About 7 minutes

What drives the numbers

Every other reference page lists values. This one lists causes: which factors move demand, population and output, how much each one counts for, and — usually the part that matters — what shape each relationship has.

The three quantities are one loop

Demand, population and output are not independent systems. Each is an input to the next, which is why a change anywhere takes years to show its full size.

Output

GDP

Rises with development, resources and how well the settlement is served. It sets the income band that everything else reads.

People

Population

Natural increase follows income; migration follows how a place compares with the national average.

Movement

Demand

Generated from the population and wealth at both ends, decayed by distance, lifted by the service you provide.

Serving demand raises a settlement’s service score, which raises output and attracts migration, which generates more demand. That is the whole engine — see How the economy fits together for it in prose.

Demand between two settlements

Demand is generated per ordered pair, separately for passengers and cargo, before any of your network is considered. What you build changes how much of it you capture — and, through the service term below, how much of it exists at all.

The factors

FactorShapeNotes
Population at the originSub-linear powerDoubling a city does not double the trips it generates.
Population at the destinationSub-linear power, weaker than the originOrigin size counts for slightly more than destination size.
Income (GDP per person)Power curve, clamped both endsRicher places travel more, but the effect is bounded — it cannot run away at either extreme.
DistanceInverse power, relative to a reference distanceThe dominant term at range. Cargo decays more slowly than passengers, so freight sustains long corridors that passengers will not.
Transport service at the destinationLinear, from a positive baseEven an unserved pair generates demand; good service adds to it rather than unlocking it.
Administrative statusFlat multiplierNational capital most, then province capitals, then regional centres.

The administrative multipliers are the one set of figures published elsewhere, in What to aim at next, because they are small enough to steer by without being an optimisation target.

Why the pair list is finite

Every settlement keeps a bounded number of trading partners — a larger allowance for local pairs than for long-distance passenger pairs, and a smaller one again for cargo. Ordinary settlements share a further overall budget. Pairs beyond the budget are dropped rather than computed at negligible values, which keeps the model tractable and means very distant, very small pairs simply do not appear.

Population growth

A settlement’s population changes by two independent mechanisms each month. They behave completely differently, and confusing them is the usual reason a city does not grow as expected.

Natural increase follows a demographic transition

The base rate is decided by the settlement’s own GDP per person, in bands. The curve is not monotonic — it is the standard demographic transition:

Very poorSlow growth

High mortality holds the rate down. The poorest settlements grow slowest of all.

DevelopingPeak growth

The fastest natural increase in the game happens on the way out of poverty, not at the top.

Middle to wealthySteady decline

The rate falls with every band above the peak.

DevelopedNear stagnation

An ageing, wealthy nation barely grows on its own.

Two development fields adjust this: healthcare raises it slightly, and education lowers it slightly. Both effects are small next to the income band itself.

Migration is entirely relative

Net migration is not driven by how good a settlement is, but by how it compares with the national average. Every pull term is a difference from that average, clamped so no single factor can dominate:

Pull factorMeasured againstRelative weight
WealthNational average GDP per personStrongest
ConnectivityNational average transport serviceStrong
Jobs (industry and commerce)National average of the same fieldsStrong
Passenger accessibilityNational completed-trip rateModerate
ClimateA fixed comfortable rangeWeakest

Output and development

A settlement’s GDP is its population times a per-person figure, and that figure is a product of three factors on a common base. Their ranges are wildly unequal, and that inequality is the single most useful thing on this page:

FactorShapeHow much it can multiply output
Development scoreExponential in the scoreBy far the largest — tens of times over the full range
Transport serviceSquare-root — steep at first, flatteningUnder twice, from nothing to perfect service
Natural resourcesLinear in the resource scoreWell under twice, and fixed at generation

How development itself grows

Development is nine separate fields — agriculture, industry, commerce, tourism, healthcare, education, administration, logistics and military — each growing every month from a common base rate, shaped by four things:

ModifierShapeEffect
Early-stage boostTapers to nothing at a low development scoreUndeveloped settlements grow markedly faster; the boost is gone well before mid-game.
Headroom to 100Diminishing as the field approaches its ceilingThe final points are genuinely slow. A maxed field stops contributing growth.
Field-specific resourcesLogarithmic in the resource valueEach field is lifted by its own resources — minerals and energy for industry, human capital for education, and so on.
AccessibilityLinear exposure, per fieldUnmet passenger demand holds back the passenger-facing fields; unmet cargo demand holds back the freight-facing ones; commerce is exposed to both.

National effects multiply on top: the development-speed rewards from economy milestones, active policies, and the city completeness feedback described in Land, allowance and no construction fund.

The National Income band

The wording shown in the HUD — Least developed through High income — is decided by national GDP per capita alone. It is not the development score, and a nation can hold a high development score while sitting in a low income band.

The band sets your loan interest rate, your government grant rate and the income-sensitivity of several costs and recommended charges. The exact thresholds and rates are tabulated in Transport mode parameters.

Practical readings

  1. Short strong pairs beat long strong pairs. Distance enters demand as an inverse power; it enters cost roughly linearly.
  2. Freight tolerates distance that passengers will not. On a long corridor, check the cargo figure before dismissing it.
  3. The first connection is worth more than the fourth. The service term is a flattening curve.
  4. Improving everything equally moves no one. Migration reads differences from the national average.
  5. Judge investments over decades. The exponential term is development, and development is slow.

Rules status: The factors and curve shapes described here are from game version 0.2.0. Calibration constants are intentionally not published and may be retuned between versions without a note here.

Authority: If the website conflicts with results from the corresponding game version, the game result is authoritative and the documentation or public data contract must be corrected.