Grand Tactician: The Civil War (1861-1865)

Grand Tactician: The Civil War (1861-1865)

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Understanding the Economy [Version 1.1109]
由 balrog2sdu 制作
Understanding the Economy at a Fundamental level

It is an overview of what is going on 'Behind the Scenes' and in general what you should be doing.

This is not an in-depth look at every small detail of the Economy.
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Article I: Importance of Economy and Government Budget for the Campaign
Section I: Two most important things to the Campaign
  1. National Morale
  2. Credit Rating

Section II: National Morale
  • If National Morale drops below 25, you lose the game.
  • Conversely, if the enemy National Morale drops below 25, you win the game.
  • You need to spend money to both keep your National Morale up and drop your enemies' National Morale
  • Things that affect your National Morale are -
  • Objectives, Policies, State Support, Private Wealth and Battles/Capturing Towns

Section III: Credit Rating
  • If you spend too much money, your Credit Rating will drop too low
  • If your Credit Rating drops below B, then you can no longer recruit or build ships
  • If you can no longer recruit or build ships, then your enemy has a better chance to drop your morale below 25
  • Your Credit Rating is affected by Total Debt and your Government Budget Surplus. However, it gets modified further based on what the current year is. Later in the war you can handle more Debt and have a better rating.
Article II: Difference between Economy and Government Budget
Section I: Economy
  • The economy refers to the general health of your nation's supply and demand, production of goods and prices.
  • A strong economy would involve three main components;
    1. GDP growth
    2. Low unemployment (or high public wealth)
    3. Stable currency (low inflation or low prices)
  • GDP, Gross Domestic Product, measurement of Final Goods produced (Goods that are not pre-goods for anything else)
    • These are usually Factory Goods and Iron Works Goods, in general.
  • Lower unemployment raises public wealth
    • High public wealth will help keep your National and State Support up
  • Stable currency means having prices that are stable. When demand goes up, prices increase. When prices increase it signals to Factories and Ironworks to increase production of those goods. Therefore, GDP goes up. This eventually leads to a surplus of goods and the price will fall a bit and stabilize. However, if there are shortages of products that are in high demand and/or shortages of pre-goods for products that are in high demand, Corporations won't be able to keep up with demand and the prices continue to rise. This continually rising price is inflation.

Section II: Government Budget
  • Government budget is simply, 'Revenues minus Expenses' equals either a Budget Surplus or Budget Deficit.
  • The Economy and the Government Budget are two different things and they do not equal each other.
    • You can have a strong economy and a terrible Government Budget Deficit.
    • You can also have a weak economy and a large Government Budget Surplus.
    • Or even a weak economy and a huge Goverment Deficit and massive amounts of debt.
    • (Generally a strong economy and a Government Budget Surplus would be a long-term, slow growth without a massive Civil War happening. This isn't really covered in this game.)
    • The Total Surplus (or Deficit) can be a little misleading, because a number of one-time expenses get recorded on these expenses, which affects the graphs/numbers. So, your actual budget surplus/deficit probably isn't as bad.
    • In the end, Credit Rating and Total Debt are more important than how large your Budget Deficit might be.
Article III: Revenues for the Government Budget
Section I: 'Annualized'
  • "If nothing changes over next 12 months this is what it will be"
  • Need to remember that these Revenues are yearly estimates
  • This makes the assumption that none of the Revenues will change over the next 12 months; and of course they will change. So, these numbers are meant to be a guide.
  • You also need to divide by 12 to get a monthly estimate

Section II: Goal for Revenues
  • Increase Revenues, while minimizing trade-off penalties

