City output
Every city makes one resource. The daily amount is a chain of multipliers:
resource a day = base × resource rate × population × morale × (1 + buildings) × owner
| Part | Value | Notes |
| Base | 3000 | Almost every city. A few odd ones differ; provinces can be 1500, 3000 or 5000. |
| Resource rate | Supplies 0.525 · Fuel 0.525 · Components 0.45 · Electronics 0.375 · Money 0.375 · Rare materials 0.3 | Fixed per resource. |
| Buildings | Arms Industry +10% a level · Air Base +5% a level · Naval Base +5% a level | Added together first, then multiplied once. A building under construction already pays part of its bonus. |
Resources
The calculator shows resources by icon only. Here is which is which, and each one's rate in the output formula.
Captured & annexed
Who owns a place cuts what it makes. The cut is a number from 0 to 1 that multiplies resource, money and manpower.
| The place is… | You keep | What it means |
| Your homeland city | × 1 | A city your country started with. |
| Captured city | × 0.25 | You took it, but it isn't legally yours. Morale drops to 25 and climbs back toward 80. |
| Annexed city | × 0.5 | Captured, then Annex City built there (18 game hours). Double a captured city, never homeland level. |
| Your own province | × 1 | The land around cities. |
| Captured province | × 0.66 | Provinces lose less than cities when captured, and can't be annexed. |
Worth annexing? In the calculator set a city to Captured, compare two plans, put Annex City in plan B only and watch B minus A. Where it crosses zero the annex has paid for itself.
Population
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|
| Multiplier | 0.20 | 0.40 | 0.60 | 0.80 | 1.00 | 1.05 | 1.10 | 1.15 | 1.20 | 1.25 |
|---|
Between levels it slides smoothly (level 6.5 → 1.075). Population grows by itself each day, slower as it gets bigger and slower at low morale; a Military Hospital speeds it up.
growth a day = 0.8 × 2 / e^(level / 2) × min(1, morale / 88) × hospital
Morale
morale multiplier = morale% × 0.008 + 0.25
100% → 1.05 · 90% → 0.97 · 70% → 0.81 · 50% → 0.65 · 25% → 0.45
Every city starts at 70. Each day morale moves one eighth of the way to its target: 90 normally, +25 with Headquarters, +5/10/20/35/50 with an Underground Bunker (up to 100), a flat 80 when captured.
Money
money a day = base × 0.375 × population × morale × (1 + buildings) × owner + Arms Industry flat × owner
Every city pays this tax, whatever it makes. Arms Industry adds a flat 100 / 135 / 165 / 185 / 200 on top. A city whose resource is money pays the tax and its money output together, so the percentage part counts twice.
Manpower
manpower a day = 8 × (population level rounded up + 12) × (1 + Recruiting Office %) + Recruiting Office flat
| Recruiting Office | 0 | 1 | 2 | 3 | 4 | 5 |
|---|
| % | — | +50% | +75% | +100% | +150% | +250% |
|---|
| Flat | — | +50 | +75 | +100 | +150 | +200 |
|---|
Morale does not change manpower.
Provinces
A province is the land between cities. It counts as a tenth of a city: money = base × 0.375 × 0.1 × morale, and a flat 12 manpower. A few provinces also make a resource the same way; Local Industry (+50 / 100 / 200%) is the only building that raises it. Province morale climbs toward 100 on its own.
Game speed & days
This tool counts everything in game days. Day 1 is the start of the game. A city makes the same amount per game day at 1x and at 4x (checked on 1x and 4x maps).
Speed decides how long a game day lasts in real time: 24 hours at 1x, 6 hours at 4x. So at 4x you collect four game days of output per real day, and a building finishes four times sooner in real time.
10x is not covered yet.
The build queue
The calculator builds one thing at a time, in the order you set. Cost is paid when a building starts. Upkeep is paid every day for the level a building is at. A building part-way built pays part of its bonus (its flat money or manpower in full).
Maps: start stock
What every player starts each map with. The calculator never counts it: its totals are only what one place makes.
Formulas from src/econexact.ts; what was measured and what was not is in docs/FORMULAS.md.