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[[File:Eucapital.png|right|200px|European Capital]]{{Mechanics Header}}{{Clean Up}}
+
{{Mechanics Header}}
   
  +
== '''Overview''' ==
Cities are the building blocks of nations. Each city has its own infrastructure, land area, improvements, and stats. Cities provide population as a taxpayer base for a nation. [[Resources]] are produced via improvements in cities.
 
  +
[[File:Eucapital.png|right|200px|European Capital]]Cities are the major building blocks of a player's nation. Within cities you can find three things, infrastructure, land and improvements which develop the city in different ways.
   
  +
Cities serve the purposes of increasing your max population/maintaining your current population and harvesting/manufacturing resources for use.
==Mechanics==
 
Cities serve two basic functions: increasing and maintaining population and harvesting/manufacturing [[resources]].
 
===Population===
 
Population is determined by a number of factors, including [[infrastructure]], [[land]], [[improvements]], [[Population Density | population density]], and city age. These control the [[commerce]], [[crime]], and [[disease]] factors that determine final population count for a city.
 
====Infrastructure====
 
Infrastructure is what gives a city its population. Before other factors are applied, the formula for population by infrastructure is:
 
   
  +
All formulas can be found on the [[City Formulas]] page.
<math>Base Population = Infrastructure \times 100</math>
 
   
  +
== '''City Components''' ==
The cost of infrastructure increases exponentially per level, with a base price of $300. The formula for infrastructure cost is:
 
   
  +
=== '''Infrastructure (inf/infra)''' ===
<math>Cost Per Level = 0.01(X-10)^{1.95} + 300</math>
 
  +
Infrastructure increases your improvement cap in a ratio of 50 infra to 1 improvement. Increasing infra also increases the maximum population that can be contained within that city.
====Disease====
 
[[File:Diseasetopopulation.png|right|border|250px|Graphical representation of the relationship between disease and population.]]Disease is a negative factor applied to a city's population. It is caused by high population density (buying more infrastructure) and lowered by decreasing population density (buying more land). This means that for each city, there will have to be a balance between the amount of infrastructure and the amount of land, in order to control Disease.
 
   
  +
The cost of infrastructure increases exponentially starting from 300 dollars per unit of infra, and is recommended to be purchased in groupings or multiples of 100 at a time.
Hospitals are an improvement that lowers Disease directly and can allow a city to have more infrastructure, than would normally be supported by the amount of land.
 
  +
* Purchasing 50 inf is inefficient, the same with purchasing 250 inf.
   
  +
* 200, 300, 400 are acceptable amounts of infra as they’re multiples of 100
See [[Disease]] for more information, including all formulae related to Disease.
 
  +
The formula can be found on the [[City Formulas#Infrastructure|City Formulas]] page.
   
====Crime====
+
=== '''Land''' ===
  +
The main two effects of purchasing more land is decreasing disease by spreading out your population and making Farm improvements produce more food for the city.
Crime is another negative factor applied to a city's population. It is caused by a high population and poverty. Crime can be reduced by building Police Stations and increasing average income. The formula for crime is:
 
   
  +
Similar to the exponential cost for infra, land costs also rise exponentially at a base cost of 50 per land. Land should be bought in multiples of 500 or 500 at minimum, as to maintain the maximum efficiency per city.
: Crime% = ((( 103 - Commerce )^2 + ( Infrastructure * 100 )) / 111111 )
 
  +
* Buying 397 land is inefficient, same with buying 700 land
   
  +
* 1000, 1500 and 4000 are multiples of 500 and thus are acceptable
Crime cannot exceed 100 nor go below 0. The amount of people removed from the base population figure is equal to:
 
  +
The formula can be found on the [[City Formulas#Land Cost Formula|City Formulas]] page.
   
