# 建设

Building slots.

## 民用工厂

### 消费品

-10% 澳大利亚 民族精神 (from focus Squash the Squander Bugs)
-8%
-5%
-3%
-2%
+2%
+5%
+10% as economy law 加拿大自治领 民族精神 (from focus Canada Wheat Board)
+15% 澳大利亚 民族精神 (from focus National Security Act)
+20% as economy law 澳大利亚 民族精神 (present at start)
+25% as economy law 加拿大自治领 民族精神 (present at start)
+30% as economy law 美利坚合众国 民族精神 (present at start)
+35% as economy law as economy law ( 美利坚合众国 only, from focus Prepare Intervention)
+50% as economy law ( 美利坚合众国 only)

### 产出

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
+10%
−10% as conscription law
−30% as conscription law
−40% 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.

### 效率与额外的民用工厂

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:

$\text{Payback Time} = \frac{10800}{5 \cdot (1 + \text{Construction Speed Bonus}) \cdot \left(1 - \frac{\text{Consumer Goods Factories}}{100}\right)}$

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.

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:

$\text{Build Time} = \frac{10800}{\#\text{Factories} \cdot 5 \cdot \left(1 + \frac{\text{SpeedBonus}}{100}\right)}$

## 工厂转换

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.

## 损坏与修复

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 $\left(2/5\right)^2 * 0.1 = 1.6%$ of incoming damage from strategic bombing. A single military factory in a state (or in other words a level-1 military factory) receives $\left(1/20\right)^2 = 0.25%$ while 15 military factories receive $\left(15/20\right)^2 = 56.25%$. High-level factories and infrastructure will generally get damaged much more quickly from these two damage sources than lower levels.

State anti-air tooltip showing different bombing damage reductions for factories and other buildings.

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 $\text{median}(1%, \text{speed} / \text{building cost} * 100%, 100%)$, 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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hoi4ru:Construction

1. This is not increased by the Construction Repair continuous focus forum:1251943