生产 指的是 装备的生产事项,即诸如坦克、枪支、飞机和船只等,其他诸如建筑、军事设施等属于建设事项。
工厂
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共有三类工厂:
- 民用工厂:进行建设(包括维修),贸易,生产消费品,和支持情报机构与其升级。
- 军用工厂: 生产步兵装备、支援装备、火炮和飞机。基础生产花费产出为固定值4.5 。该值也受 生产效率修正和产出修正影响
因此产能公式为:[math]\displaystyle{ \text{产能} = (\text{基础产出} \cdot \text{产出修正}) \cdot \text{生产效率} }[/math]
举例说明,在50% 生产效率修正与10% 工厂产出修正时,产能为 [math]\displaystyle{ ({4.5} \cdot {1.10}) \cdot {0.50} = {2.475} }[/math] - 海军船坞: 生产船只、潜艇和运输船。 其基础产出为固定值 2.5,但产出效率总能保持在100%。
对军用工厂和船坞的产出修正主要来自于集中或离散工业科技,民用工厂的产出主要受建筑科技和法案影响。
生产线
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民用工厂生产事项可以
- 参见:建设条目
军用工厂和船坞的生产按照生产线划分,每条生产线只能生产一种型号的装备,至多同时有 150 个工厂可以被分配到同一条生产线上,同样的装备可以开启多条生产线。 相比之下,同时参与建造舰船的的船坞的数目受到了限制,其数目为主力舰不超过5个、屏卫舰不超过10个、潜艇和运输船不超过15个。
生产效率
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% 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:
[math]\displaystyle{ \text{Production Efficiency Growth per day}= 0.001 \frac{\left( \text{Production Efficiency Cap} \right)^2}{\text{current Production Efficiency}} }[/math]
(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
[math]\displaystyle{ t = 500 \left( \frac{\text{Production Efficiency}}{\text{Production Efficiency Cap}} \right)^2 }[/math]
For example, going from 25% of the cap to 75% of the cap takes [math]\displaystyle{ 500 \cdot 0.75^2 - 500 \cdot 0.25^2 = 250 }[/math] 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.
生产效率保持
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%: 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%: Different model of the same chassis (e.g. Panzer III -> StuG III [German medium tank 1 to German medium tank destroyer 1])
- 30%: 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%: 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%: 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.
生产效率保持的相关计算
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:
[math]\displaystyle{ \text{Production Efficiency with Retention} = CPE * \left( \text{RET} + \left(1 - \text{RET} \right) * \text{BON} \right) }[/math]
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 [math]\displaystyle{ \text{Real Production Efficiency} = MAX\left( \text{Production Efficiency with Retention, Base Production Efficiency} \right) }[/math]
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 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.
战略资源
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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 (under the tab 'industry'). 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.
The total amount of resources can also be increased by building infrastructure. Each level of infrastructure gives a resource increase to the total of all extracted resources (except those resources produced by a Synthetic Refinery or resources acquired via trade) in a state. The increase varies with both the starting quantity of resources and starting level of infrastructure. This is shown in the example table below for the resource Steel.
Tag | State | Infrastructure Level |
Total Steel |
Steel Increase |
---|---|---|---|---|
GER | Moselland | 7 | 100 | 0 |
GER | Moselland | 8 | 106 | +6 |
GER | Moselland | 9 | 112 | +12 |
GER | Moselland | 10 | 118 | +18 |
GER | Sachsen | 7 | 90 | 0 |
GER | Sachsen | 8 | 95 | +5 |
GER | Sachsen | 9 | 101 | +11 |
GER | Sachsen | 10 | 106 | +16 |
USA | Tennessee | 5 | 90 | 0 |
USA | Tennessee | 6 | 96 | +6 |
USA | Tennessee | 7 | 102 | +12 |
USA | Tennessee | 8 | 108 | +18 |
USA | Tennessee | 9 | 114 | +24 |
USA | Tennessee | 10 | 120 | +30 |
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:
图标 | 战略资源 | 描述 | 装备 |
---|---|---|---|
Oil | Oil is important for making any form of vehicle run. |
| |
Aluminum | Aluminum is important for the construction of specialized vehicles and aircraft. |
| |
Rubber | Rubber is important for the construction of most vehicles. |
| |
Tungsten | Tungsten is a rare hard metal mainly used for anti-tank munitions, but also machine tools and specialized parts. |
| |
Steel | Steel is the primary metal for most types of military machinery, whether it be tanks or ships. |
| |
Chromium | Chromium is a metal used for the construction of advanced engines. |
|
战略资源获取
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.
- Gain rights to resources
地区战略资源
This spreadsheet contains resources by country and by state, with tabs set up by version of the game. forum:1410510
装备
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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.
Equipment | Supplies |
---|---|
Anti-Air | |
Anti-Tank | |
Artillery | |
Heavy SP Anti-Air | Heavy SP Anti-Air |
Heavy SP Artillery | Heavy SP Artillery |
Heavy Tank | Heavy tank |
H. Tank Destroyer | Heavy Tank Destroyer |
Infantry Equipment |
|
Light SP Anti-Air | Light SP Anti-Air |
Light SP Artillery | Light SP Artillery |
Light Tank | Light tank |
L. Tank Destroyer | Light Tank Destroyer |
Mechanized | Mechanized |
Medium SP Anti-Air | Medium SP Anti-Air |
Medium SP Artillery | Medium SP Artillery |
Medium Tank | Medium tank |
M. Tank Destroyer | Medium Tank Destroyer |
Modern SP Anti-Air | Modern SP Anti-Air |
Modern SP Artillery | Modern SP Artillery |
Modern Tank | Modern tank |
Modern Tank Destroyer | Modern Tank Destroyer |
Motorized | |
Motorized Rocket Artillery | Motorized Rocket Artillery |
Rocket Artillery | |
SH SP Anti-Air | Super Heavy SP Anti-Air |
SH SP Artillery | Super Heavy SP Artillery |
SH. Tank Destroyer | Super Heavy Tank Destroyer |
Super Heavy Tank | Super heavy tank |
Support Equipment |
|
生产许可
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只适用于DLC玉碎瓦全激活时。 |
Nations may pay for production licenses from nations that already have researched a technology. The cost is generally 1 civilian factory. The factory goes to the nation whose equipment is being licensed.
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 license 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.
政治 | 意识形态 • 阵营 • 国策 • 内阁 • 政府 • 傀儡国 • 外交 • 全球紧张度 • 内战 • 占领区 • 情报机构 • 权力平衡 |
生产 | 贸易 • 生产 • 建设 • 装备 • 燃料 • 军工机构 • 国际市场 |
科研与科技 | 科研 • 步兵科技 • 辅助部队(支援连)科技 • 装甲车辆科技 • 火炮科技 • 陆军学说 • 特种部队学说 • 海军科技 • 海军学说 • 空军科技 • 空军学说 • 工程学科技 • 工业科技 |
军事与战争 | 战争 • 和平会议 • 陆军单位 • 陆战 • 编制设计 • 坦克设计 • 陆军计划 • 集团军 • 指挥官 • 作战计划 • 战术 • 海军单位 • 舰艇设计 • 海战 • 空军单位 • 飞机设计 • 空战 • 经验 • 军官团 • 损耗与事故 • 后勤 • 人力 • 核弹 |
地图 | 地图 • 省份 • 地形 • 气候 • 地区 |
事件与决议 | 事件 • 决议 |
hoi4de:Production hoi4es:Production hoi4fr:Production hoi4pl:Production hoi4pt:Production hoi4ru:Production