Difference between revisions of "Production"

From Hearts of Iron 4 Wiki
Jump to navigation Jump to search
(28px|link= Production Efficiency)
({{Anchor|production efficiency}} 28px|link= Production Efficiency: Expanded)
Line 27: Line 27:
 
==={{Anchor|production efficiency}} [[File:Production_efficiency.png|28px|link=]] Production Efficiency ===
 
==={{Anchor|production efficiency}} [[File:Production_efficiency.png|28px|link=]] Production Efficiency ===
  
Each Production Line has its individual "skill level" which determines how adept it is at producing its current item. Production efficiency is always at least 10% and increases by a base of 0.25% per day up to the cap, which can be increased by research and national focii. The higher the efficiency, the faster the Production Line produces [[File:equipment.png]] Equipment, up to a maximum value. Running the same Production Line continuously increases its Production Efficiency.
+
Each Production Line has its own efficiency level which determines how good it is at producing its current [[File:equipment.png]] [[Equipment|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.
  
Adding one or more new factories to an existing production line reduces production efficiency, and changing a production line to a related type of equipment cancels production of the current unit, and also reduces its efficiency depending on how drastic the change:
+
Production efficiency is always at least 10% and increases by a base efficiency gain of +0.25% per day up to a production efficiency cap, which starts at a base level of 50% in 1936.  Both the daily gain and the cap can be increased by [[Industry_technology|industry technology]] [[Research|research]] and [[National_focus|national focuses]].
  
* {{red|-10%}}: Different [[variant]] of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G)
+
Adding one or more new factories to an existing production line reduces production efficiency.  Also, switching a production line to a related type of equipment cancels production of the current unit and you lose the time spent on it, and reduces its efficiency depending on how drastic the change:
* {{red|-50%}}: Different model of the same chassis or airframe (e.g. Panzer III -> StuG III)
 
* {{red|-70%}}: Different unit of the same family (e.g. Panzer III -> Panzer IV)
 
* {{red|-80%}}: Different unit of the same archetype (e.g. Panzer IV -> Tiger)
 
  
Note that shipbuilding always has a production efficiency of 100%.
+
* {{red|-10%}}: Different [[variant]] of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G [variants of the German medium tank 1])
 +
* {{red|-50%}}: The direct upgrade of the equipment of the same type (e.g. Panzer III -> Panzer IV [German medium tank 1 to medium tank 2])
 +
* {{red|-70%}}: Different model of the same chassis or airframe (e.g. Panzer III -> StuG III [German medium tank 1 to medium tank destroyer 1])
 +
* {{red|-80%}}: Different unit of the same archetype (e.g. Panzer IV -> Tiger German medium tank 2 to heavy tank])
 +
 
 +
Efficiency drops to the minimum of 10% for any other changes (e.g. Infantry Equipment 1 to Towed Artillery 1).
 +
 
 +
You can reduce these effects by researching Dispersed Industry I to IV.
 +
 
 +
Note that producing ships, subs and convoys using dockyards always has an efficiency of 100%.  Although you will lose all time already spent on the current ship if you change the production line to another model, there is no loss of efficiency.
  
 
== Resources ==
 
== Resources ==

Revision as of 03:21, 26 August 2016

See also: Construction

Production is how a country manufactures Equipment.png equipment, consumer goods, infrastructure, and buildings.

Factories

There are three types of factories:

  • Civilian factory Civilian factories: Construction (including repair), trade, and consumer goods.
  • Military factory Military factories: Infantry/artillery, armor, and aircraft.
  • Naval dockyard Naval Dockyards: Ships, Submarines and Convoys.

Civilian and military factories have a base output of 5. This value is then multiplied by the Production efficiency.png Production Efficiency. Naval dockyards have a base output of 2.5, but always have a production efficiency of 100%.

Consumer goods

Depending on economic laws, a number of civilian factories will be occupied by producing consumer goods and are unavailable for construction or trade. This number is computed as a percentage of the total number of factories, rounding upwards.

Production lines

Production is 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 you may have several lines producing the same item.

Production line legend sketch.png

Production efficiency.png Production Efficiency

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 is always at least 10% and increases by a base efficiency gain of +0.25% per day up to a production efficiency cap, which starts at a base level of 50% in 1936. Both the daily gain and the cap can be increased by industry technology research and national focuses.

Adding one or more new factories to an existing production line reduces production efficiency. Also, switching a production line to a related type of equipment cancels production of the current unit and you lose the time spent on it, and reduces its efficiency depending on how drastic the change:

  • -10%: Different variant of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G [variants of the German medium tank 1])
  • -50%: The direct upgrade of the equipment of the same type (e.g. Panzer III -> Panzer IV [German medium tank 1 to medium tank 2])
  • -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%: Different unit of the same archetype (e.g. Panzer IV -> Tiger German medium tank 2 to heavy tank])

Efficiency drops to the minimum of 10% for any other changes (e.g. Infantry Equipment 1 to Towed Artillery 1).

You can reduce these effects by researching Dispersed Industry I to IV.

Note that producing ships, subs and convoys using dockyards always has an efficiency of 100%. Although you will lose all time already spent on the current ship if you change the production line to another model, there is no loss of efficiency.

Resources

Resources cannot be stockpiled — they flow directly to production with any excess resources being effectively wasted.

Each equipment requires resources to produce. Lacking sufficient resources will apply a factory output and production efficiency increase penalty of up to -90%, with each resource (as opposed to each unit of resource) being weighted evenly. For example, producing something that costs 2 Steel and 1 Oil while lacking Oil will result in a -45% penalty (rather than a -30% penalty). 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 tanks
Large ships (CV, BB and BC)

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.

Equipment Supplies
Anti-Air Anti-airAnti-air
Anti-Tank Anti-tankAnti-tank
Artillery ArtilleryArtillery
Infantry Equipment EngineersEngineers

InfantryInfantry
Military policeMilitary police
ReconRecon

Light Tank Light tankLight tank
Mechanized MechanizedMechanized
Medium Tank Medium tankMedium tank
Support Equipment EngineersEngineers

Field hospitalField hospital
Logistics companyLogistics company
Maintenance companyMaintenance company
Military policeMilitary police
Signal companySignal company

Trucks Field hospitalField hospital

Logistics companyLogistics company
Signal companySignal company
MotorizedMotorized

External Links

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