The sheet is fixed, sorry for that. It might look quite plain atm, but trust me, we do not need more at the moment. I thought I ought to give oyu guys a bit of explanation about the values and workings of the sheet.
Each province consists of parcels. Each type of parcel produces different amounts of food, money and pop - the classic manpower. Food is automatically used to sustain the population (which is handled nicely by the formulas in the spreadsheet) and the excess is present as a free capacity which shows how much more growth can be handled.
Money, that is taxes, is produced by all parcels in different amounts, and represents feudal rents, agricultural incomes, taxes and industrial production.
Finally, Pops represent not the population as much as the available manpower that can be sustained and used. Regiments use up pops and require upkeep from the money.
Last but not least, the industrial sectors produce goods and additional income, at expense of food and manpower however. "Goods" that can be seen in the country sheet are products from the said industrial sectors. At the moment they do not do much, apart from being a part of further economy expansion that I plan.
Production rates:
Rural parcel - food +1, pop +1, money +1
Urban parcel - pop +3, money +3
Industrial parcel - pop -1, food -1, money +1
Now, I know what you are thinking - how can I build more of stuff? Well, agricultural parcels are fixed. There is only so much arable land to go around and its not possible to make more of it. It is possible to engage in quests that can improve production rates for food through technology and other, but the parcels themselves are finite.
Urban and industrial parcels can be expanded. Each Urban parcel requires at least 5 surplus food to be initiated, and a sum of money (this will be dependent on rolls).
Industrial parcels require only money, but only 1 factory parcel every 5 urban levels can be built per province. Their investment is rolled for as well. Construction rolls will depend on the engineering/science skill, depending what is more appropriate.
On top of that, each of these resources is modified by hidden bonuses. They can be negative or positive, and relate to the situation in the country. after they are identified, they will appear and can be tackled directly. Investments can be made as well to improve these and I will be also rolling for quests to provide the players with unique ways to make money, be it via trade, unique structures or parcels and the like.