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Revision as of 15:30, 28 May 2016 by Bridger15 (talk | contribs) (Slot count)
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Constructions are fixed assets that may be built in states or provinces.

State buildings.png State buildings

These buildings are built on a state level.

Name Cost Maximum level Effect
Infrastructure.pngInfrastructure 3000 10 Determines supply throughput. Increases the speed and recovery rate of land units.
Air base.png Air base 1250 10 Bases and repairs air units. Each air base level can host 200 aircraft.
Anti-air (building).pngAnti-air 2500 5 Damages attacking air units and reduces damage from bombing.
Radar station.pngRadar station 3375 6 Detects enemy forces, especially incoming aircraft.

Shared buildings.png Shared buildings

Like state buildings, shared buildings are built on a state level; however, they share a limited number of slots. This is perhaps the most important category of constructions, since it contains the factories necessary for production.

Name Cost Maximum level Effect
Civilian factory.pngCivilian factory 7200 20 Produces consumer goods and constructions, or can be used for trade. Base output is 5 (per day). Can be converted from a military factory at a cost of 4000.
Military factory.pngMilitary factory 3600 20 Produces land units and air units. Base output is 5 (per day). Can be converted from a civilian factory at a cost of 2000.
Naval dockyard.pngNaval dockyard 3250 10 Produces ships. Base output is 2.5 (per day).
Synthetic refinery.pngSynthetic refinery 8750 4 Produces Oil5 and Rubber2.
Rocket site.pngRocket site 3250 5 Launches rockets.
Nuclear reactor.pngNuclear reactor 15000 1 Produces nuclear bombs.

Slot count

Each state has a category, which then decides the base number of shared slots. Various technologies give percentage bonuses to how many slots a state can have. Various National Foci may give additional bonus slots. The total number of slots is capped at 25.

Building slots.
Category Default number of slots Example State
Megalopolis Region 12 Greater London Area
Metropolis Region 10 New England
Dense Urban Region 8
Urban Region 6 Svealand
Sparse Urban Region 5 Nebraska
Developed Rural Region 4 Sardinia
Rural Region 2 Crete
Pastoral Region 1
Small Island 1
Enclave 0 Gibraltar
Tiny Island 0 Gotland
Wasteland 0 Amazonas

Province buildings.png Province buildings

These buildings are built on a province level.

Name Cost Maximum level Effect
Naval base.pngNaval base 3000 10 Bases and repairs ships, and can send and receive supplies and resources via convoys.
Land fort.pngLand fort 1375 10 Reduces the attack and defense of land invaders by 15% per level.
Coastal fort.pngCoastal fort 1375 10 Reduces the attack and defense of naval invaders by 15% per level.

Civilian factories

Civilian factories make all the improvements to a territory and are necessary to build any of the Constructions listed under the "Constructions" tab. All nations start with a certain number of Civilian Factories and a percentage will be used for Consumer Goods, depending on the Economy Law that is currently in place.

Civilian Factories that are not used to produce Consumer Goods can be used for Trade or to complete or repair the construction queued in the Construction tab. It's possible to increase the number of Civilian Factories by building more, but this is limited by the number of Shared Structures slots available in each State.


The Factory Output of each civilian factory is 5 per day. Construction Speed modifies the output for the building of all constructions.

Construction Speed.png Conditions
+15% with Free TradeFree Trade as Trade law
+5% with Limited ExportsLimited Exports as Trade law
−30% with All Adults ServeAll Adults Serve as Conscription law
−40% with Scraping the BarrelScraping the Barrel as Conscription law

There are also modifiers which only affect a single type of building. This are, primarily, the political advisors (Captain of Industry, Fortification Engineer, Quartermaster General and War Industrialist) but also many other national spirits activated by national focuses or events.

Efficiency of additional Civilian Factories

The return on investment of building an additional Civilian Factory will depend on the Construction Speed bonus as well the Economy Law currently in place, or expected in the future. The higher the Construction Speed bonus is, the more Output will be done by the newly built Civilian Factory and the faster it will accumulate an Output equal to its cost, 7200. This variable is the time, in days, required to recover the cost of building the factory, or payback time. The Economy Law will dictate what ratio of Civilian Factories are used for Consumer Goods and Output/Trade. The higher this ratio is, the longer the payback time of the newly built Civilian Factory will be. The payback time of a new Civilian Factory is given by the following formula:

The construction speed modifiers range between -70% and +65% and except for the lowest two modifiers, they all have multiple combinations to be achieved. In fact, there are 320 possible combinations of variables affecting Civilian Factory construction speed outside of National Spirits and unique Laws. Additionally, because it's possible to assign up to 15 Civilian Factories (when available) to the construction of a new Civilian Factory, the number of days it will take to build a new one is given by the following formula:

Factory conversion


Constructions may be damaged by combat or strategic bombing. They repair themselves at a rate of 1% per day. Civilian production may also be allocated to repair constructions at the same base rate as new construction (but changes pending?)