================================================================
FAQ — How is GDP Calculated? How do I increase my GDP?
================================================================

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Q: HOW IS GDP CALCULATED?
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

GDP is calculated monthly and has five main components:

─────────────────────────────────────────
1. INDUSTRIAL SECTOR (Civilian & Military Factories, Dockyards)
─────────────────────────────────────────
Each factory contributes to GDP based on WHERE it is located,
not just how many you have. Every state computes a productivity
weight that multiplies its factory output:

  State Category weight (city = 1.00 baseline):
    Megalopolis  ×2.00   ← financial/industrial hub
    Metropolis   ×1.65
    Large City   ×1.30
    City         ×1.00   ← baseline
    Sparse Urban Region   ×0.60
    Developed Rural Region         ×0.35
    Rural        ×0.15
    Wasteland    ×0.05   ← barely registers

  Infrastructure further modifies this:
    Inf 0 = ×0.80  |  Inf 3 = ×1.04  |  Inf 5 = ×1.20

  So a megalopolis factory at max infra is worth ~2.40×
  a city baseline — and ~20× a wasteland factory at min infra.

  IMPORTANT: Only healthy (non-damaged) building levels count.
  Damaged factories, arms factories, and infrastructure all
  contribute less until repaired. Strategic bombing of your
  industrial heartland will directly reduce your GDP.

  POPULATION/WORKFORCE CONSTRAINT:
  Factories also require a proportional workforce. One factory
  complex needs ~400k people to operate at full capacity. States
  with too few people for their factory count are penalized:

    state_labour_ratio = population_k / (factories × 400)
    Clamped: 0.01% minimum to 100% maximum

    Petsamo (2k pop, 4 factories) → 0.125% of normal output
    Berlin  (4M pop, 10 factories) → 100%, no penalty
    Belgrade (1.5M pop, 14 fac.) → ~27%, understaffed

  This is tunable via a commented value in the scripted effects.

Additional modifiers applied on top of factory counts:
  - Occupied factories: worth only 1/10th
  - Non-core (but owned) factories: worth 1/3rd
  - Construction speed bonus: boosts civ factory GDP value
  - Inflation: deflates real factory value over time
  - Trade openness: open economies produce more efficiently
  - Conscription rate: high conscription pulls workers from
    factories, reducing their GDP contribution
  - Puppet/overlord extraction: puppets lose a share of their
    industrial GDP to their overlord
  - Industrial capacity modifier: factory efficiency affects
    overall industrial GDP (clamped ×0.50 to ×1.50)
  - State category composition: the average category of your
    core states applies a final multiplier to industrial GDP

Military factories contribute at 5× their weighted value.
Civilian factories contribute at 7× their weighted value.
Dockyards contribute at 5× their weighted value.

─────────────────────────────────────────
2. RESOURCE SECTOR (Oil, Coal, Steel, Rubber, Chromium, Aluminium, Tungsten)
─────────────────────────────────────────
Each resource is converted to a physical weight in grams and
valued accordingly. More industrialized nations extract more
value from their resources (better refining, processing, and
supply chains), represented by a bonus tied to your industrial
output. Resource GDP is added on top of industrial GDP.

  RESOURCE WORKFORCE CONSTRAINT (state GDP only):
  Extraction scales with available workforce, weighted by
  intensity per resource type:
    Oil ×15 (drilling, pipeline, refinery — most intensive)
    Steel ×10  |  Coal ×8  |  Chromium ×5  |  Aluminium ×5
    Tungsten ×4  |  Rubber ×3 (plantation, least intensive)

  Base threshold: 2k people per workforce-equivalent slot.
  Texas 1936 (6M pop, ~100 oil slots) → no penalty.
  2k-person desert state with 10 oil slots → ~98% penalty.
  Applies to state GDPPC calculations.