Section III: Increase Revenues with Taxes
  • Tariffs
    • These are calculated by a percentage of Imported Goods. The more goods that are imported, the higher the Tariff Revenues will be.
    • Trade Deals Project, increases Trade Volume by 5% each time. This will give you higher Tariff Revenues.
    • However, Blockades and Raiding will cut into Revenues of Tariffs
    • Ports are the primary places for Tariffs Revenues. Look for ports that are being blockaded and try to lift those blockades. And conversely, inflict blockades and raids against your enemy to limit their sources of Revenue.
  • Sales Tax
    • Increasing Transport Capacity in any way doesn't increase sales tax in itself. You increase sales tax by having more actual Goods moving from IIP to IIP.
    • The main way to increase this is with Armies and Supply Depots increasing demand thereby causing more goods to flow.
      • These are the ways to increase Transport Capacity if there's a bottleneck in Goods Flow
        1. Infrastructure Reform
        2. Markets
        3. Market Reform
    • Income Tax
      Enabled 5% Income Tax and showing $56M in Revenues per year.
      5% of X = 56M 0.05(X) = 56,000,000 X = 56,000,000 / 0.05 X = 1,120,000,000 So, 100% Income Tax would be $1.12B If you go look at the 'Private Income' figure on the Strategy Menu by hovering over 'Economy' at the bottom, you'll see that the figure shows $1.1B for CSA So, now we know that if we Enacted Revenue Act II and bumped Income Tax up to 15% our Revenues for that would be 0.15(1.1B) = 168,000,000 or $168M per year ($14M per month)
    • Corporate Tax
      • These are calculated by percentage of your total Corporate Profits. The more profitable the Corporations are, the more Tax Revenue will be generated.
    • Land Sales
      • There's really no control over this one by the player. The government receives a small amount of money for new corporations founding and also upgrading.

    Section IV: Increase Revenues with Acts
    • Print Notes I, +$50M/yr
      • ($4.16M per month added directly to Treasury)
      • However, this drops Public Wealth by about 0.05 points
    • Print Notes II, additional +$50M/yr
      • ($4.16M per month, for total of $8.33M per month added directly to Treasury)
      • However, this drops Public Wealth by about 0.05 points
    • Tariff Act, up to 50% Tariffs
      • Suffer -10 to relations with Europe
    • Revenue Act I, Allows collecting 5% Income Tax
      • Support loss in Friendly States -1 (This means if state support was 100, passing this act would immediately drop support to 99. Even if you don't ever use the Tax.)
    • Revenue Act II, Allows raising Income Tax up to 15%
      • Support loss in Friendly States -2
    • Revenue Act III, Allows collecting 10% Corporate Tax
      • Support loss in Friendly States -3
    • War Bonds, +2 to Credit Rating (such as BBB- to BBB+)
      • However, this drops Public Wealth by about 0.05 points
    • Bank Act, +2 to Credit Rating, +$120M/yr and allows construction of Banks
      • +$120M/yr is $10M per month
      • Support loss in Friendly States -3
    • Summary: The increase to Credit Rating from War Bonds and Bank Acts is very valuable, particularly when your Credit Rating is quite low. Remember that Credit Rating is one of the two most important things in the game. Right behind National Morale. The drop to Public Wealth with Print Notes I & II and War Bonds, however, are painful. Public Wealth can recover slowly, but low Public Wealth contributes to low National Support and low National Morale. National Morale being the most important thing in the game! Reduction to Public Wealth should be done with caution.
Article IV: Expenses for the Government Budget
Section I: 'Annualized'
  • "If nothing changes over next 12 months this is what it will be"
  • Need to remember that these Expenses are yearly estimates
  • This makes the assumption that none of the Expenses will change over the next 12 months; and of course they will change. So, these numbers are meant to be a guide.
  • You also need to divide by 12 to get a monthly estimate

