Constructions are fixed assets that may be built in states or provinces that are constructed using civilian factories.
State buildings
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These buildings are built on a state level. Control of state resources or buildings requires controlling provinces worth at least 50% of the VP of that state, even if that does not include the province where the building icon is located. Airbases will appear, but do not become usable, unless the player also controls the province containing the airbase.
Name | Cost | Maximum level | Effect | |
---|---|---|---|---|
Infrastructure | 3000 | 10 | Increases supply and supply throughput. Increases the speed of land units. Resources output is increased by 10% per level. Increases construction speed of shared buildings. | |
Air base | 1250 | 10 | Bases and repairs air units. Each air base level can host 200 aircraft. | |
Anti-air | 2500 | 5 | Damages attacking air units and reduces damage from bombing. Note that the Anti-Air emplacement only attacks those aircraft attacking the state, not units within the state. This means strategic, tactical, and naval bombers that attack buildings or ports will possibly take damage if there are Anti-Air emplacements, but enemy fighters flying air superiority missions in the state do not take damage. | |
Radar station | 3375 | 6 (depends on technology) | Detects enemy forces, especially incoming aircraft. Radars also help detect enemy ships at sea. |
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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 | Base Cost | Maximum level | Effect | |
---|---|---|---|---|
Civilian factory | 10800 | 20 | Produces consumer goods and constructions, or can be used for trade. Base output is 5 (per day). | |
Military factory | 7200 | 20 | Produces equipment (includes weapons, planes, vehicles). Base output is 4.5 (per day). | |
Naval dockyard | 6400 | 20 | Produces and repairs ships. Base output is 2.5 (per day). | |
Synthetic refinery | 14500 | 3 | Produces fuel 48-168 and 1-5 (Depends on Technology). | |
Fuel silo | 5000 | 3 | Stores fuel (+100 000 per silo). | |
Rocket site | 6400 | 2 | Produces (and can launch) one rocket per day. Rockets are also known as guided missiles. | |
Nuclear reactor | 30000 | 1 | Produces nuclear bombs. |
Infrastructure effects
Construction speed of shared buildings depends on the level of infrastructure in the state. Construction speed is multiplied by
- [math]\displaystyle{ 1 + (\text{State infrastructure} \times (\text{Max Infrastructure Construction Cost Effect} \div \text{State Infrastructure Max Level})) }[/math]
Where the INFRA_MAX_CONSTRUCTION_COST_EFFECT in common/defines defaults to 1, and Maximum Infrastructure Level defaults to 10 in common/buildings.
So for example ×1.5 at 5/10 infrastructure. This bonus is applied after bonuses from tech, advisors, and national spirits, making 1 level of infrastructure a more powerful bonus than e.g. a War Industrialist. This encourages players to concentrate industry in central, high-infrastructure areas, although this must be balanced against the increased vulnerability of having all of one's industry in one place.
It is generally not economical to build more infrastructure solely for the purpose of increasing construction speed. Infrastructure is a relatively better deal in states with many empty slots; when planning to build civilian factories, refineries or reactors as they cost more; and at the start with countries with bad economy laws like the USA, as infrastructure construction isn't penalized like factory construction is.
Infrastructure provides diminishing returns to build times. Changing a province's infrastructure from 0 to 1 would require 5 military factories or 3 civilian factories to break even, 1 to 2 is 6 military or 4 civilian, all the way up to 9 to 10 which requires 16 military or 11 civilian.
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 in a state. The increase varies with both the starting quantity of resources and starting level of infrastructure.
Deconstructing
It is possible to deconstruct shared buildings from the state tab by hovering over the building icon and pressing the X that appears in the lower right corner of the icon. During wartime, each state can only deconstruct one building per 30 days.
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 Focuses may give additional bonus slots. The total number of slots is capped at 25.
Category | Default number of slots | Name in source files | Example State |
---|---|---|---|
Megalopolis Region | 12 | megalopolis | Greater London Area |
Metropolis Region | 10 | metropolis | New England |
Dense Urban Region | 8 | large_city | Southern Ontario |
Urban Region | 6 | city | Svealand |
Sparse Urban Region | 5 | large_town | Nebraska |
Developed Rural Region | 4 | town | Sardinia |
Rural Region | 2 | rural | Crete |
Pastoral Region | 1 | pastoral | Hejaz |
Small Island | 1 | small_island | Iwo Jima |
Enclave | 0 | enclave | Gibraltar |
Tiny Island | 0 | tiny_island | Midway Island |
Wasteland | 0 | wasteland | Libyan Desert |
Province buildings
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These buildings are built on a province level.
Name | Cost | Maximum level | Effect |
---|---|---|---|
Naval base | 3000 | 10 | Stations naval fleets, and can send and receive supplies and resources via convoys. Each naval base level increases supply capacity and supply throughput. |
Land fort | 500 + (500 * Existing Local Land Fort Level) | 10 | Inflicts an attack penalty of -15% for each fort level on the attacker in combat. Attacking from multiple directions will reduce forts effect. |
Coastal fort | 500 + (500 * Existing Local Coastal Fort Level) | 10 | Inflicts an attack penalty of -15% for each fort level on the attacker in naval invasion combat. |
Civilian factories
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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 and national spirits that are 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 “Constructions” tab. It's possible to increase the number of civilian factories by building more, but this is limited by the number of shared buildings slots available in each state.
Consumer goods
Depending on economic laws and national spirits, 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. Factories are counted even when they are damaged and can't produce anything.
