生产

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生产 指的是 Equipment.png 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

共有三类工厂:

  • 民用工厂 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 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4.5Production cost.png 。该值也受Production efficiency.png 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% Production efficiency.png 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 海军船坞: 生产船只、潜艇和运输船。 其基础产出为固定值Production cost (naval).png 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

  • 民用工厂生产事项可以
参见:建设
  • 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。
Production line legend sketch.png

Production efficiency.png 生产效率

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.

每条生产线的生产效率独立计算,生产效率越高则装备出产越快直到达到最大值,持续到生产作业会逐步提高生产效率。

装备投产后,生产效率从基础值开始(无修正状态下为 10%)并且逐步达到最大值(无修正状态下为 50%),这两项可以通过提升工业科技或切换法案进行提升提升。 每日效率增长为:

[math]\displaystyle{ \text{每日效率增长}= 0.001 \frac{\left( \text{生产效率最大值} \right)^2}{\text{当前的生产效率}} }[/math]

(上述所有值都可以用百分数或小数表示,只要保证形式一致即可)

最低每日生产效率增长为0.05%(接近基础生产效率的50%),最大为1%(10%/100%生产效率)。

从另一角度来说,想要达到某一水平的生产效率所花天数为:

[math]\displaystyle{ t = 500 \left( \frac{\text{生产效率}}{\text{生产效率最大值}} \right)^2 }[/math]

举例说明,当前效率 25% 欲达到最大值 75% 需要花费[math]\displaystyle{ 500 \cdot 0.75^2 - 500 \cdot 0.25^2 = 250 }[/math]

因此满足供应的生产线需要500天左右才能达到生产效率最大值,满生产线情况下最大效率一组要比初始效率一组高出166.6工厂-日的水平。

各个工厂的效率分别计算,新加入的工厂看似会降低生产效率,但原先参与生产的工厂的生产效率不会受到影响,即不会导致总生产效率的下降。

注意:当失去军用工厂或其受到损害,被移除生产线的顺序是从列表下方开始的,将重要装备的生产置于列表上方是十足的明智之举。

Production efficiency.png 生产效率保持

同样,切换生产线上的产品会导致已有产出进度的损失,并且依据前后两种产品的类别远近损失一定的生产效率。
可获保持的生产效率如下所示:

  • 90%: 同种装备的不同 衍生型 (例如Panzer IIIAusf. F -> Panzer III Ausf. G),这也包括从生产许可中获得的型号向自产的同型号装备转变的情况,例如(意大利战斗机 II C.202 霹雳 -> 德国战斗机 II FW190)
  • 70%:同一级别不同种类的装备(例如Panzer III -> StuG III [1级德意志国中型坦克转为1级德意志坦克歼击车])
  • 30%: 直接升级降级 同种装备(例如 Panzer III -> Panzer IV [1级德意志国中型坦克转为2级德意志国中型坦克])
  • 20%: 非直接升级降级 同种装备(例如 Panzer III -> Panther [1级德意志国中型坦克转为3级德意志国中型坦克])
  • 10%: 其他形式的转变(例如1级步兵装备转为1级牵引火炮)

除了最后一种情况损失固定为 10%,其他情况下的损失可由升级科技抵消

  • 离散型工业 I 到 IV
  • 柔性生产线(1943年基础机床科技)

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 Production cost (naval).png 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

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 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.png Oil Oil is important for making any form of vehicle run.
  • Not used in manufacturing, but instead refined into 燃料, which is used by ships, aircraft and ground vehicles to operate.
Aluminum.png Aluminum Aluminum is important for the construction of specialized vehicles and aircraft.
  • Aircraft
  • Support Equipment
Rubber.png Rubber Rubber is important for the construction of most vehicles.
  • Aircraft
  • Motorized/Mechanized
Tungsten.png Tungsten Tungsten is a rare hard metal mainly used for anti-tank munitions, but also machine tools and specialized parts.
  • Artillery and Anti-Tank
  • Medium Tanks
  • Light and Medium SP Artillery and Tank Destroyers
  • Medium SP Anti-Air
  • Jet aircraft
Steel.png Steel Steel is the primary metal for most types of military machinery, whether it be tanks or ships.
  • Infantry Weapons and Support Equipment
  • Artillery, Anti-Air and Anti-Tank
  • Ships
  • Tanks and Motorized/Mechanized
Chromium.png Chromium Chromium is a metal used for the construction of advanced engines.
  • Heavy, Super-Heavy and Modern Tanks and all variants
  • Large ships (Carrier, Battleship, Super-Heavy Battleship, and Battlecruiser)
  • Level IV small ships (Destroyer, Light Cruiser, Heavy Cruiser, Submarine)

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

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-AirHeavy SP Anti-Air
Heavy SP Artillery Heavy SP ArtilleryHeavy SP Artillery
Heavy Tank Heavy tankHeavy tank
H. Tank Destroyer Heavy Tank DestroyerHeavy Tank Destroyer
Infantry Equipment
Light SP Anti-Air Light SP Anti-AirLight SP Anti-Air
Light SP Artillery Light SP ArtilleryLight SP Artillery
Light Tank Light tankLight tank
L. Tank Destroyer Light Tank DestroyerLight Tank Destroyer
Mechanized MechanizedMechanized
Medium SP Anti-Air Medium SP Anti-AirMedium SP Anti-Air
Medium SP Artillery Medium SP ArtilleryMedium SP Artillery
Medium Tank Medium tankMedium tank
M. Tank Destroyer Medium Tank DestroyerMedium Tank Destroyer
Modern SP Anti-Air Modern SP Anti-AirModern SP Anti-Air
Modern SP Artillery Modern SP ArtilleryModern SP Artillery
Modern Tank Modern tankModern tank
Modern Tank Destroyer Modern Tank DestroyerModern Tank Destroyer
Motorized
Motorized Rocket Artillery Motorized Rocket ArtilleryMotorized Rocket Artillery
Rocket Artillery
SH SP Anti-Air Super Heavy SP Anti-AirSuper Heavy SP Anti-Air
SH SP Artillery Super Heavy SP ArtillerySuper Heavy SP Artillery
SH. Tank Destroyer Super Heavy Tank DestroyerSuper Heavy Tank Destroyer
Super Heavy Tank Super heavy tankSuper heavy tank
Support Equipment

生产许可

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.


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