─────────────────────────────────────────
3. AGRICULTURAL SECTOR (Population × Location Quality)
─────────────────────────────────────────
Agricultural GDP is driven by your population, but weighted
by WHERE your people live. It follows a bell curve:

  Megalopolis  ×0.10   ← no farmland, pure urban
  Metropolis   ×0.25
  Large City   ×0.50
  City         ×0.75
  Sparse Urban Region   ×1.00   ← PEAK — organized farms, market surplus
  Developed Rural Region         ×0.90
  Rural        ×0.40   ← subsistence only, no surplus
  Wasteland    ×0.05   ← can't farm it

  Infrastructure adds a gentle bonus (×0.90 to ×1.10).

A country with 50M people in fertile sparse urban region agricultural
states will have significantly higher agricultural GDP than
50M people crammed into megalopolis states or spread across
wasteland.

─────────────────────────────────────────
4. POPULATION MODIFIER
─────────────────────────────────────────
Larger populations support larger economies. Applied once,
clamped between 0 and ×1.25. Non-core population counts for
less than core population.

─────────────────────────────────────────
5. STABILITY MODIFIER
─────────────────────────────────────────
Political stability directly affects economic output:
  0% stability  → ×0.85 GDP (floor clamped at ×0.70)
  50% stability → ×1.00 GDP (neutral)
  100% stability → ×1.15 GDP

Civil wars, coups, wartime political strain, and resistance
all suppress GDP. A stable government genuinely produces more.

─────────────────────────────────────────
FINAL STEP: Currency Conversion
─────────────────────────────────────────
All values are divided by the gold/USD conversion factor
(31.1035) to produce figures in 1936 USD equivalents.
GDP per Capita = Total GDP ÷ Core Population (in millions).


━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Q: HOW DO I INCREASE MY GDP?
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

GDP responds to many levers. Here's what actually moves the needle:

─────────────────────────────────────────
BIGGEST IMPACT
─────────────────────────────────────────
▶ BUILD FACTORIES IN HIGH-CATEGORY STATES
  Don't just spam factories anywhere. A factory in a megalopolis
  or metropolis state is worth 2–3× one in a rural state.
  Check your state categories before deciding where to build.

▶ UPGRADE STATE CATEGORIES
  If your overhaul mod allows state upgrades (via focuses,
  decisions, or events), prioritizing category upgrades in your
  industrial heartland will multiply every factory already there.

▶ BUILD INFRASTRUCTURE IN YOUR INDUSTRIAL STATES
  Infrastructure multiplies the productivity of every factory
  in that state. Inf 5 vs Inf 0 is a ×1.20 vs ×0.80 difference
  — a 50% gap on every factory in that state. Prioritize infra
  in your megalopolis and metropolis states first.

▶ BUILD MORE FACTORIES (IN THE RIGHT PLACES)
  Raw factory count still matters — just build them where the
  productivity multiplier is highest.

─────────────────────────────────────────
MEDIUM IMPACT
─────────────────────────────────────────
▶ MAINTAIN HIGH STABILITY
  Every 10% of stability above 50% adds ~3% to your GDP.
  Conversely, dropping below 50% is an increasing penalty.
  Don't neglect stability during wartime — it costs you GDP.

▶ KEEP TRADE LAWS OPEN
  Trade openness directly boosts your factory GDP contribution.
  Free trade and export focus give meaningful bonuses.
  Closed economies pay a penalty.

▶ AVOID HIGH CONSCRIPTION
  Conscription pulls workers from factories. Every percentage
  point of conscription rate reduces the GDP contribution of
  your civilian factories by 0.5× that rate, and military
  factories by 0.2× that rate. Only draft heavily when you
  absolutely need to.

▶ MANAGE INFLATION
  Inflation deflates the real value of your factory output.
  If your mod has inflation mechanics, keeping it low preserves
  your industrial GDP.

─────────────────────────────────────────
SMALLER / STRUCTURAL IMPACT
─────────────────────────────────────────
▶ CONTROL RESOURCE-RICH STATES
  Resource GDP adds on top of industrial GDP. Oil in particular
  has high per-unit value. Securing resource states (even as
  puppets) contributes to your resource sector GDP.

▶ GROW YOUR POPULATION BASE
  Population drives agricultural GDP and the population modifier.
  Focus trees that grow population, reduce casualties, or add
  core states with large populations all help.

