While I'm working on Manchuria, have a basic outline of the stat spread:
Population: Your country's population. Pretty self-explanatory, really.
Population Growth: Your country's rate of population growth. If you send me orders trying to raise this, you probably also get slapped frequently by people at clubs for trying bad pickup lines.
GDP: Your country's gross domestic product, which I kind of hope I don't have to define for you.
Tax / Tariff Net Rate: An (admittedly abstracted) percentage of your GDP that you're taking in. It doesn't quite work that way in real economics, but let's pretend it does here. You can't adjust this directly with your orders per se, but an order to "raise taxes" will likely increase it. How much depends on both the severity of your order, the luck of the draw and so on. More isn't always better, either; the higher this number is, the more likely you are to take stability hits.
Revenue: How much money you're actually making. You can calculate this by multiplying your GDP by your Tax/Tariff Rate. If you send me orders that say "increase my income" I will laugh. Think of how you would go about doing that.
Military Expenses: How much you pay for military upkeep and supplies. This is determined in direct relation to your supply usage, and two countries using the exact same supply usage will have the exact same military expenses, even if their unit composition is drastically different. No bulk discount on rifles and booze, I'm afraid. You can't change this with orders; if you want to do that, build or scrap some units. (I know in real life this *does* vary a bit, but for the sake of my sanity we are abstracting differences in supply doctrine and potential arbitrage in ammunition sales.)
Civilian Expenses: Everything else your government spends money on, from healthcare to schools to roads. You can try and lower this with orders. Going for increased efficiency is less likely to anger your citizens, but has pretty low marginal returns, whereas as cutting spending is more effective at cutting costs but also more likely to backfire.
Net Income: What you're walking away with at the end of the day.
Balance: How much money you owe / have stored up. Running a deficit is fine - in fact, most countries do and will run deficits - but very high levels of debt will start to cause economic issues, and if you default, things will be very bad.
When you are in danger of default depends on the country, but generally speaking, a debt between 150 and 200% of GDP is in the danger zone. Bigger economies have a lot more leeway. For consequences, defaulting results in a really big stability hit. If you've anything less than perfect it will almost certainly trigger a Bad Thing.
Trade Balance: I made this stat to make the ubiquitous "derp let's sign a trade deal" orders we so often see a little more interesting. A score of +5 to -5 representing your ability to dominate markets, roughly speaking. When two countries strike a trade deal, the country with the higher trade balance score tends to benefit more and get a higher GDP increase. Countries with an extreme imbalance in trade balances who trade may experience a wide variety of effects. A country that has a very low score may not want to trade with a country with a very high score, as the cheap products may do damage to its homegrown industries (i.e. its IC). But on the other hand, wide-ranging trade liberalization can have a lot of benefits and greatly increase cash flow.
To sum up, you’ll need to think about the actual economic situation when you strike a trade deal, and if you want to be safe, trade with countries that have similar market power to you. An example of a +5 country might be OTL South Korea (or TTL Korea, for that matter): a big exporter with a very developed domestic market that is fairly safe from undercutting. A +/-0 country might be Brazil, which has more than infant industries but also doesn’t have a very export-oriented economy. Countries with -5 might be somewhere like Nigeria, which (while relatively rich) has little domestic industry and is in danger of foreign corporate dominance. Trade balance is often correlated with GDP, but isn’t always; the US might have a score of something like +2 or 3 despite being a very powerful economy because it is so developed that less developed countries can undercut it. This is why you don’t see American politicians scrambling to sign a free trade deal with the Chinese. (There’s some of that in this world too, but most of the China hysteria faded in the 90s TTL when their bubble collapsed.)
Trade balance isn't really directly changeable with orders, but for you developing countries out there, building IC and cuttig good economic deals is a good place to start.
TL;DR: Trade is complicated. This number tells you how good at trade you are. High is good!
Supply Limit: Abstraction of how much materiel you have available to keep your units around. Based off of industrial power. All units cost varying amounts of supply, and you pay your maintenance cost based on how much supply you’re using. If you’re using more supply than you have, your units suffer a penalty in combat, with this penalty being greater the more undersupplied you are. Let this go on long enough and you may even lose some units as they become inoperable.
Supply Usage: How much of your supply limit you're currently using. This accounts for part of your expenses.
Industrial Capacity: How much industry your country has. This has a few effects, most of them good. The more IC you have, the more units you can produce at a single time (you can only order a given batch of units with an IC cost equal to or less than your current IC score x your current economic mobilization percentage in a single turn.) also increases your GDP growth rate (duh), but GDP growth isn’t only tied to IC - trade and services are also parts of your economy. High IC also will increase your stability over time (bread and circuses) and increase your supply limit.
