Each of the three economic sectors (Agriculture, Industry, and Commerce) has it's own Capital Index. The Capital Index shows the amount of "work" the sector currently does. This in turn determines (together with the resource factors) how much resources are used and (together with the GDP factors) how much GDP is generated.

Weather events, resource shortages and a financial crisis destroy Capital Index, which is a major factor in the collapse of the economy.

Calculation Edit

Underlying the displayed Capital Index there are two hidden variables.

  • Work per Worker (or Capital Index per Worker) * Worker
  • Maximum Work (or Maximum Capital Index)

The displayed Capital Index will be the lowest of the two. The player can not see which one is the lowest or how high is the other one. For maximum efficiency both values should align as close as possible. Otherwise you get one or the other imbalance:

Example 1 - Under-utilized Capital Index Edit

The sector has 16 million workers and produces 34 Capital Index per 1 million workers. The maximum size of the sector is 600.

The sector produces 544 Capital Index (16*34) out of possible 600. 544 is displayed in the GUI. 56 Capital Index remains unused and invisible.

Example 2 - Wasted Capital Index Edit

The sector has 16 million workers and produces 34 Capital Index per 1 million workers. The maximum size of the sector is 500.

The sector would produce 544 Capital Index (16*34) but the Size is capped at 500. 500 is displayed in the GUI. 44 Capital Index is 'wasted' and invisible.

Conclusions Edit

Amount of Workers Edit

The amount of workers working in a sector is neither dependent on the available Capital Index, nor on the amount of Work a Worker does. It instead depends on a different set of variables as described in Jobs. Also increasing Jobs or Job efficiency (Work per Worker) only has an impact if there is still under-utilized Capital Index available.

Resource usage Edit

The amount of resources used is directly proportional with the currently displayed Capital Index. But different regions demand different factors of resources for 1 Capital Index.

GDP Edit

Different regions generate different amounts of GDP per Capital Index. The exact formula is unknown, but one important factor is Base GDP, which is destroyed by whether events and contributes to the collapse of GDP in the late game.

Cap & Grow Cards Edit

The most common cap for the economy is when the growth rate of the Max Capital Index stagnates. This happens when regions reach Development Level 4. From this point on, all increase in Workers or Work per Worker has no effect, since it is capped at the Max Capital Index. Even the Grow [Sector] cards can not overcome this hard cap of Capital Index.

Region Start Values Edit

Each region has an individual start value for the Size and Work per Worker for each economic sector:

Region Agriculture Industry Commerce
Work per 1m Worker Max Capital Index Work per 1m Worker Max Capital Index Work per 1m Worker Max Capital Index
Oceania 81.6263 388.13 9.13694 21.7229 5.51776 46.5702
Middle East 8.0005 646.655 2.29769 106.123 1.45039 117.23
China 3.22379 1.59134 0.610213
Southern Africa 3.95462 1.75045 1.04937
Europe 34.0781 6.64117 5.31034
India 1.86294 0.745902 0.180382
Japan 27.7168 4.82296 6.03038
Latin America 11.1644 3.75767 1.44341
North America 132.373 11.6112 7.99254
Northern Africa 7.01305 2.8345 1.32154
Russia 17.6386 3.27837 2.34882
South Asia 3.8738 1.64446 0.14269

There is also a Minimum Capital Index which is 10% of the Max Capital Index start values and does not change in the course of a game.

Internal Game Code Edit

Internally effectiveness of a worker (Work per Worker) is tracked as robotspw (Robots per Worker) and the size of the sector is tracked as robots (Number of Robots). The Capital Index as displayed is thus the 'currently operated robots' divided by 1 million. In the examples above, either not all robots are operated, or there are not enough robots to operate and the humans just do nothing.