  +
=== '''Improvements''' ===
: Crime Deaths = ((( Crime / 10 ) * ( Infrastructure * 100 )) - 25 )
 
  +
Improvements act like how buildings would in a city, broken up into 6 groups.
  +
* Power — provides power for the city'''*1'''
  +
* Resources — extracts the natural resources present on the continent
  +
* Manufacturing — requires power, converts natural resources into manufactured resources
  +
* Civil — requires power, reduces negative factors relating to the population living within the city
  +
* Commerce — requires power, increases how much civilians individually earn which increases your tax income from that city
  +
* Military — requires power, allows you to train and house different military units
  +
<nowiki>*</nowiki>1 For the city to count as being powered, you need to have power for all the cities infra
   
====Age====
+
=== '''Population''' ===
  +
Although not something you can directly control, those that live in it literally make up the city, with the final population count being affected by the following factors. (Purchasing or selling infra can indirectly affect the population count.)
The age of a city increases its population by a percentage. Age is the last variable factored into city population, and is factored in as follows:
 
   
  +
The longer the city, the larger a bonus it gets in its final population count. This percent is negligible until it’s more than 200 days old, the formula can be found on the City Formulas page if you’d like to check the numbers.[[File:Diseasetopopulation.png|right|border|250px|'''Graphical representation of the relationship between disease and population.''']]
: Age Bonus = N<span style="color:rgb(40,40,40);font-family:Tahoma,arial,sans-serif;line-height:22.399999618530273px;">ormal city population * ( 1+ ( City Age in Days / 3000 ))</span>
 
   
  +
==== '''Disease''' ====
== Constructing New Cities==
 
  +
The Disease Rate determines how prevalent disease is in a city's population and, as a result, how many people are killed by disease.
Constructing new cities occurs as nations grow and no longer wish to expand within the cities they currently possess. New cities are expensive to build, but infrastructure and land in brand new cities is cheap. The formula for a new city cost is as follows:
 
   
  +
A low disease rate will decrease the number of people dying, which increases the working population, which in turn increases the tax income from the city.
<math>City Cost = 50000(X-1)^{3} + 150000X + 75000</math>
 
  +
[This total price is decreased by 5% if you have the Republic bonus.]
 
  +
==== '''Crime''' ====
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="float: left; width: 300px;"
 
  +
This is the rate in which citizens are killed from violence, with it rising alongside base population increases and falls with increases in Commerce or when Police Stations are purchased.
|+Cost of New Cities
 
  +
  +
== '''New Cities''' ==
  +
Cities start with 10 infrastructure and 250 land, which doesn’t follow the above outlined guide for how infrastructure and land should be. Your first step should be to purchase 90 infra and 250 land to match up with the recommendation.
  +
  +
Like both inf and land, costs exponentially increase, but unlike them, at a significantly larger rate. To negate this rapid price increase you can use the Manifest Destiny Domestic Policy to decrease costs by 5%, or buy the City Planning or Advanced City Planning projects.
  +
  +
<center>
  +
{| class="wikitable" style="width: 95%; border-top: none; text-align:center; border-collapse:collapse;"
 
|-
 
|-
  +
! style="background:#000000;font-variant: small-caps; width:10%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | City
! scope="col"|City #
 
  +
! style="background:#a31401; font-variant: small-caps; width:22.5%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | City cost
! scope="col"|Cost ($)
 
  +
! style="background:#a31401;font-variant: small-caps; width:22.5%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | Cumulative cost
! scope="col"|Cost with Republic
 
  +
! style="background:#2fb203; font-variant: small-caps; width:22.5%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | City cost with Manifest Destiny
|-
 
  +
! style="background:#2fb203; font-variant: small-caps; width:22.5%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | Cumulative cost
|
 
  +
! style="background:#2fb203; font-variant: small-caps; width:22.5%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | Savings with Manifest Destiny
1
 
  +
! style="background:#2fb203; font-variant: small-caps; width:22.5%; font-weight:bold; letter-spacing: 1pt; color:#FFFFFF;" | Cumulative savings with Manifest Destiny
|
 