▶ HAVE A WELL-DISTRIBUTED POPULATION
  Your agricultural GDP peaks when your people live in Sparse Urban Region
  and Developed Rural Region states rather than being concentrated in pure
  urban or wasteland states. Nothing you can directly control, but
  worth knowing when evaluating which states to core.

▶ AVOID BEING A PUPPET
  Puppets bleed a share of their industrial GDP to their overlord.
  Gaining independence or becoming autonomous dramatically
  improves your effective industrial GDP.

▶ PROTECT YOUR INDUSTRIAL STATES FROM BOMBING
  Building damage directly reduces GDP — damaged factories
  and infrastructure count for less until repaired. Prioritize
  AA coverage and interceptors over your megalopolis and
  metropolis states. Repair damaged infra quickly since it
  multiplies every factory in that state.

▶ BUILD FACTORIES WHERE PEOPLE ACTUALLY LIVE
  The new population/workforce ratio means factory-spamming
  empty states is no longer free. A state with 500k people
  can support roughly one factory at full efficiency. Stack
  factories in your high-population states first.

▶ KEEP OCCUPIED TERRITORIES MANAGED
  Occupied factories (not owned, just controlled) only contribute
  1/10th of their normal GDP value. Non-core owned factories
  contribute 1/3rd. Coring or returning territory you want to
  keep long-term is worth it economically.

─────────────────────────────────────────
GDP PER CAPITA SPECIFICALLY
─────────────────────────────────────────
GDPPC = GDP ÷ Core Population. To raise it:
  - Raise total GDP (everything above)
  - OR reduce your core population denominator
    (don't core massive low-GDP states just to grab territory)
  - Focus tree bonuses to research speed, PP, and industry
    raise GDPPC tier faster than raw factory building
  - GDPPC rises slower than GDP for large nations — this is
    intentional. A country of 500M growing its economy still
    has to divide that GDP across 500M people.

━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
Q: WHAT IS THE STATE GDP PER CAPITA MAP MODE?
━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

The State GDP Per Capita map mode shows living standards at the
individual state level — not your country average, but the
actual economic reality of each state's population.

HOW IT DIFFERS FROM THE COUNTRY GDPPC MAP MODE:
  The country mode shows national averages. The state mode shows
  the internal inequality within your nation — your industrial
  heartland may be Vibrant while your colonial periphery is
  Squalid, even if your national average looks respectable.

HOW THE TIERS WORK:
  15 wealth tiers (Abject through Utopian) × 4 state types
  (Metropolitan / Urban / Agrarian / Rural) = 60 unique
  living standards descriptions on hover.

  Critically: thresholds shift DOWN for less urbanised states.
  A rural state at $250 GDPPC is COMFORTABLE.
  A metropolis at $250 GDPPC is GRIMY.

  This is historically accurate. $250 in 1930s rural Alabama
  and $250 in 1930s New York City are completely different
  material conditions. Rural populations need less cash income
  to achieve the same quality of life — lower rents, home-grown
  food, lower cost of everything.

THRESHOLD TABLE (state_GDP_per_capita required per tier):
  Tier             Metro   Urban   Agrarian  Rural
  Utopian          10000   8000    6000      4500
  Transcendental   8200    6500    5000      3600
  Radiant          6500    5000    3600      2500
  Gilded           5000    3600    2500      1700
  Opulent          3600    2500    1700      1100
  Prosperous       2500    1700    1100      700
  Vibrant          1700    1100    700       450
  Robust           1100    700     450       250
  Comfortable      700     450     250       150
  Decent           450     250     150       80
  Meager           250     150     80        35
  Grimy            150     80      35        15
  Hardscrabble     80      35      15        5
  Squalid          35      15      5         1
  Abject           below   below   below     below

HOW TO READ THE TOOLTIP:
  Hover over any state to see its State GDPPC and State GDP.
  Hold the cursor to get the full tooltip with tier name,
  level number, and flavour description of living conditions.
  Updates every quarter alongside country GDP.
================================================================