Section II: Goal for Expenses
  • Minimize Expenses without losing the War

Section III: Administration Expenses
  • Administration Costs are calculated by 2.5 * Population = Total Administration Costs
  • Plus 5% for each Tax slider used
  • Plus 5% for each Subsidy slider used
    • (If your national support is all the way down to 0% it is actually 3 * Population)
    • In general, excluding Taxes and Subsidies, you will pay $2.5M per 1M population
  • An Example:
    • CSA with Industrialization; and
    • Without Missouri or Kentucky seceeding to South; and
    • With zero Taxes or Subsidies used
    • Total = $28M Admin costs
      • We can use this to figure out our Population
      • We have 100% support, so the formulae is -> 2.5(X) = 28,000,000
      • 28,000,000 / 2.5 = 11,200,000 (11.2M Population in CSA)
      • If you do not start with Industrialization then you'll have 20% less
      • f Missouri or Kentucky secedes then you'll have more Population
      • If support is 0% then it becomes 3X = Costs -> [3(11.2M) = $33.6M]
    • There's 4 different taxes
      • Tariffs, Sales, Income, Corporate
      • Therefore, up to 20% more Admin Costs
    • There's 6 different subsidies
      • Political, Economy, Agriculture, Industry, Military, Diplomatic
      • Therefore, up to 30% more Admin Costs
    • All taxes and all subsidies equals +50% increase
    • $28M plus 50% increase = $42M (If 100% National Support)
    • $33.6M plus 50% increase = $50.4M (If 0% National Support)
  • Summary: The least you'd pay is $28M. The most you'd pay is $50.4M. There isn't much reason to worry too much about Administration costs. You can save some money by not using as many different taxes and subsidies, but what would you lose by not running them?

Section IV: Subsidies Expenses
  • This one is quite straight-forward. If all your subsidies are at None $0, then you won't have any subsidies expenses

Section V: Buildings Expenses
  • Purchase costs of Federal Buildings, Private Corporations, Military Installations and Railroads are recorded here.
  • Also, the upkeep costs of all buildings, except Private Corporations, are recorded here.

Section VI: Interest Costs
  • The formula for these costs are -> Total Debt * Interest Rate = yearly Interest Payments
    • I(D) = P
    • 1.96% Interest Rate and $240M Total Debt, 0.0196(240) = 4.7 -> Interest Payments $4.7M a year
  • A worse Credit Rating or taking on new debt will cause the Interest Rate to rise
  • Which will obviously make your Interest Payments higher
  • If you are able to keep your Credit Rating consistent and are not taking on new debt, then your Interest Rating will gradually and continually drop over time.

Section VII: Army Upkeep
  • This part of the Government's Expenses Budget will probably be one of the largest
  • When you recruit new brigades, those costs come out of the Treasury, but they also affect this graph
  • When supplies are purchased by your Armies, those costs are recorded here. Mainly, those supplies are Provisions, Forage, Artillery Ammo and Small Arms Ammo. They are purchased at local prices.
  • Have to remember that Fort Garrisons contain soldiers, as well. They also contribute to your Army Upkeep
  • You also cannot get rid of the default Garrison in a Fort. So, you'll never be able to get Army Upkeep down to $0
  • Whenever you upgrade brigades to newer weapons, that actually doesn't cost you anything.

Section VIII: Navy Upkeep
  • If you don't have any ships, your Navy Upkeep will be $0
  • When you purchase new ships, the cost isn't really displayed here. New ship costs are taken directly from your Treasury

Section IX: Recruitment Expenses
  • When you initially recruit new brigades, that will temporarily raise your Recruitment Expenses amount, but it will gradually come back down if you don't recruit any further brigades
  • However, the actual cost of the brigades that is stated when you recruit them comes directly from your Treasury when they are recruited. Thus, if you do not have enough Treasury, you will go negative and issue new Debt.
  • As existing Brigades receive reinforcement soldiers, you will again see increased Recruitment Expenses
  • Uniforms and Weapons Goods are also purchased by your Armies at local prices when reinforcements come in and also when brigades finally arrive after being recruited. These are reflected in the Recruitment Expenses.
  • Also, Uniforms, Horses, Weapons and Ammo all erode over time and need to continue being purchased by your Armies at local prices where the Armies are located. These expenses are also recorded in Recruitment Expenses
  • Whenever you upgrade brigades to newer weapons, that actually doesn't cost you anything.

Section X: Supply Depot Expenses
  • When you purchase a Supply Depot, its stated cost comes directly from your Treasury
  • Supply Depots immediately start purchasing their supplies as soon as you purchase/place them. They do this while they are being constructed. This means demand and prices both go up for these goods while the stocks are filling.
  • Buildings Expenses and Supply Depots Expenses are both affected when you build a new supply depot
  • Buildings Expenses takes a one-time hit for the cost of the purchase price of the building. It eventually recovers if no other buildings are purchased, as the 'yearly estimate' is adjusted
  • Supply Depots Expenses records all of the supply purchases while the supply depot is being constructed. This graph contains most of the costs of supply depots - far more than purchase price of the building. It is also obviously affected by local prices of goods when those supply depots are purchasing supplies.

