GDP

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A nation's GDP is a measure of its economic output. It is measured in US dollars. In the real-world scenarios of 2003, 2022, and 2026, the starting GDP figures for nations are taken from their real-world economic output, adjusted for purchasing power parity.

The closely related statistic of GDP per capita (abbreviated GDPPC) is equal to the GDP divided by the PopulationPopulation.

Changing GDP

In a nation with 50 million PopulationPopulation, each completion of the Economy priorityEconomy Priority increases the GDPPC by:

In nations with smaller or larger PopulationPopulation, these changes are sped up or slowed down. See Population Scaling for more detail.

This means that for maximum GDP growth, you want higher Government scoreGovernment, higher EducationEducation, as well as as many Core economic regioneconomic, Oil regionoil, and Resource regionmining regions as possible.

GDP is negaively affected by Climate Change, with a rate of annual decrease that is based on global pollution levels, national InequalityInequality, and region characteristics.

GDP can also be affected by events, and regional GDP can be affected by certain projects (in particular, the bridge/tunnel/etc. projects unlocked by Arrival International Development).

Monthly Investment Points

GDP directly determines the number of Investment pointsIP a nation has to distribute to priorities. These represent the nation's economic surplus that can be distributed by factions with Control Points in the Priorities tab. The value is set by the nation's GDP and reduced by the number of Armies and Navies it fields and by high levels of UnrestUnrest. The DSBroken Earth scenario uses different mechanics here, so the differences are summarized below:

Monthly Investment Points
Value Impact in 2022/2026/2070/DS2003 Impact in DSBroken Earth
Base IP (GDP in billions)0.35 0.62 * (GDP in billions)0.48
Army Maintenance (Home Region) 0.5 Investment pointsIP per army 0.2 Investment pointsIP per army
Army Maintenance (Away from Home) 1.0 Investment pointsIP per army (total) 1.2 Investment pointsIP per army (total)
Navy Maintenance 0.5 Investment pointsIP per navy 0.4 Investment pointsIP per navy
UnrestUnrest -1% Investment pointsIP for every 0.1 UnrestUnrest above 2, capping at -80% Investment pointsIP at 10 UnrestUnrest.
Councilor using Advise +1% per point of AdministrationAdministration (but see below)

Multiple Advisors

If a single nation gets the benefit of multiple councilors using the Advise mission, the benefits will decrease for every councilor after the first. The n-th advisor adds +(Advisor AdministrationAdministration / n)% to IP.

Assuming each advisor has 25 AdministrationAdministration, the combined impact is:

# Advisors 1 2 3 4 5 6
Total Investment pointsIP Impact +25.0% +37.5% +45.8% +52.1% +57.1% +61.3%


Other GDP/GDPPC Impacts

The global GDP at the start of the scenario, plus a scenario-specific scaling factor, determines the impact that GDPPC has on UnrestUnrest, and the impact that GDP has on mission difficulty and control pointsControl Point Capacity costs.

Specifically, the GDPPC required to reduce Unrest by 1 is:

Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10-11

The GDP scaling factor for missions and CP cost is:

Global Starting GDP * Scenario Scaling Adjustment * 6.26 * 10-5
Scenario 2022 2026 2070 DS2003 DSBroken Earth
Starting GDP $141.693 trillion $182.556 trillion $444.142 trillion $33.612 trillion $5.350 trillion
Scaling Adjustment x1.00 x0.87 x0.7 x1.59 x9.67
GDPPC for -1 UnrestUnrest $8,870 $9,942 $19,462 $3,345 $3,239
Scenario GDP Scaling Factor $0.887 billion $0.994 billion $1.946 billion $0.335 billion $0.324 billion

This scaling factor is used in the following formulas:

  • Mission Difficulty Modifier = (Nation GDP / Scenario GDP Scaling Factor)0.33333334
  • Control Point Capacity Cost = 0.5 * (Nation GDP / Scenario GDP Scaling Factor)0.6
    • In Broken Earth, the formula is instead 0.35 * (Nation GDP / Scenario GDP Scaling Factor)0.6

Regional GDP

GDP is not truly tracked per region - a nation has a single GDPPC value, and when a nation acquires regions, the GDPPC values are averaged out (weighted by population). If a nation is conquered and then liberated, its GDP value may change wildly as a result. However, certain game mechanics do affect regional GDP, and for this purpose an effective regional GDP is used.

When distributing GDP to regions within a country, the game distributes them based on region PopulationPopulation and economic modifiers. It pretends Colony regioncolony regions have 50% the people who actually live there, and that Oil regioncore oil, Resource regioncore mining, and Core economic regioncore economic regions have 125%, then distributes GDP evenly based on that modified population. This effectively means that regional GDP per capita is higher in core regions than in "regular" regions, and are lower in colonies.

This affects the amount of mission controlMission Control capacity that can be built in each region, as well as determining the impact of events and projects that affect regional GDP.

For example, suppose there is a nation with 60 billion GDP, composed out of 2 regions:

Then because of economic modifiers:

So the 60 billion GDP is divided up such that:

  • The Core economic regioncore economic region with 40 million PopulationPopulation is given 50 billion GDP.
  • The Colony regioncolony region with 20 million PopulationPopulation is given 10 billion GDP.