 5.5 (as I have satisfied all the requirements, I believe). I apologize if I seem to be pestering.

Also, I'll have my Budget for 1926 up by tommorow or Saturday.
Philanchez
26-01-2007, 03:40
I'd also like to know when I get to 5.5 as I satisfied all the requirements.
Bazalonia
26-01-2007, 03:53
I'd also like to know when I get to 5.5 as I satisfied all the requirements.

Big surprise here....

Anyways, I again would like to ask when my Dominion will reach Tech Level 5.5 (as I have satisfied all the requirements, I believe). I apologize if I seem to be pestering.

Also, I'll have my Budget for 1926 up by tommorow or Saturday.

Biggest question is "When did you reach tech 5?"... if that was before 1915 then at 1925 you are tech 5.5.

If you don't know ask GB and if you are after that add 10 years
Philanchez
26-01-2007, 03:55
We obviously don't know when we hit tech 5 if we are asking...
The Lightning Star
26-01-2007, 18:49
I guess I have to be a Market Economy *grumbles*
Galveston Bay
26-01-2007, 20:00
We obviously don't know when we hit tech 5 if we are asking...

in the Banana War thread, should be information as to when the US started paying Mexican social services and when Mexico hit tech level 4.5

using that, you should be able to figure out your timeline to tech level 5

Koryan, 10% is a big boost actually
Galveston Bay
26-01-2007, 20:01
I guess I have to be a Market Economy *grumbles*

most definitely
Sukiaida
26-01-2007, 20:50
I have a question. Could it be possible for fortresses to be half price as economic busy work? THe only example in real history I can come up with is the Historical Reconstruction Program during the New Deal where they rejuvinated all the old Coastal forts of the United States. I remember because of pictures from Fort Polaski here in Georgia.

So just a question. If no, I could see why. Just curious.
Lachenburg
26-01-2007, 22:55
1926 Budget (http://forums.jolt.co.uk/showpost.php?p=12257486&postcount=21)

Biggest question is "When did you reach tech 5?"... if that was before 1915 then at 1925 you are tech 5.5.

If you don't know ask GB and if you are after that add 10 years

Being that the initial Economic Statistics prior to 1915 have been deleted and my previous factbook has no mention of Tech Levels, I assume that I have been at tech level 5 as long as that of Great Britain. However, before I bump myself up to tech level 5.5, I'd like to get confirmation from either GB or another Mod.
Philanchez
26-01-2007, 23:01
in the Banana War thread, should be information as to when the US started paying Mexican social services and when Mexico hit tech level 4.5

using that, you should be able to figure out your timeline to tech level 5

Koryan, 10% is a big boost actually

I didn't find anything...they started paying social services in 1917 but there is nothing about tech level in the whole thread...
Galveston Bay
27-01-2007, 00:36
I have a question. Could it be possible for fortresses to be half price as economic busy work? THe only example in real history I can come up with is the Historical Reconstruction Program during the New Deal where they rejuvinated all the old Coastal forts of the United States. I remember because of pictures from Fort Polaski here in Georgia.

So just a question. If no, I could see why. Just curious.

sorry, no

fortress units are more like the Maginot Line or Corrigidor, and are huge compared to Fort Sumter or Fortress Monroe (which is a mere few acres in comparison)
Galveston Bay
27-01-2007, 00:37
I didn't find anything...they started paying social services in 1917 but there is nothing about tech level in the whole thread...

tech 4.5 beginning 1918 (when the Civil War is finally over).. so 1928 at earliest for Mexico
Amestria
27-01-2007, 00:51
Reminder: As of 1925 all Europeans immigrating to Greater Palestine who lack legitimate (i.e. non-political) criminal records are granted French citizenship.
Canadstein
27-01-2007, 14:26
Netherlands 1926 Build (http://forums.jolt.co.uk/showpost.php?p=11943883&postcount=3)

Also when are we going to get youth movements?
The Lightning Star
27-01-2007, 16:17
tech 4.5 beginning 1918 (when the Civil War is finally over).. so 1928 at earliest for Mexico

Why is Mexico more advanced than South Africa?
Galveston Bay
27-01-2007, 18:48
Why is Mexico more advanced than South Africa?

because the US occupied it for 4 years and poured a ton of money into it

have you been spending your points on what is needed to upgrade your tech?
Novum Elephantum
27-01-2007, 22:19
GB: Just for clarification, are you doing the BU's build for 1926, or am I? Also, should I put it up in this thread, mine, or Germany's? As an addition, I'd suggest builds for all NPCs that don't have their own area thread be posted in the NPC thread, to keep this clearer.
The Lightning Star
27-01-2007, 23:19
because the US occupied it for 4 years and poured a ton of money into it

have you been spending your points on what is needed to upgrade your tech?

Hells yes, that's why every year I have like 10 points surplus, because I have nothing to spend it on. The thing that's keeping me back is time, because no matter the fact that I have a ton of money to pour into development, I have to wait 5 more years until I go up.
Galveston Bay
28-01-2007, 08:54
Hells yes, that's why every year I have like 10 points surplus, because I have nothing to spend it on. The thing that's keeping me back is time, because no matter the fact that I have a ton of money to pour into development, I have to wait 5 more years until I go up.

build a railroad or something then if you have a surplus
Galveston Bay
28-01-2007, 08:55
GB: Just for clarification, are you doing the BU's build for 1926, or am I? Also, should I put it up in this thread, mine, or Germany's? As an addition, I'd suggest builds for all NPCs that don't have their own area thread be posted in the NPC thread, to keep this clearer.

you do Baltic States 1926 build and post it in NPC thread
The Lightning Star
28-01-2007, 17:13
build a railroad or something then if you have a surplus

"build a railroad"? What would that do? I mean, the main economic page thingy only says that I need to increase my infrastructure before I can reach level 5, and I already did that. What benefits would I get from doing it again?
Ato-Sara
28-01-2007, 18:13
GB would building production centres count as make work projects?
Novum Elephantum
28-01-2007, 18:20
I thought the points represented government investment in industrialization, not physically building factories, so I'd guess no.
Ato-Sara
28-01-2007, 18:34
I thought the points represented government investment in industrialization, not physically building factories, so I'd guess no.

Though the government investment in industrialization would ultimately involve factories being built just not directly by the government.
Amestria
28-01-2007, 22:45
Can two nations pool their resources for military research?
Sukiaida
29-01-2007, 00:33
Oh ok, just curious on it. THanks anyways. I could see how it wouldn't be, very similar to that.

And I believe you can do joint research.... can't you? I think it's different on different things.