Production
Production refers to the manufacturing of equipment such as tanks, guns, planes and ships used by the military to conduct a country's war. The construction of buildings in states and provinces, including both military installations and economic development, is known as construction.
Factories[edit | edit source]
There are three types of factories:
Civilian factories: Used for construction (including repair), trade, consumer goods, and Intelligence agencies and their upgrades. These have a base output of 5[1]
industrial capacity.
Military factories: Produces infantry equipment, transport, artillery, armor, and aircraft. These have a base output of
4.50[2]. This value is then multiplied by factory output modifiers and by
production efficiency.
Thus, the production formula is :
For example, at 50%production efficiency with factory output modifiers of +10.00% factory output due to Export Focus and -21.80% factory output due to stability, the production would be
Naval dockyards: Produces ships, submarines and convoys. Have a base output of
2.5[3], but always have a production efficiency of 100%.
The main output modifiers for military factories and naval dockyards are ‘concentrated’ or ‘dispersed’ industry technology, while civilian factories are mainly affected by construction industry technology and the economy law.
Production lines[edit | edit source]
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- See also: Construction
for production by civilian factories
Production of military and naval factories/dockyards are organized into production lines, each of which produces a single type of equipment at a time. Up to 150[4] factories may be assigned to a single production line, but a country can operate multiple lines producing the same item.
Ships have a lower limit of dockyards that can be assigned to build them. Capital ships may, at any given time, have no more than 5[5], screen ships and submarines 10[6], convoys 15[7]. The No Step Back DLC introduced the railway gun which has a line limit of 5[8] military factories and the floating harbor which has a line limit of 5[9] dockyards.
Production efficiency[edit | edit source]
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Each production line has its own efficiency level which determines how good it is at producing its current equipment. The higher the efficiency, the faster the production line produces equipment, up to a maximum value. Running the same production line continuously gradually increases its efficiency.
Production efficiency starts at a base (10%[10] without modifiers) and increases each day up to a production efficiency cap (50%[11] without modifiers). All of these can potentially be increased by industry technology, research, and national focuses. The base production efficiency growth per day is:
(All quantities can be expressed in terms of percent or as a fraction, as long as they are expressed in the same terms everywhere.)
The minimum possible base growth per day is thus about 0.05% (near the starting cap of 50%), and the maximum 1% (100% cap & 10% current efficiency).
Alternatively, the relative time in days to reach a particular level of production efficiency is given by
For example, going from 25% of the cap to 75% of the cap takes
days.Therefore it takes at most 500 days for a fully-supplied line to reach the cap. This represents a shortfall of at most 166.6 factory-days of output relative to a factory running at cap for the same period.
Production efficiency is tracked separately for each factory. Adding one or more new factories to an existing production line reduces production efficiency of the added factories. It is important to know that the factories already in the line do not lose efficiency - what they are making has not changed. Only the new factory has minimum efficiency.
Caution: When military factories are lost or damaged and total factory count declines, the loss comes off the bottom of the list and those factories lose their efficiency. A wise precaution is to move your high priority and high efficiency production lines up in the list.
Production efficiency retention[edit | edit source]
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Also, switching a production line to a related type of equipment cancels production of the current unit and the time spent on it, and reduces its efficiency depending on how drastic the change is. However, the player gets to keep a % of efficiency based on the change type. See below.
- 90%[12]: Different variant of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G [variants of the German medium tank 1], this also includes switching from license production to own production of the same equipment type, e.g. Italian Fighter II C.202 Folgore to German Fighter II FW190)
- 70%[13]: Different model of the same chassis (e.g. Panzer III -> StuG III [German medium tank 1 to German medium tank destroyer 1])
- 30%[14]: Direct upgrade or direct downgrade of equipment of the same type (e.g. Panzer III -> Panzer IV [German medium tank 1 to German medium tank 2])
- 20%[15]: Indirect upgrade or indirect downgrade of equipment of the same type (e.g. Panzer III -> Panther [German medium tank 1 to German medium tank 3])
- 10%[16]: Any other change (e.g. Infantry Equipment 1 to Towed Artillery 1)
Except for changing of variant which is always a loss of 10%, these effects can be reduced by researching
- Dispersed Industry I to IV
- Flexible Line (the 1943 technology in the Machine Tools tree)
Each tech provides a production efficiency retention bonus, which serves to limit the production efficiency loss when switching production lines.