Section XI: Direct Treasury Spending
  • These items come directly from your Treasury. It doesn't matter what your Deficit or Surplus is. If you spend money on these things when your Treasury doesn't have it, you will go negative requiring the issuance of Debt ($25M).

  • Recruitment
    • When you recruit new brigades, their stated costs come directly from your Treasury
    • The amount you spend also temporarily affects your Recruitment Expenses yearly estimate
  • Ship Building
    • When you purchase new ships, their stated costs come directly from your Treasury
  • Weapon Orders (such as purchasing 32 pcs of 24-lb Howitzers)
    • When you make Weapon Order purchases, their stated costs come directly from your Treasury
    • Whenever you upgrade brigades to newer weapons, that actually doesn't cost you anything.
  • Purchasing Buildings (Federal Buildings, Military Installations and Private Corporations)
    • When you purchase Buildings, their stated costs come directly from your Treasury
    • The amount you spend also temporarily affects your Buildings Expenses yearly estimate
Article V: GDP
Section I: Economic Report & Finances Tab
  • There's two main places to see your Nation's GDP numbers
    • Monthly Economic Report, 'Average corporate production over the last 3 months'; and
    • Finances Menu, 'Current economic cycle' graph
  • These numbers measure the Final Goods production of your Nation
  • The more Final Goods and Supplies your Nation is suppling domestically, the higher the numbers will be.

Section II: Final Goods
  • Final Goods are those goods that are produced and are not a pre-good for another good that is produced
  • Mainly, the ones we care about are the Supply Depot goods - Provisions, Uniforms, Weapons, Artillery and Ammunition
  • Factories produce Provisions and Uniforms
  • Iron Works produce Weapons, Artillery and Ammo

Section III: Armies, Supply Depots, Factories and Iron Works
  • Now we see how Armies, Supply Depots, Factories and Iron Works all need to work together to properly maintain your armed forces and combat the enemy.
  • The more of these goods that your armies are demanding, the higher the price will be and the more your factories and iron works will produce (within their capacity) to try to meet this demand.
  • This also highlights the importance of Population Centers. You need 'people' to work in the factories and iron works, but you also need people to serve in the armies. There is a tough balance between having enough of both. And shows the clear advantage the Union side has in this regard.
  • Factories, Iron Works, Population Centers and Supply Depots all need to be treated with great importance and guarded at all costs

Section IV: Proximity
  • Armies and Supply Depots are the Demanders (Consumers)
  • Factories and Iron Works are the Suppliers
  • In general, you want your Suppliers to be as close as possible to your Demanders
  • When the Armies and Supply Depots start consuming and lower stocks of Goods. Those Local prices go up.
  • If the Suppliers, Factories and Iron Works, are close by, they can immediately respond to the rising price.
  • If they are far away, then it will require several hops from IIP to IIP and the adjustment to price level will take a lot longer
  • Generally, in this game, there isn't much of an issue with amount of Goods moving from IIP to IIP. It is the distance over multiple IIPs that causes the issues
Article VI: Public Wealth
Section I: Naturally rises
  • Public Wealth will naturally rise on its own. This can be seen in the 'Private Wealth' chart on the Finances tab menu.
  • However, there are certain Acts that can negatively affect Public Wealth
    • Print Notes I and Print Notes II will each lower Public Wealth by 10%
    • War Bonds will lower Public Wealth by 10%
    • For the CSA, 'Restrict Cotton Trade' will lower Public Wealth by 5%
    • Prices and Workforce levels will also affect Public Wealth
      • When a city shows lower workforce available, it means more of the population is employed. Which means their incomes will be higher. Thus, higher public wealth.
      • Also, when local prices for things like Food and Clothing are higher, that is Inflation and their wealth will be lower.

