Production: how it works
All numbers on this page are resolved at build time from the game's own
common/defines/00_defines.lua — they cannot go stale.
What one factory is worth
A production line turns factory-days into equipment. Each day the line produces
in industrial capacity, which is divided by the equipment's unit cost to get items built. Base SPEED per factory per day: military 3.5, civilian construction 4, naval dockyard 2. A powered factory (see the energy section below) runs at 4.5 / 5 / 2.5 instead.
One military line accepts up to 150 factories (the UI only draws 15 slots but keeps counting past them); a construction project takes at most 15 civilian factories.
The efficiency curve
Efficiency is tracked per factory slot on the line. A new slot starts at 10% and grows toward the cap — base 50%, raised by industry technologies and some national spirits. With current efficiency and cap (both in percent), each day adds
percentage points. Growth is fast while is low and crawls near the cap. Integrating the daily rule gives the curve's shape:
a square root in time — with a surprising consequence. A fresh line needs about 480 days to reach the base 50% cap, and raising the cap barely changes the time to reach it (a 100% cap still takes about 495 days). Cap bonuses move where the curve tops out, not how long the climb takes.
Switching production keeps only part of it
Retooling a line keeps a fraction of its efficiency (never dropping below the 10% starting floor):
| Switch to | Efficiency kept |
|---|---|
| Another variant of the same equipment | 90% |
| Equipment in the same family | 70% |
| A parent or child of the current equipment | 30% |
| Merely the same archetype | 20% |
Upgrading to the next variant of the same tank costs a tenth of your climb; retooling across archetypes costs four-fifths of it.
Idle slots bleed
A slot with no factory assigned loses 1% efficiency per day. Pulling factories off a line and re-adding them later means re-climbing the curve, so prefer steady assignments over shuffling.
Resource shortages
A piece of equipment can depend on up to 3 strategic resources, and every missing unit applies a -0.05 output penalty (a 5% hit each) to the line. The in-game progress bar turns red once the total penalty passes 0.8.
Energy: the cheapest output multiplier
A country generates 10 energy on its own, plus 9 per unit of coal. Each factory consumes 0.25 energy at base; the per-factory cost rises with your total factory count (factor 0.0225) and is capped at 6.6. A powered military factory produces 4.5 IC/day against 3.5 unpowered — about +29% output just for keeping the grid fed.
Getting the most out of your factories — checklist
- Start lines early and leave them alone — the square-root curve means the first months are the cheapest efficiency you will ever buy.
- Upgrade within the family — variant-to-variant switches keep 90% of your efficiency; cross-archetype retools keep 20%.
- Keep every slot manned — idle slots decay 1%/day.
- Fix shortages before adding factories — a -0.05 penalty per missing resource unit outweighs another low-efficiency slot.
- Power the grid — powered speeds beat base speeds on every factory type (see the energy section above).