Expecting the ingame GDP to work the same way as the real world GDP ignores that the ingame economy doesn't work the same way as the real world economy. Market sell orders don't have to fully cover input buy orders for an industry to have maximum output. So if you don't count inputs that are consumed in domestic industries as part of the ingame GDP you will run into situations where significant expansion of your production of raw and intermediate products will have no impact on your GDP.
Example: All your steel consuming industry is fully staffed, but you lack a 1000 orders of steel (not enough to create a shortage in game mechanical terms). You build enough steel mills to cover this deficit, your GDP stagnates. You build coal and iron mines to cover the new buy orders of the steel mills, your GDP stagnates. You build chemical plants to cover the explosives demand of the new mines, your GDP stagnates.
Across this chain you have employed thousands of people but your GDP would not have grown. Worse, if you include the required inputs produced by the steel consuming industry, your GDP might have gone down.
Example: All your steel consuming industry is fully staffed, but you lack a 1000 orders of steel (not enough to create a shortage in game mechanical terms). You build enough steel mills to cover this deficit, your GDP stagnates. You build coal and iron mines to cover the new buy orders of the steel mills, your GDP stagnates. You build chemical plants to cover the explosives demand of the new mines, your GDP stagnates.
Across this chain you have employed thousands of people but your GDP would not have grown. Worse, if you include the required inputs produced by the steel consuming industry, your GDP might have gone down.
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