Economic Mobilization: Scale of 0 (complete peacetime economy) to 100 (total war economy.) The higher this percentage is, the more of your IC is devoted to producing military instead of civilian goods (and vice versa.) EM of 100, for example, means your economy produces no consumer goods and is increasing your supply limit by 100% over its natural limit. EM of 0%, converesly, means you have no active defense industry and your supply limit stays close to its “base” (inevitably too low to support all but the tiniest of armies.), but is instead giving you 100% protection against random stability drops. The average peacetime country has an EM of about 20 to 30 percent, depending on where exactly you are. You can set this at any time with an order by up to 25% in any direction.
High economic mobilization means that you can build military units cheaper (you get a discount at high EM levels due to economies of scale), faster (your order limit will rise with higher EM), and maintain more of them (your supply limit is higher.) On the other hand, you are more likely to receive stability drops for failed rolls, and at very high levels you will suffer automatic stability drops over time. Combined with war exhaustion, this can undermine a struggling power very quickly. Conversely, low EM countries are more protected against stability fails, gradually improve their trade balance (and GDP, though note a war footing doesn’t shrink your GDP and may also increase it; generally, war provides a short-term economic boost, but a prolonged war is bad for your economy) and may get free stability points. However, they pay more for new units, they can’t build them as fast, and have a lower supply limit.
You’re perfectly capable of fighting a war with low EM (see: modern OTL US) and of staying in peacetime with high EM (see: North Korea). What you use your economy for is up to you.
TL,DR: Peace sells, but if you want peace, prepare for war. Or something.
Standard Tech Level: Tech level works a little differently than in MGaSO or similar games. There are five categories: State of the Art, Developed, Emerging, Developing, and Backwards. Each stage down from State of the Art represents a five-to-ten year gap in adoption of modern technology. A higher tech level increases things like GDP, supply limit multiplier, and so on. It doesn't affect your ability to build exotic weaponry, though; that depends on...
Special Tech Level: This is a little more like tech level in MGaSO. There are six levels, and the higher your level is, the more superweapons you have the capacity to build. For example, a Level 1 country can't build any advanced weaponry at all - their armies are strictly what we'd call "conventional". Level 2 will grant you light mecha and assault destroyers, for example, and so on.
Any country reaching Level 4 will have access to a unique unit that only they can build. These are expensive, but can turn the tide of the war in ways that your enemies can't expect. They will be PM'd to you, and while you can keep them secret, maybe you want to auction your secrets to the highest bidder? All Great Powers start at this level, and no minor powers do - though some like Japan, Israel, South Africa or Hungary could get there fairly quickly if they so wanted.
Level five and above is where the science starts getting weird, and this is where the Antarctic Reich starts. While potentially powerful, there is a lot of insanely dangerous stuff being cooked up at this level, and upgrading from here is where you have a much increased chance of triggering a Bad Thing. In fact, if you screw up enough, it could be a Bad Thing for not just you but for your neighbors or even the world. Have fun with that!
Stability: A very important stat. Stability is both a measure of the security of your rule and the contentedness of your populace. It ranges from 0 to 10, with 10 being "super happy nirvana land" and 0 being "the cities are burning and the people are at the barricades." Stability has a chance of falling every time you fail a roll for an order, but this chance is smaller at lower EM percentages - a populace with lots of civilian goods to buy is less likely to be pissed at an incompetent government enough to take to the streets. Stability can also fall at high EM percentages, by losing a lot of battles in a war, for doing things your party or the populace are strongly against (read: being off policy or stupid; this is at my discretion, deal with it), the interference of other players, consequences of other world events, or sometimes just plain bad luck. You can raise stability by using orders, having a high GDP, lowering your EM percentage, winning battles (up to a point; eventually, endless little victories but no final victory tires people out) and signing a favorable peace deal.
If your stability hits 5 or below, you'll get an event where you can choose how to approach the problems. The lower your stability goes, the more critical this crisis will be. An event you get at 5 stability isn't very serious and may even be beneficial in the long run; events at 3 or lower stability tend to be Bad Things, which if bungled will probably lead to further problems. If your stability hits 0, your country will plunge into civil war, with a specific event for it. This is Very Bad, and will have negative effects on pretty much everything. You can still get couped or forced out before 0 stability by popular or military (read: GM-controlled) elements, but I won't drop it on you without giving you time to do something about it.
For comparison, 10 is a sleepy country where nothing bad ever happens (Luxembourg). 9-7 is a very stable country where there still problems being discussed (Japan). 6-4 is a functioning, peaceful country that is facing deep political or social issues that are causing tension (Belgium). 3-2 is a country with lots of trouble spots but short of civil war or collapse (Mexico). 1-0 is a country in the midst of civil violence (Syria, TTL Northern Ireland were it independent).
That's about it for civilian stats. Combat will be discussed in a separate post. How does all this sound? Am I missing something obvious?