  +
|- style="background:#d3d3d3;"
$225,000
 
|
+
| 2
  +
| $225,000
$213,750
 
  +
|$225,000
|-
 
  +
| $213,750
|
 
  +
|$213,750
2
 
  +
|$11,250
|
 
$425,000
+
|$11,250
  +
|- style="background:#d3d3d3;"
|
 
  +
| 3
$403,750
 
  +
| $425,000
|-
 
  +
|$650,000
|
 
  +
| $403,750
3
 
  +
|$617,500
|
 
$925,000
+
|$21,250
  +
|$32,500
|
 
  +
|- style="background:#d3d3d3;"
$878,750
 
|-
+
| 4
  +
| $925,000
|
 
  +
|$1,575,000
4
 
  +
| $878,750
|
 
$2,025,000
+
|$1,496,250
  +
|$46,250
|
 
$1,923,750
+
|$78,750
  +
|- style="background:#d3d3d3;"
|-
 
|
+
| 5
  +
| $2,025,000
5
 
  +
|$3,600,000
|
 
$4,025,000
+
|$1,923,750
  +
|$3,420,000
|
 
  +
|$101,250
$3,823,750
 
  +
|$180,000
|-
 
  +
|- style="background:#d3d3d3;"
|
 
6
+
| 6
  +
| $4,025,000
|
 
$7,225,000
+
|$7,625,000
  +
| $3,823,750
|
 
$6,863,750
+
|$7,243,750
  +
|$201,250
  +
|$381,250
  +
|- style="background:#d3d3d3;"
  +
| 7
  +
| $7,225,000
  +
|$14,850,000
  +
| $6,863,750
  +
|$14,107,500
  +
|$361,250
  +
|$742,500
  +
|- style="background:#d3d3d3;"
  +
| 8
  +
| $11,925,000
  +
|$26,775,000
  +
| $11,328,750
  +
|$25,436,250
  +
|$596,250
  +
|$1,338,750
  +
|- style="background:#d3d3d3;"
  +
| 9
  +
| $18,425,000
  +
|$45,200,000
  +
| $17,503,750
  +
|$42,940,000
  +
|$921,250
  +
|$2,260,000
  +
|- style="background:#d3d3d3;"
  +
| 10
  +
| $27,025,000
  +
|$72,225,000
  +
| $25,673,750
  +
|$68,613,750
  +
|$1,351,250
  +
|$3,611,250
  +
|- style="background:#d3d3d3;"
  +
| 11
  +
| $38,025,000
  +
|$110,250,000
  +
| $36,123,750
  +
|$104,737,500
  +
|$1,901,250
  +
|$5,512,500
  +
|- style="background:#d3d3d3;"
  +
| 12
  +
| $51,725,000
  +
|$161,975,000
  +
| $43,138,750
  +
|$153,876,250
  +
|$2,586,250
  +
|$8,098,750
  +
|- style="background:#d3d3d3;"
  +
| 13
  +
| $68,425,000
  +
|$230,400,000
  +
| $65,003,750
  +
|$218,880,000
  +
|$3,421,250
  +
|$11,520,000
  +
|- style="background:#d3d3d3;"
  +
| 14
  +
| $88,425,000
  +
|$318,825,000
  +
| $84,003,750
  +
|$302,883,750
  +
|$4,421,250
  +
|$15,941,250
  +
|- style="background:#d3d3d3;"
  +
| 15
  +
| $112,025,000
  +
|$430,850,000
  +
| $106,423,750
  +
|$409,307,500
  +
|$5,601,250
  +
|$21,542,500
  +
|- style="background:#d3d3d3;"
  +
| 16
  +
| $139,525,000
  +
|$570,375,000
  +
| $132,548,750
  +
|$541,856,250
  +
|$6,976,250
  +
|$28,518,750
  +
|- style="background:#d3d3d3;"
  +
| 17
  +
| $171,225,000
  +
| $741,600,000
  +
| $162,663,750
  +
| $704,520,000
  +
|$8,561,250
  +
|$37,080,000
  +
|- style="background:#d3d3d3;"
  +
| 18
  +
| $207,425,000
  +
| $949,025,000
  +
| $197,053,750
  +
| $901,573,750
  +
|$10,371,250
  +
|$47,451,250
  +
|- style="background:#d3d3d3;"
  +
| 19
  +
| $248,425,000
  +
| $1,197,450,000
  +
| $236,003,750
  +
| $1,137,577,500
  +
|$12,421,250
  +
|$59,872,500
  +
|- style="background:#d3d3d3;"
  +
| 20
  +
| $294,525,000
  +
| $1,491,975,000
  +
| $279,798,750
  +
| $1,417,376,250
  +
|$14,726,250
  +
|$74,598,750
  +
|- style="background:#d3d3d3;"
  +
| 21
  +
| $346,025,000
  +
| $1,838,000,000
  +
| $328,723,750
  +
| $1,746,100,000
  +
|$17,301,250
  +
|$91,900,000
