Hi, The raw orders for turn 3/round 3 follow:- *NE Move one labor from fuel to industry. Buy an increase of 4 ind cap. Tax at 50%. I should be getting 3 new labor, put 2 in industry, one in food. *MW E1 Political Disassociation None E2 Stockpile/Labour Reallocation No stockpiling (from what I see) Move 1 labor from Farm to Fuel, and one from Farm to Industry ($2) E3 Industrial Investment Purchase 3 Capacity ($6) E4 Taxation Tax Rate 40% E6 Industrial Labor Reallocation None E7 Depreciation and Shrinkage Use defaults I have 35 healthy, industrious souls in my proto-nation. 10% rounded to the nearest whole number gives me 4 (I assume). Please place 3 into the Farm Sector, and one into Fuel. *SW stockpile 1 metal move 1 labour from Metal to Fuel industry investment - $10 to raise capacity by 4 (from 10 to 14) tax at 50% if capacity falls below 11 then consider the mech excess. in the event of depreciation of mech, take up to two mech in industry (or three if all three are excess) and then if necessary, mech in food. pop growth is 4.5 (it should round up to 5, right?) put 3 into Fuel put 2 into Farm (1 if it doesn't round) if regions are to degrade (or lost, sob) then make it 0616 then 0416 *FW *E1 Political Disassociation No orders *E2 Stockpile/Labour Reallocation Stockpile 1 Food ($1) Cash: 23 - 1 = 22 *E3 Industrial Investment 2 capacity increase ($3) Cash: 22 - 3 = 19 *E4 Taxation Buy 2 Corruption chits ($3) Cash: 19 - 3 = 16 Tax rate = 50% Return: 50% of 50 = 25 Cash: 16 + 25 = 41 *E5-7, A1 Special orders: new Labour (10% of 30 = 3) allocation, 2 in Metal, 1 in Food