<strong>Income</strong><br/><br/>Total Domestic Product + Trade/Misc. Income – Maintenance/Misc. Costs = Income<br/><br/><strong>Domestic Product: </strong><br/>Each system or planet in your empire can only use up to its Census worth in Productivity to generate output. For example, a system with a Census of 4 could only make use of up to 4 Productivity at one time. Additional Productivity would go unused. The number of Productivity actually being used in a system is its Utilized Productivity.<br/><br/>The output of each planet is calculated by multiplying the Utilized Productivity by the planet’s RAW. The output of all planets is added together to calculate the Total Domestic Product in economic points.<br/><br/><table class="bbc_table"><tbody><tr><td>RAW</td><td>Census</td><td>Productivity</td><td>Output</td></tr><tr><td>4</td><td>10</td><td>6</td><td>4 x 6 = 24</td></tr><tr><td>7</td><td>5</td><td>6</td><td>7 x 5 = 30</td></tr></tbody></table><br/>Civilian Freighters may be used to ship RAW from a system that has excess to a system that has unused Census and Production. 1 convoy worth of freighters per system are required to move 1 point of RAW. (See 2-5 Convoys for more details). Note should be made of what planets this commercial activity is being performed between.<br/><br/>They may also ship RAW from any asteroid belts in an inhabited system. In this way the RAW value of the asteroid belt is added to that of the planet for the purposes of working out income.<br/><br/><strong>Trade Income: </strong><br/>Trade Fleets generate an income equal to (5% + 5% per Trade Hub) of the output of the system it is active in (round fractions down). Trade is limited to one Trade Hub for every 3 Census of planet (or part thereof). Each 5% requires 1 convoy in the trade run. Each trade fleet serves only a single system, and is an abstract representation of ships coming in and out of the system.<br/><br/><table class="bbc_table"><tbody><tr><td>Income bonus from Trade Hub(s)</td><td><strong>Planetary Census</strong></td><td>Number of Trade Hubs allowable</td><td><strong>Number of Convoys required</strong></td><td>With Starport</td></tr><tr><td>10%</td><td>1-3</td><td>1</td><td>2</td><td>25%</td></tr><tr><td>15%</td><td>4-6</td><td>2</td><td>3</td><td>30%</td></tr><tr><td>20%</td><td>7-9</td><td>3</td><td>4</td><td>35%</td></tr><tr><td>25%</td><td>10-12</td><td>4</td><td>5</td><td>40%</td></tr><tr><td>30%</td><td>13-15</td><td>5</td><td>6</td><td>45%</td></tr><tr><td>35%</td><td>16+</td><td>6</td><td>7</td><td>50%</td></tr></tbody></table><br/><br/>The additional income generated by a Starport does not require additional freighters. Only the convoys required to meet the needs of the systems Trade Hubs are necessary.<br/><br/><strong>Maintenance costs:</strong><br/>Maintenance cost for ships, ground units, bases and everything else you can build are provided in the source materials. All costs are either given as a number of points such as 1 or in fractional notation such as 2/4. The maintenance cost of 2/4 means 2 economic points to support a group of up to 4 units. The maintenance costs are evaluated for each specific class of unit in service and not by hull type.<br/><br/>There is also a maintenance cost for Intel points at a rate of 1 economic point per 10 Intel points or any fraction of 10 Intel points. Add up all Intel points in your empire before calculating the cost for all of them.<br/><br/><strong>Misc Costs:</strong><br/>Occasionally, a random event or one-time payment of economic points may occur that affects a player’s income for the turn. Add or subtract these one-time items from your Total Domestic Product as appropriate.<br/>