https://en.wikipedia.org/wiki/Jevons_paradox
Here's a suggestion. Make wars less expensive.
This will cause more wars and more resource consumption, if you want to fight deflation.
Fight deflation even more by reducing money looted in war, this will cause nations to be able to build more military units while at war. (like make soldiers and tank purchases cost no money)
It is not intuitive, but it might be worth trying improving the economy by making things easier rather than more difficult.
SIMPLE!
Have no buy limits.
EVERYONE WILL BE PURCHASING RESOURCES AND DOING FIRST STRIKES!
But there will be no problem with it, BECAUSE THE ENEMY CAN INSTANTLY RECOVER.
Privacy Badger blocks some of these hosts by default
http://static2.wikia.nocookie.net
http://images1.wikia.nocookie.net
i97.servimg.com
I can override privacy badger, but you should know
Positive Factors: Population Density ((256 - Your Population Density) >> 4), Base Amount (+25), Every National Project (+5)
note: >> is right shift, so binary division.
Negative Factors: if out of food (+25), unable to pay expenses (+20), Net Income is Negative (+10), pollution ((total pollution / total cities) >> 3) , losing a war (+5), offensive slots occupied (+5 per slot)
Total = Positive Factors + Negative Factors
Approval Rating = Positive Factors / Total
I don't understand it.
It doesn't seem to change.
And random nations have either 0% or 100% approval rating when apparently they aren't much different.
There should be a limit on moving resources, called transport capacity. It should be 2,000 units per city per player per day.
It is otherwise unrealistic that millions of tonnes of resources can be moved to and fro between nations of two cities or less.