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Difference between revisions of "Production"

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=== Acquiring resources ===
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There are several ways to acquire more resources:
 +
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* Trade for resources.
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* Take [[resource prospecting decisions]] or certain [[national focus]]es.
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* Construct Infrastructure in resource-producing states.
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* Construct Synthetic Refineries.
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* Change Trade Law to keep more domestic production.
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* Research Extraction technology.
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* Conquer states containing resources.
  
 
== Equipment ==
 
== Equipment ==

Revision as of 09:49, 15 March 2018

Production refers to the manufacturing of Equipment.png 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

There are three types of factories:

  • Civilian factory Civilian factories: Construction (including repair), trade, and consumer goods.
  • Military factory Military factories: Infantry equipment, transport, artillery, armor, and aircraft. These have a base output of Production Cost.png 5. This value is then multiplied by Production efficiency.png Production Efficiency.
    Thus, the production formula is :
    For example, at 50% Production efficiency.png Production Efficiency with a 10% Modifier on Factory Output, the production would be
  • Naval dockyard Naval Dockyards: Ships, Submarines and Convoys. Have a base output of Production cost (naval).png 2.5, but always have a production efficiency of 100%. Output do effect.

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

See also: Construction
for Production by Civilian Factories

Production of Military and Naval Factories are organized into production lines, each of which produces a single type of equipment at a time. Up to 15 factories may be assigned to a single production line, but a country can operate lines producing the same item.

Production line legend sketch.png

Production efficiency.png Production Efficiency

Loss in production with respect to the fraction of starting production efficiency versus the production efficiency cap. This is measured in factory-days relative to running at production efficiency cap for the entire period.

Each Production Line has its own efficiency level which determines how good it is at producing its current Equipment.png equipment. The higher the efficiency, the faster the Production Line produces equipment, up to a maximum value. Running the same Production Line continuously increases its efficiency.

Production efficiency starts at a base (10% without modifiers) and increases each day up to a production efficiency cap (50% 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% (10%/100% production 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.

Production efficiency.png Production Efficiency Retention

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 the player gets to keep a % of what they have accordingly:

  • 90%: Different variant of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G [variants of the German medium tank 1]) 80%*0,9=72%
  • 30%: The direct upgrade of the equipment of the same type (e.g. Panzer III -> Panzer IV [German medium tank 1 to medium tank 2]) 80%*0,3=24%
  • 70%: Different model of the same chassis or airframe (e.g. Panzer III -> StuG III [German medium tank 1 to medium tank destroyer 1])80%*0,7=56%

Efficiency drops to the minimum of 10% for any other changes (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 as well as Flexible Line, the 1943 technology in the Machine Tools tree. When these technologies are researched, they provide a Production Efficiency Retention bonus, which serves to maintain a higher Production Efficiency when switching production lines to another equipment.

Calculating Production Efficiency with Retention bonus

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 base efficiency (listed in red in the previous section) and the Production Efficiency Retention bonus obtained from the technologies. The exact calculation is more complicated than that, partly due to the fact that if the bonus was simply added, we would achieve a Production Efficiency higher than 100%. Of if it was capped at 100%, high level Retention would become useless in some cases.

The new Production Efficiency can be calculated in three steps. First, the current Production Efficiency (not the cap) is multiplied by the Base Efficiency detailed above (ie. 90% when switching variants, 70% for same chassis or airframe, etc.). Second, the Production Efficiency lost is multiplied by Production Efficiency Retention. The remaining Production Efficiency lost means the difference between the initial Production Efficiency and the result obtained in the first step. For example, with a Production Efficiency of 80% and switching production from Panzer III to StuG III, the Production Efficiency lost is 80% - (80% * 30%) which equals 56%, multiply this value (56%) by the Production Efficiency Retention currently researched and this is the result of the second step. Finally, add the result from the first and second step to obtain the new Production Efficiency.

Note that a Base Production Efficiency 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

  • PE: Production Efficiency (the current value);
  • Base PER: Base Production Efficiency Retention (the values in red above, or 10% for any other production switch);
  • PER bonus: Production Efficiency Retention bonus obtained through Dispersed Industry I to V or Flexible Line.

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 Production cost (naval).png 2.5 per day plus output boost. Although all time and resources spent on an incomplete ship is lost if the line changes to another ship, the dockyard will function at 100% efficiency as it starts the new ship design.

Resources

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.pngClosed Economy giving 100%. The total amount of resources is increased by researching Resource gain efficiency (under the tab 'industry'); each level of Resource gain efficiency increases the total of resources available for production and trade by 10%.

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% 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 Equipment
Oil.png Oil Planes, except Jet Engined
Tanks and Trucks
Ships
Rubber.png Rubber Planes
Trucks
Aluminum.png Aluminum Planes
Support Equipment
Steel.png Steel Infantry Weapons and Support Equipment
Artillery, Anti-Air and Anti-Tank
Ships
Tanks
Tungsten.png Tungsten Artillery and Anti-Tank
Medium Tanks
Jet planes
Chromium.png Chromium Heavy, Super-Heavy and Modern Tanks
Large ships (Carrier, Battleship and Battlecruiser)

Acquiring resources

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.
  • Construct Synthetic Refineries.
  • Change Trade Law to keep more domestic production.
  • Research Extraction technology.
  • Conquer states containing resources.

Equipment

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.

Equipment Supplies
Anti-Air Anti-airAnti-air
Anti-Tank Anti-tankAnti-tank
Artillery ArtilleryArtillery
Infantry Equipment
Light Tank Light tankLight tank
Mechanized MechanizedMechanized
Medium Tank Medium tankMedium tank
Support Equipment
Trucks


Production licenses

Nations may pay for production licenses from nations that already have researched a technology. The cost is generally 1 civilian factory. Unlike trading for resources, the licensor does not gain the benefit of the civilian factory.

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. 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 cutting edge licence production will have a noticeable output penalty, but a design a few years old will be almost as efficient to produce as a self-owned technology. If you aren't in the same faction as the owner of the design, you will also receive a little bit less technical support and manufacturing assistance.

Licensing equipment also gives a research bonus for the related technology if one is interested in unlocking it in the future.

External links

Spreadsheet: [Hearts of Iron IV Resource Distribution by Country]