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Think of GDP as economic growth, not just raw GDP. All of the values in the game are represented between 0 and 1, including health, lifespan, education...
...none of these things have real world caps either. Its just representative, in general terms.
the GDP stat should be thought of as the strength of your economy.
Its definitely possible to win re-election in all the countries in the game using a low tax, high growth model Its tricky, but definitely possible if done carefully.
I do understand what you mean and I agree representing GDP (or its growth) between 0~1 is better than linking simulations right into external GDP value. But I think the most glaring issues with this approach would be Productivity-GDP-Unemployment one (positech forum post[forums.positech.co.uk]) and debt. Real life governments can run a bit of deficit as 1) real GDP constantly grows and 2) borrowers benefit from inflation (can be called inflation tax or seigniorage in this case). I guess at least solving the latter will give you less posts asking for unlimited GDP sim.
Given this, would it be possible to rework debt? I was thinking a possible solution would be to track an external GDP level (not the current gdp) and the debt as it is as values that are not displayed to the player. But, the player would see a simulation value of debt/gdp mapped to [0,1] or something which would affect other simulation values. That way, you can keep everything relative. The issue is that debt is not relative which causes weird issues like deficit spending not being sustainable.
Edit: Hmm, what if we get rid of debt all together. Instead, we have a debt/gdp bubble/sim-value that is influenced positively by deficit spending proportional to deficit relative to gdp and negatively by gdp. The debt/gdp would be relative so constrained to [0,1] and influence things like credit rating as well as debt payments.
I will make a note to look into this...
I was talking about reworking debt to be relative.
post on Positech forum[forums.positech.co.uk]