  +
|- style="background:#d3d3d3;"
  +
| 22
  +
| $403,225,000
  +
| $2,241,225,000
  +
| $383,063,750
  +
| $2,129,163,750
  +
|$20,161,250
  +
|$112,061,250
  +
|- style="background:#d3d3d3;"
  +
| 23
  +
| $466,425,000
  +
| $2,707,650,000
  +
| $443,103,750
  +
| $2,572,267,500
  +
|$23,321,250
  +
|$135,382,500
  +
|- style="background:#d3d3d3;"
  +
| 24
  +
| $535,925,000
  +
| $3,243,575,000
  +
| $509,128,750
  +
| $3,081,396,250
  +
|$26,796,250
  +
|$162,178,750
  +
|- style="background:#d3d3d3;"
  +
| 25
  +
| $612,025,000
  +
| $3,855,600,000
  +
| $581,423,750
  +
| $3,662,820,000
  +
|$30,601,250
  +
|$192,780,000
  +
|- style="background:#d3d3d3;"
  +
| 26
  +
| $695,025,000
  +
| $4,550,625,000
  +
| $660,273,750
  +
| $4,323,093,750
  +
|$34,751,250
  +
|$227,531,250
  +
|- style="background:#d3d3d3;"
  +
| 27
  +
| $785,225,000
  +
| $5,335,850,000
  +
| $745,963,750
  +
| $5,069,057,500
  +
|$39,261,250
  +
|$266,792,500
  +
|- style="background:#d3d3d3;"
  +
| 28
  +
| $882,925,000
  +
| $6,218,775,000
  +
| $838,778,750
  +
| $5,907,836,250
  +
|$44,146,250
  +
|$310,938,750
  +
|- style="background:#d3d3d3;"
  +
| 29
  +
| $988,425,000
  +
| $7,207,200,000
  +
| $939,003,750
  +
| $6,846,840,000
  +
|$49,421,250
  +
|$360,360,000
  +
|- style="background:#d3d3d3;"
  +
| 30
  +
| $1,102,025,000
  +
| $8,309,225,000
  +
| $1,046,923,750
  +
| $7,893,763,750
  +
|$55,101,250
  +
|$415,461,250
  +
|- style="background:#d3d3d3;"
  +
|31
  +
|$1,224,025,000
  +
|$9,533,250,000
  +
|$1,162,823,750
  +
|$9,056,587,500
  +
|$61,201,250
  +
|$476,662,500
  +
|- style="background:#d3d3d3;"
  +
|32
  +
|$1,354,725,000
  +
|$10,887,975,000
  +
|$1,286,988,750
  +
|$10,343,576,250
  +
|$67,736,250
  +
|$544,398,750
  +
|- style="background:#d3d3d3;"
  +
|33
  +
|$1,494,425,000
  +
|$12,382,400,000
  +
|$1,419,703,750
  +
|$11,763,280,000
  +
|$74,721,250
  +
|$619,120,000
  +
|- style="background:#d3d3d3;"
  +
|34
  +
|$1,643,425,000
  +
|$14,025,825,000
  +
|$1,561,253,750
  +
|$13,324,533,750
  +
|$82,171,250
  +
|$701,291,250
  +
|- style="background:#d3d3d3;"
  +
|35
  +
|$1,802,025,000
  +
|$15,827,850,000
  +
|$1,711,923,750
  +
|$15,036,457,500
  +
|$90,101,250
  +
|$791,392,500
  +
|- style="background:#d3d3d3;"
  +
|36
  +
|$1,970,525,000
  +
|$17,798,375,000
  +
|$1,871,998,750
  +
|$16,908,456,250
  +
|$98,526,250
  +
|$889,918,750
  +
|- style="background:#d3d3d3;"
  +
|37
  +
|$2,149,225,000
  +
|$19,947,600,000
  +
|$2,041,763,750
  +
|$18,950,220,000
  +
|$107,461,250
  +
|$997,380,000
  +
|- style="background:#d3d3d3;"
  +
|38
  +
|$2,338,425,000
  +
|$22,286,025,000
  +
|$2,221,503,750
  +
|$21,171,723,750
  +
|$116,921,250
  +
|$1,114,301,250
  +
|- style="background:#d3d3d3;"
  +
|39
  +
|$2,538,425,000
  +
|$24,824,450,000
  +
|$2,411,503,750
  +
|$23,583,227,500
  +
|$126,921,250
  +
|$1,241,222,500
  +
|- style="background:#d3d3d3;"
  +
|40
  +
|$2,749,525,000
  +
|$27,573,975,000
  +
|$2,612,048,750
  +
|$26,195,276,250
  +
|$137,476,250
  +
|$1,378,698,750
 
|}
 
|}
  +
</center>
{{Clean Up}}
 
  +
[[Category:Game Information]]
 