Section II: Affects National Morale
  • When Public Wealth is high, you will get a positive boost to National Morale
  • When Public Wealth is low, you will get a negative hit to National Morale
Article VII: Inflation/Prices
Section I: Local Prices vs National Prices
  • It is important to realize that the National Average Price for various Goods seen in the 'Goods & Trade' menu is just an average of all the Local Prices at your different IIPs. The Local Prices are the prices that matter. And Price is King.
  • The National Average Price should just be used as a general trend across your nation for that particular good.

Section II: IIPs Run Low, Local Prices Go Up
  • When IIPs run low or out of a good, the price of that good will go way up
  • When the local price goes up, nearby production facilities that make that good will pick up production to make more profits by producing that good
  • This should cause Goods stockpiles to fill back up in those nearby IIPs, if production is higher than the demand
  • And this will start to bring the price back down
  • You can see when Goods are low at IIPs by looking at the 'Highest Demand' part of the IIP menu
  • You can also see availability of Provisions, Forage and Ammo when an Army is nearby and purchasing local supplies. When the availability is low, the prices will be high. When the availability is high, the prices will be low.

Section III: IIPs Run High, Local Prices Go Down
  • When IIPs are full on stocks of a particular Good, the Local Price for it will be very low
  • When the Local Prices for a good are low, production facilities for that Good will not make much profit from it, so they will slow down their production of that good.
  • You can see Goods that are high in stocks at IIPs by looking at the 'Best Deals' part of the IIP menu
  • You can also see availability of Provisions, Forage and Ammo when an Army is nearby and purchasing local supplies. When the availability is low, the prices will be high. When the availability is high, the prices will be low.

Section IV: Control prices by preventing shortages
  • When stocks of Goods are low and those prices start to rise, production facilities start to produce more of that good
  • As IIPs that are nearby those production facilities start to buy and sell those Goods around to move them where the demand is, the price will start to come back down a bit - IF production is meeting demand
  • The problem happens when production is NOT able to meet demand. Then the price stays high, because stocks can't be kept up with how fast they are selling out.
  • This is when we have a shortage of a good, and the high prices start to affect Public Wealth negatively

Section V: Create shortages for the enemy to raise their prices
  • Ideally, you want to avoid shortages for yourself. And to create shortages for your enemy.
  • Naturally, good targets are Factories, Iron Works and anything that provides pre-goods to those facilities
4 条留言
rohrbacherwally 2024 年 5 月 27 日 上午 8:54 
How can I rebuild my IIPs after they've been raided by the enemy??? Is there any way to speed the process??
Smokey 2023 年 8 月 9 日 上午 2:33 
How do you recommend increasing the IIP transportation ? (building a lot of markets a good idea ? Building railroad is always ongoing, one at a time. Very expensive to upgrade harbors... and hard to tell if it will do any good anyways)

Building new buildings or upgrading existing ones, what would you choose (given workforce is above 80% at that aread).

I am trying to figure out the placement of buildings. Example, placing a Mill with "very low" buying products and "very high" at selling products... sounds good. But... do i really want my army or citizens to buy those "very high" products ? It seems so, as "very high" is linked to demand.
So is that what you are aiming for when placing buildings ?
balrog2sdu  [作者] 2023 年 1 月 26 日 下午 3:11 
When you say, '...rapidly bankrupting me.', please refer to Article II, Section II: "In the end, Credit Rating and Total Debt are more important than how large your Budget Deficit might be."

Do you want to post a screen shot of your Finances tab? You can't really go bankrupt, but I think I know what you mean.

Likely the issue is incurring debt too fast and/or too much all at once. You definitely want to spread out your spending as much as you can, so you don't take Credit hits too fast.
Yo Gabba Gabba! 2023 年 1 月 25 日 下午 6:10 
Do you have any advice for organising the Union economy at the outbreak of hostilities? By 1862 I find myself in an impossible situation as the Confederates have over 220k men in the field and yet the navy maintenance for the blockade and army costs 200k men of my own are rapidly bankrupting me. I've tried building new mills and markets in the midwest but it doesn't seem like enough.