Calculating production efficiency with retention bonus[edit | edit source]
When a production line is switched while having Dispersed Industry unlocked and/or Flexible Line unlocked, the new Production Efficiency is not the result of a simple addition of the efficiency retention (listed in red in the previous section) and the Production Efficiency Retention bonus obtained from the technologies. As the in-game modifier describes, the retention bonus is applied as a percentage of the loss in production efficiency (e.g. 10% retention incurs a 90% loss, so a 10% bonus would reduce the loss by 10% of 90% or 9%. This would give you a new retention of 19%.)
The new Production Efficiency can be calculated in three steps. First, determine the bonus efficiency by multiplying the retention modifier and the efficiency loss. Second, add that product to the original efficiency retention (listed in red in the previous section). This is you new efficiency retention. Finally, multiply your current production efficiency and your new efficiency retention. This is your new production efficiency.
Note that a base production efficiency (default 10%) superior to this result will supersede it.
It is possible to express these three steps into one formula that will compute the new production efficiency:
Where
- CPE: Current Production Efficiency;
- RET: Retention (the values in red above, or 10% for any other production switch);
- BON: Efficiency retention bonus obtained through Dispersed Industry I to V or Flexible Line.
With this formula we can see that bonus (BON) is more effective with lower retention (RET).
To summarize, the real production efficiency will be given by
Ships, submarines and convoys are produced in dockyards, which do not have production efficiency but are still affected by output tech. Instead, every dockyard produces a flat 2.5[3] per day, plus any output boost. Although all progress (and so time) on an incomplete ship is lost if the line changes to another ship, the dockyard will function at 100% efficiency as it starts work on a selected alternative ship design.
Resources[edit | edit source]
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Each nation can use a percentage of the resources on its territory for military production. This percentage depends on the trade law, with Closed Economy giving 100%.
The total amount of resources can be increased by researching the excavation technologies. Each level of excavation technology gives a resource gain efficiency increase of +10% to the total of all extracted resources (extracted resources are those that come from the ground via drilling or mining or that are produced via a synthetic refinery; it does not include resources from trade). There are five (5) levels of excavation technology; researching all of them will give a +50% bonus to the extracted resources total.
With the introduction of No Step Back, a +20%[17] modifier is applied to resource extraction in a state if there is a supply hub in it connected to the capital via sea or railroad. Most states have this bonus at game start.
The total amount of resources can also be increased by building infrastructure. Each level of infrastructure gives a resource increase of +20%[18] to the total of all extracted resources (except those resources produced by a synthetic refinery or resources acquired via trade) in a state. There are five (5) levels of infrastructue; building all of them will give a +100% bonus to the extracted resources total.
Resources cannot be stockpiled—they flow directly to production with any excess resources being effectively wasted.
Different kinds of equipment require different resources to produce. Lacking sufficient resources will apply an increasing efficiency penalty up to -100% to the lowest priority production lines. The penalty increases by -5%[19] per missing unit of resource per type and the highest applicable penalty is applied to individual factories. For example, when having 2 units of steel and 0 units of aluminum available and adding a new production line for Support Equipment (needs 2 steel, 1 aluminum) with 11 factories, the first factory receives a penalty of -5% because it misses one unit of aluminum.
The second factory receives -10% penalty because it both misses two units of steel and the second unit of aluminum. For each of the remaining factories the penalty increases by -10% because they need two additional steel, the last one getting a -100% penalty. The production line shows the average penalty across all factories, -50%. This penalty stacks multiplicatively with other modifiers.
