Production buildings are now independent private-sector agents: they keep what their output sells for, run only to the demand they can actually sell, and spend that cash on steel and high-tech upgrades when their demand grows. Grid power is a paid private flow between plants and their consumers, and regions synthesise the food their own harvest and the reachable market cannot supply.
Island regions no longer famine: a region with no reachable supplier grows its whole shortfall from energy, and grid power now feeds cities and food before the converters, so a famine never waits on a factory.
Bundles the in-progress tree cleanup that was already present in the working tree.
- Each nation has a currency and each region a private-sector cash basket, borrowing from its central bank at the bank's rate; the government may always pay, going into central-bank debt when its budget runs red.
- Resources are bought from reachable stores only: the region itself first, then same-nation regions, then foreign ones, paid for out of private cash or, for government orders, the treasury. Drawn national stores are paid to their owning region.
- A grid in deficit imports power from a reachable surplus grid instead of a market fallback; downgrading a building no longer refunds anything.
- The monthly budget lists each resource's economic value, expands to a resource-to-source tree and keeps a cash figure beside it.
- Regions report what their people went short of over the day; starved research buildings and power-starved works raise a private daily notice.
- The city panel gains a Resources tab: reserves per resource, their market value and the private sector's daily consumption.
- Five resources (energy, steel, food, luxury, high-tech) with per-city stores, a world market, delivery and material upkeep.
- Resource-producing tile works built outside cities; every nation opens with the works its economy needs.
- Real game-icons.net art replacing the dummy icons for the new resources and works, with the credits updated.