Universal | Country Specific | ||
---|---|---|---|
-10% | 澳大利亚 national spirit Invest in Victory (from focus Squash the Squander Bugs) | ||
-8% |
|
||
-5% |
| ||
-3% |
| ||
-2% |
| ||
+2% |
| ||
+5% |
|
||
+10% | Total Mobilization as economy law | 加拿大 national spirit Great Depression (from focus Canada Wheat Board) | |
+15% | 澳大利亚 national spirit Great Depression (from focus National Security Act) | ||
+20% | War Economy as economy law | 澳大利亚 national spirit Australia#Great Depression (present at start) | |
+25% | Partial Mobilization as economy law | 加拿大 national spirit Dominion of Canada#Great Depression (present at start) | |
+30% | Early Mobilization as economy law | 美利坚合众国 national spirit The Great Depression (present at start) | |
+35% | Civilian Economy as economy law | Isolation as economy law ( 美利坚合众国 only, from focus Prepare Intervention) | |
+50% | Undisturbed Isolation as economy law ( 美利坚合众国 only) |
南非 can gain -3% consumer goods at Total Mobilization with its spirits, but will not gain additional factories by this.
- Example
Suppose the civilian economy law is enabled (requiring 30% of civilian and military factories dedicated to consumer goods) and no other modifiers apply. A country has 50 military factories, 50 civilian ones and 20 Dockyards. It will then have30 (civilian) factories dedicated to consumer goods.
Output
The Factory Output of each civilian factory employed in construction is 5 per day. Construction Speed modifies the output for the building of all constructions.
Universal | Country Specific | |
---|---|---|
+15% | Free Trade as trade law | |
+10% |
| |
+5% | Limited Exports as trade law | |
−10% | Service by Requirement as conscription law | |
−30% | All Adults Serve as conscription law | |
−40% | Scraping the Barrel as conscription law |
There are also modifiers which only affect a single type of building. These are, primarily, the political advisors (Captain of Industry, Fortification Engineer, Quartermaster General and War Industrialist) but can also be one of 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, 10800. 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:
[math]\displaystyle{ \text{Payback Time} = \frac{10800}{5 \cdot (1 + \text{Construction Speed Bonus}) \cdot \left(1 - \frac{\text{Consumer Goods Factories}}{100}\right)} }[/math]
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.
Minimum | 0% | Maximum | |
---|---|---|---|
Undisturbed Isolation | 8000 | 2400 | 2087 |
Isolation | 5539 | 2216 | 1773 |
Civilian Economy | 4115 | 2058 | 1524 |
Early Mobilization | 2743 | 1920 | 1239 |
Partial Mobilization | 2250 | 1800 | 1091 |
War Economy | 2218 | 1695 | 1027 |
Total Mobilization | 2000 | 1600 | 970 |
Minimal Construction Speed is -70% for Undisturbed Isolation and goes up to -20% with Partial Mobilization. Maximum Speed is 15% for Undisturbed Isolation and 65% with Partial Mobilization. All Values are rounded up to full days.
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:
[math]\displaystyle{ \text{Build Time} = \frac{10800}{\#\text{Factories} \cdot 5 \cdot \left(1 + \frac{\text{SpeedBonus}}{100}\right)} }[/math]
Factory conversion
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Civilian Factories can be converted into Military Factories for 4000 and Military Factories can be converted into Civilian Factories for 9000. These base cost is modified by several national spirits and political advisors. To convert a factory simply click on the corresponding state, and hover over the factory that shall be converted. The game will ask for confirmation. After confirmation the conversion now appears in the construction tab, just like any other building project.
Damage and repair
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Each building level has 100 HP. They may get damaged by port strikes (naval bases), land combat (infrastructure, forts), resistance (factories), strategic bombing, or explicit events (like the Soviet Union's decision to move factories to the Urals). Nuclear bombs can destroy multiple or all levels of a building at once, for details see Nuclear_bomb#Effects.
The damage from land combat (against infrastructure) and strategic bombing gets scaled by the building's damage factor (air base and radar: 0.5, anti-air: 0.1, 1 otherwise) and the squared ratio of the currently undamaged building levels to the maximum level. For example, a level-3 anti-air building (maximum level 5) where one level is already partially damaged only receives [math]\displaystyle{ \left(2/5\right)^2 * 0.1 = 1.6% }[/math] of incoming damage from strategic bombing. A single military factory in a state (or in other words a level-1 military factory) receives [math]\displaystyle{ \left(1/20\right)^2 = 0.25% }[/math] while 15 military factories receive [math]\displaystyle{ \left(15/20\right)^2 = 56.25% }[/math]. High-level factories and infrastructure will generally get damaged much more quickly from these two damage sources than lower levels.
Anti-air provides damage resistance from bomber-type attacks (port strikes and strategic bombing) depending on the level of anti-air in the containing state and researched anti-air technologies. Dispersed Industry provides an alternative source of damage resistance but only for factories and not stacking with anti-air. The maximum of the two is used for factories.
All damaged buildings appear in the construction list. The speed of factories assigned to a repair line gets a bonus of +100% plus any Factory Repair Speed bonuses (e.g. from Construction technologies and Construction Repair continuous focus). Even when no factories are assigned, the speed of the line is 0.3[1].
The resulting daily repair progress is [math]\displaystyle{ \text{median}(1%, \text{speed} / \text{building cost} * 100%, 100%) }[/math], rounded to the nearest full percent. So when assigning no factories, repairs will still progress by 1% per day. Assigning just a few factories to repair an expensive building may also produce just 1% progress per day, effectively wasting the factory output.
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- ↑ This is not increased by the Construction Repair continuous focus forum:1251943