There are six strategic resources:
Icon | Resource | Description | Equipment |
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Oil | Oil is important for making any form of vehicle run. |
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Aluminum | Aluminum is important for the construction of specialized vehicles and aircraft. |
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Rubber | Rubber is important for the construction of most vehicles. |
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Tungsten | Tungsten is a rare hard metal mainly used for anti-tank munitions, but also machine tools and specialized parts. |
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Steel | Steel is the primary metal for most types of military machinery, whether it be tanks or ships. |
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Chromium | Chromium is a metal used for the construction of advanced engines. |
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Acquiring resources[edit | edit source]
There are several ways to acquire more resources:
- Trade for resources.
- Take resource prospecting decisions or certain national focuses.
- Construct Infrastructure in resource-producing states.
- Build a supply hub (or port) in a resource-producing state and connect it to the capital.
- Construct Synthetic Refineries.
- Change Trade Law to keep more domestic production.
- Research Extraction technology.
- Conquer states containing resources.
- Gain rights to resources
Resources by country or by state[edit | edit source]
This spreadsheet contains resources by country and by state, with tabs set up by version of the game. forum:1564684. Resources can also be viewed on the wiki at List of countries and at List of states.
Equipment[edit | edit source]
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Land divisions and air wings are not produced as atomic units. Instead, factories produce individual tanks, airplanes, and so forth. This equipment is then sent to fill out the country's land divisions and air wings. Unlike resources, equipment can be stockpiled. The stockpiles can be viewed under the Logistics Tab . The table below primarily shows equipment for land units. Equipment tables for air wings can be found at Aircraft.
Equipment | Usage |
---|---|
Amphibious Mechanized (Amtrac) | |
Amphibious Tank | |
Anti-Air | |
Anti-Tank | |
Armored Car | |
Artillery | |
Heavy Amphibious Tank | ![]() ![]() |
Heavy Flame Tank | ![]() ![]() |
Heavy SP Anti-Air | ![]() |
Heavy SP Artillery | ![]() |
Heavy Tank | ![]() |
H. Tank Destroyer | ![]() |
Infantry Equipment | |
Light Amphibious Tank | ![]() ![]() |
Light Flame Tank | ![]() ![]() |
Light SP Anti-Air | ![]() |
Light SP Artillery | ![]() |
Light Tank | ![]() |
L. Tank Destroyer | ![]() |
Mechanized | ![]() |
Medium Amphibious Tank | ![]() ![]() |
Medium Flame Tank | ![]() ![]() |
Medium SP Anti-Air | ![]() |
Medium SP Artillery | ![]() |
Medium Tank | ![]() |
M. Tank Destroyer | ![]() |
Modern SP Anti-Air | ![]() |
Modern SP Artillery | ![]() |
Modern Tank | ![]() |
Modern Tank Destroyer | ![]() |
Trucks | |
Motorized Rocket Artillery | ![]() |
Rocket Artillery | |
SH SP Anti-Air | ![]() |
SH SP Artillery | ![]() |
SH. Tank Destroyer | ![]() |
Super Heavy Tank | ![]() |
Support Equipment |
Production licenses[edit | edit source]
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Available only with the Death or Dishonor DLC enabled. |
Nations may pay for production licenses from nations that already have researched a technology. The base cost is 1[20] civilian factory per license involving 1936 technology or earlier (pre-1936) technology. The civilian factory goes to the nation whose equipment is being licensed. License costs increase by 1[21] civilian factory for each technology year beyond 1936.
A nation with good relations with a foreign nation can request a license from them to produce the foreign equipment. The equipment type a nation is willing to license out is dependent on their relations and how advanced the technology is. Germany, for example, may not be willing to license out their latest tank or fighter designs, but would be happy to provide Panzer IIs to friendly or neutral nations. National focuses may also provide a way to gain licenses or provide bonuses to license production.
Producing licensed equipment will not be quite as efficient as producing the player's own designs. A license from a country in your own faction results in a 25%[22] penalty to factory output. An additional 10%[23] penalty to factory output is incurred for a license obtained from outside your faction. A cutting edge production license will have a 5%[24] production output penalty for every year of "ahead of time" technology up to a maximum of 4 [25] years which results in a maximum 20% penalty. Producing non-licensed equipment results in a 50%[26] penalty to production output.
Creating a variant of licensed equipment costs twice[27] as much XP compared to non-licensed equipment.