[[Category:Formulas]]
+
[[ru:Город]]
[[Category:Mechanics]]
+
[[Category:City Mechanics]]
[[Category:Mechanics of Cities]]
 

Revision as of 22:03, 14 July 2019


Overview

European Capital

Cities are the major building blocks of a player's nation. Within cities you can find three things, infrastructure, land and improvements which develop the city in different ways.

Cities serve the purposes of increasing your max population/maintaining your current population and harvesting/manufacturing resources for use.

All formulas can be found on the City Formulas page.

City Components

Infrastructure (inf/infra)

Infrastructure increases your improvement cap in a ratio of 50 infra to 1 improvement. Increasing infra also increases the maximum population that can be contained within that city.

The cost of infrastructure increases exponentially starting from 300 dollars per unit of infra, and is recommended to be purchased in groupings or multiples of 100 at a time.

  • Purchasing 50 inf is inefficient, the same with purchasing 250 inf.
  • 200, 300, 400 are acceptable amounts of infra as they’re multiples of 100

The formula can be found on the City Formulas page.

Land

The main two effects of purchasing more land is decreasing disease by spreading out your population and making Farm improvements produce more food for the city.

Similar to the exponential cost for infra, land costs also rise exponentially at a base cost of 50 per land. Land should be bought in multiples of 500 or 500 at minimum, as to maintain the maximum efficiency per city.

  • Buying 397 land is inefficient, same with buying 700 land
  • 1000, 1500 and 4000 are multiples of 500 and thus are acceptable

The formula can be found on the City Formulas page.

Improvements

Improvements act like how buildings would in a city, broken up into 6 groups.

  • Power — provides power for the city*1
  • Resources — extracts the natural resources present on the continent
  • Manufacturing — requires power, converts natural resources into manufactured resources
  • Civil — requires power, reduces negative factors relating to the population living within the city
  • Commerce — requires power, increases how much civilians individually earn which increases your tax income from that city
  • Military — requires power, allows you to train and house different military units

*1 For the city to count as being powered, you need to have power for all the cities infra

Population

Although not something you can directly control, those that live in it literally make up the city, with the final population count being affected by the following factors. (Purchasing or selling infra can indirectly affect the population count.)

The longer the city, the larger a bonus it gets in its final population count. This percent is negligible until it’s more than 200 days old, the formula can be found on the City Formulas page if you’d like to check the numbers.

Graphical representation of the relationship between disease and population.

Disease

The Disease Rate determines how prevalent disease is in a city's population and, as a result, how many people are killed by disease.

A low disease rate will decrease the number of people dying, which increases the working population, which in turn increases the tax income from the city.

Crime

This is the rate in which citizens are killed from violence, with it rising alongside base population increases and falls with increases in Commerce or when Police Stations are purchased.

New Cities

Cities start with 10 infrastructure and 250 land, which doesn’t follow the above outlined guide for how infrastructure and land should be. Your first step should be to purchase 90 infra and 250 land to match up with the recommendation.

Like both inf and land, costs exponentially increase, but unlike them, at a significantly larger rate. To negate this rapid price increase you can use the Manifest Destiny Domestic Policy to decrease costs by 5%, or buy the City Planning or Advanced City Planning projects.

