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Basics of Econ


  • Econ, also known as Economics, is a department of an alliance’s government that focuses on the economic aspects of the alliance and its resources.
  • Econ will work towards setting taxes, setting build codes both old and new, calculate how much money is needed to rebuild the alliance after a war, handle the offshore, and overall balance the alliance's budget to ensure its survival.
  • Growth Programs
    • Growth Programs are essential to an alliance's prosperous growth which is why Econ will put a good amount of focus in this area.
    • Loans
      • Loans are the easiest growth program to setup. It’s best to only allow loans to nations that have been in the alliance for a long time since you don’t want people leaving with loans. It is also best to set a limit based on said nation's economic situation since you don’t want a city 5 nation taking out a loan they can’t pay off in time.
    • Grants
      • Grants are used to help relieve or help a nation get their next city or a certain project. Most grants are focused towards smaller nations by helping them get city planning projects and milcom-related projects, though larger alliances have the ability to extend that to mid-sized nations.
    • City Circles
      • City Circles are groups of alliance members who put their income into a pool to buy cities quicker. The profit comes from (said cities income * days they would have waited to get it). Some alliances have players run it while others have econ run it. No matter how it is run, Econ needs to make sure the funds are used responsibly.
  • Rebuild
    • The biggest cost for a nation after a war is rebuilding infra. Which is why it is Econ’s job to help relieve those nations by rebuilding infra to a certain point. There are a variety of ways to calculate rebuild but most with some alliances having a one-level rebuild while others will have a tiered rebuild. With a one-level rebuild, everyone has their infra built up to let’s say 2k infra, while tiered rebuild is focused on rebuilding nations based on their city tiering with bigger nations getting more infra. Do not be afraid to put everyone on rebuild taxes if the cost is higher than what the rebuild fund can support.
  • Setting Taxes
    • Taxes are what keep the alliance alive and allow for econ to run their different programs. Taxes can be set up in a variety of ways whether your alliance runs 100/100 taxes on everyone or a tiered tax. You’ll want to find a balance between covering the costs of your programs and room for your members to grow. Some alliances have different tax brackets for nations to opt into, some have a single tax that is applied to everyone, but the most popular way of taxing is tiered taxing. Tiered taxing encourages nations to grow into higher tiers and keeps the bigger nations happy since they will have more economic room. You’ll also have to consider resource taxes as well since resources are needed for funding grants. Some alliances tax more money and don’t tax resources, allowing for members to sell their resources to the alliance while others alliances will run an even tax on money and resources. It’s really up to Econ and what is the most comfortable way for them to run it.
  • Setting build code
    • When it comes to maximizing growth, making sure your members are on the most efficient city builds. Generally you will have 3 builds. One build for raiding, one build for commerce, and one build for commerce and manufacturing. You will want your members to switch builds as they grow from raiders to being more self-sufficient. For raiding builds, you only need your raiders to have enough infra to build barracks and tanks and to power them. For manufacturing builds, you will want to have a nation start producing manufactured resources based on what continent their nation is on. Make sure they get the project to boost said resource production. For commerce builds, you will want said nation to reach max commerce which is usually 100% until they get the projects to increase it while also running 0% disease to maximize income while also adding manufacturing improvements as well.
  • Offshoring
    • One of the most important parts of running Econ is protecting its resources by offshoring. To setup an offshore, make a new alliance and make sure to label it as an extension of your alliance by either setting up a prot treaty and or saying this alliance is an extension of said alliance. In the case where you are slotted or you are about to lose wars while in the offshore, have a trusted gov member make a new offshore, and then you will transfer the contents of the first offshore to the 2nd offshore. Make sure it is alliance-to-alliance, otherwise your bank contents will get leaked.
  • To setup Econ, you will want someone who is good with numbers, like an accountant of sorts. Setting up sheets to keep track of taxes and holdings is a must-need. It is also a good idea to setup Econ and build guides for your membership as well.
  • Econ is a small branch in gov so there is no reason to have a large group since you only need 2-3 people at most. So it’s best to setup a succession line.



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