Licensing equipment also gives a 20%[28] research bonus for the related technology if one is interested in unlocking it in the future.
Politics | Ideology • Faction • National focus • Ideas • Government • Puppet • Diplomacy • World tension • Civil war • Occupation • Intelligence agency |
Production | Trade • Production • Construction • Equipment • Fuel |
Research and technology | Research • Infantry technology • Support Companies technology • Armor technology • Artillery technology • Land doctrine • Naval technology • Naval doctrine • Air technology • Air doctrine • Engineering technology • Industry technology |
Military and warfare | Warfare • Land units • Land warfare • Division designer • Tank design • Army planner • Command group • Commander • Battle plan • Combat tactics • Ship • Naval warfare • Aircraft • Air warfare • Experience • Officer corps • Attrition and accidents • Logistics • Manpower • Nuclear bomb |
Map | Map • Province • Terrain • Weather • State |
Events and Decisions | Events • Decisions |
- ↑ Defines NProduction BASE_FACTORY_SPEED = 5
- ↑ Defines NProduction BASE_FACTORY_SPEED_MIL = 4.50
- ↑ 3.0 3.1 Defines NProduction BASE_FACTORY_SPEED_NAV = 2.5
- ↑ Defines NProduction MAX_MIL_FACTORIES_PER_LINE = 150
- ↑ Defines NProduction CAPITAL_SHIP_MAX_NAV_FACTORIES_PER_LINE = 5
- ↑ Defines NProduction DEFAULT_MAX_NAV_FACTORIES_PER_LINE = 10
- ↑ Defines NProduction CONVOY_MAX_NAV_FACTORIES_PER_LINE = 15
- ↑ Defines NProduction RAILWAY_GUN_MAX_MIL_FACTORIES_PER_LINE = 5
- ↑ Defines NProduction FLOATING_HARBOR_MAX_NAV_FACTORIES_PER_LINE = 5
- ↑ Defines NProduction BASE_FACTORY_START_EFFICIENCY_FACTOR = 10
- ↑ Defines NProduction BASE_FACTORY_MAX_EFFICIENCY_FACTOR = 50
- ↑ Defines NProduction BASE_FACTORY_EFFICIENCY_VARIANT_CHANGE_FACTOR = 90
- ↑ Defines NProduction BASE_FACTORY_EFFICIENCY_FAMILY_CHANGE_FACTOR = 70
- ↑ Defines NProduction BASE_FACTORY_EFFICIENCY_PARENT_CHANGE_FACTOR = 30
- ↑ Defines NProduction BASE_FACTORY_EFFICIENCY_ARCHETYPE_CHANGE_FACTOR = 20
- ↑ Defines NProduction BASE_FACTORY_EFFICIENCY_BALANCE_FACTOR = 0.1
- ↑ Defines NBuildings SUPPLY_ROUTE_RESOURCE_BONUS = 0.2
- ↑ Defines NBuildings INFRASTRUCTURE_RESOURCE_BONUS = 0.2
- ↑ Defines NProduction PRODUCTION_RESOURCE_LACK_PENALTY = -0.05
- ↑ Defines NProduction BASE_LICENSE_IC_COST = 1
- ↑ Defines NProduction LICENSE_IC_COST_YEAR_INCREASE = 1
- ↑ Defines NProduction LICENSE_EQUIPMENT_BASE_SPEED = -0.25
- ↑ Defines NProduction LICENSE_EQUIPMENT_SPEED_NOT_FACTION = -0.10
- ↑ Defines NProduction LICENSE_EQUIPMENT_TECH_SPEED_PER_YEAR = -0.05
- ↑ Defines NProduction LICENSE_EQUIPMENT_TECH_SPEED_MAX_YEARS = 4
- ↑ Defines NProduction LICENSE_EQUIPMENT_SPEED_NO_LICENSE = -0.50
- ↑ Defines NProduction LICENSE_EQUIPMENT_UPGRADE_XP_FACTOR = 2.0
- ↑ Defines NTechnology LICENSE_PRODUCTION_TECH_BONUS = 0.2