City City cost Cumulative cost City cost with Manifest Destiny Cumulative cost Savings with Manifest Destiny Cumulative savings with Manifest Destiny
2 $225,000 $225,000 $213,750 $213,750 $11,250 $11,250
3 $425,000 $650,000 $403,750 $617,500 $21,250 $32,500
4 $925,000 $1,575,000 $878,750 $1,496,250 $46,250 $78,750
5 $2,025,000 $3,600,000 $1,923,750 $3,420,000 $101,250 $180,000
6 $4,025,000 $7,625,000 $3,823,750 $7,243,750 $201,250 $381,250
7 $7,225,000 $14,850,000 $6,863,750 $14,107,500 $361,250 $742,500
8 $11,925,000 $26,775,000 $11,328,750 $25,436,250 $596,250 $1,338,750
9 $18,425,000 $45,200,000 $17,503,750 $42,940,000 $921,250 $2,260,000
10 $27,025,000 $72,225,000 $25,673,750 $68,613,750 $1,351,250 $3,611,250
11 $38,025,000 $110,250,000 $36,123,750 $104,737,500 $1,901,250 $5,512,500
12 $51,725,000 $161,975,000 $43,138,750 $153,876,250 $2,586,250 $8,098,750
13 $68,425,000 $230,400,000 $65,003,750 $218,880,000 $3,421,250 $11,520,000
14 $88,425,000 $318,825,000 $84,003,750 $302,883,750 $4,421,250 $15,941,250
15 $112,025,000 $430,850,000 $106,423,750 $409,307,500 $5,601,250 $21,542,500
16 $139,525,000 $570,375,000 $132,548,750 $541,856,250 $6,976,250 $28,518,750
17 $171,225,000 $741,600,000 $162,663,750 $704,520,000 $8,561,250 $37,080,000
18 $207,425,000 $949,025,000 $197,053,750 $901,573,750 $10,371,250 $47,451,250
19 $248,425,000 $1,197,450,000 $236,003,750 $1,137,577,500 $12,421,250 $59,872,500
20 $294,525,000 $1,491,975,000 $279,798,750 $1,417,376,250 $14,726,250 $74,598,750
21 $346,025,000 $1,838,000,000 $328,723,750 $1,746,100,000 $17,301,250 $91,900,000
22 $403,225,000 $2,241,225,000 $383,063,750 $2,129,163,750 $20,161,250 $112,061,250
23 $466,425,000 $2,707,650,000 $443,103,750 $2,572,267,500 $23,321,250 $135,382,500
24 $535,925,000 $3,243,575,000 $509,128,750 $3,081,396,250 $26,796,250 $162,178,750
25 $612,025,000 $3,855,600,000 $581,423,750 $3,662,820,000 $30,601,250 $192,780,000
26 $695,025,000 $4,550,625,000 $660,273,750 $4,323,093,750 $34,751,250 $227,531,250
27 $785,225,000 $5,335,850,000 $745,963,750 $5,069,057,500 $39,261,250 $266,792,500
28 $882,925,000 $6,218,775,000 $838,778,750 $5,907,836,250 $44,146,250 $310,938,750
29 $988,425,000 $7,207,200,000 $939,003,750 $6,846,840,000 $49,421,250 $360,360,000
30 $1,102,025,000 $8,309,225,000 $1,046,923,750 $7,893,763,750 $55,101,250 $415,461,250
31 $1,224,025,000 $9,533,250,000 $1,162,823,750 $9,056,587,500 $61,201,250 $476,662,500
32 $1,354,725,000 $10,887,975,000 $1,286,988,750 $10,343,576,250 $67,736,250 $544,398,750
33 $1,494,425,000 $12,382,400,000 $1,419,703,750 $11,763,280,000 $74,721,250 $619,120,000
34 $1,643,425,000 $14,025,825,000 $1,561,253,750 $13,324,533,750 $82,171,250 $701,291,250
35 $1,802,025,000 $15,827,850,000 $1,711,923,750 $15,036,457,500 $90,101,250 $791,392,500
36 $1,970,525,000 $17,798,375,000 $1,871,998,750 $16,908,456,250 $98,526,250 $889,918,750
37 $2,149,225,000 $19,947,600,000 $2,041,763,750 $18,950,220,000 $107,461,250 $997,380,000
38 $2,338,425,000 $22,286,025,000 $2,221,503,750 $21,171,723,750 $116,921,250 $1,114,301,250
39 $2,538,425,000 $24,824,450,000 $2,411,503,750 $23,583,227,500 $126,921,250 $1,241,222,500
40 $2,749,525,000 $27,573,975,000 $2,612,048,750 $26,195,276,250 $137,476,250 $1,378,698,750