Production Tips & Info
Hey guys, so here is some information about production.
The firsts thing, which is wildly different than any other HOI, is that you no longer "produce" divisions. Instead you produce equipment, which when married with manpower, creates divisions. Equipment encompasses all things you will use to fight a war. In a production sense, battleships are even equipment.
Equipment is produced via "lines". Each Line can have up to 15 Factories or Naval Yards assigned. Each piece of equipment has it's inherent IC cost, and production speed is based off of the IC cost. Each factory produces X amount of IC, which varies with technology. So the amount of IC applied to a line each day, is determined by the number of factories * factory IC output. When enough IC has been applied, equipment will roll off of that assembly line.
All equipment consumes Resources. Resources are available from a "per day" amount of resources. There are no stockpiles any longer. Unused resources are considered to be used somewhere else. When a production line is suffering from insufficient resources, it's IC efficiency is reduced by the amount of missing resources.
A Fighter might need 1xAlum, 1xRubber, 1xOil per factory. We are using 5 factories, for a total need of 5 each of Alum, Rubber & Oil. Let's say we are short 3 rubber and 3 oil. So we have 5/5 Alum, 2/5 Rubber and 2/5 Oil. So we are missing 40% of our total resources. Our efficiency is reduced, and we only receive 60% of our IC for that Line.
Reinforcements, Upgrades, Constructions & Stockpiles
When equipment is produced, except for Ships, that equipment is sent into one of 4 areas:
- Replacements: Units which are under their ToE, will request Reinforcements.
- Upgrades: Units who have old equipment, will request Upgrades for the newer, shinier stuff.
- Construction: Units which are currently being trained will request equipment until their ToE is full.
- Stockpiles: If the 3 needs above are met, the equipment will go into a stockpile and wait for it to be needed.
There are prioritization levels for equipment.
Deployment Screen: Prioritize Replacements, Upgrades and individual deployment groups.
Theaters Window: Set priority for individual theaters.
Division: There is no method of prioritization that I'm aware of for the division level.
Template: Templates can have a priority set, which is a sub-priority of the above priorities. This applies globally.
For Air Wings: Priority is set at the Air Wing level, from the airbase window.
Division Training & Deployment
How you "build" a division is completely different than previous HOI games. In HOI4, you must actually Train your divisions. This is done from the deployment screen. You choose a Template, an determine how many you want to train.
Training is capped, however, based on how much equipment the Division has received. Last I checked, I think a division can only train about 5% or 10% higher than it's current equipment level. A division is automatically deployed at 100% training, and will then appear on map.
NOTE: You can no longer withold units in some magical queue. Once production is finished for Land and Ships, they are popped out onto the map, and may be attacked.
- Deployment Tips:
- Because training takes time, and because you do not need to be full ToE to begin training, it's highly advisable to begin training divisions even before you have all of the equipment.
- Always selected where produced ships are to be deployed, this is done in the Production screen. You might not like where the AI plops them down under "Auto".
- Deploy units early if needed. While units which are not fully trained suffer combat penalties, they are still units and have Soft Attack, Defense and Org. This also goes for under equiped units.
- Manpower does not "grow" like it did in other HOI games. Manpower primarily comes from the % of the population your conscription laws draw from. So do not use all of your manpower for deployment. Keep appropriate amounts in reserves.
Production comes from 3 primary factory types
- Civilian Factories (CIC): This is the "base" of your industrial might. The more Civilian Factories you have, the more you can trade for, and the more you have to produce other things, like Military Factories and Naval Factories.
- Military Factories (MIC): Used to produce Land and Air equipment. Build as many as your industry and resources can handle.
- Naval Dockyards (NIC): Obviously used for ships only.
Consumer Goods is represented in HOI4 as a % of Factories not available to the player for construction. Democracies, and the US especially, suffers from very high Civilian Factories. An important note here is that Military Factories and Civilian Factories are totaled to create your Consumer Goods factory number.
Consumer Goods: 50%
Consumer Goods Factories = 25
Available Civilian Factories: 5 (30 - 25)
So if your Economics Law demands high Consumer Goods, be wary of Military Factory Spam. It's probably better to build Naval Factories, and some additional Civilian Factories until you can unlock better Economic Laws.
This being said, the most important production queue in the game, is your Construction Queue. This uses your available Civilian Factories (after Consumer Goods), to build more stuff...primarily more Factories.
Factory Slot Limit:
Each state has a limit on how many slots you can build stuff on. This is based off of the type of state, and modified by your Industry Technology level. This creates a theoretical limit to the size of each nation's industry. Keep that in mind for long term planning.
Strategies: Civilian Factories is more expensive than Military Factories and Naval Dockyards. This makes it not always appropriate to build more CIC. Building up more IC can take a longer time. Aggressor nations often use war to expand their CIC base, which building MIC mostly. Democracies, with fewer early war options and higher CGs, will often build more Naval Dockyards to produce larger navies and project, while building additional Civilian Factories.
Oil & Rubber:
These are hands down the most difficult to get resources for many nations. Production of these resources is largely confined to the USA and ENG, with some additional production by other minors and SU. Luckily, a player may research and produce Synthetics plants, which product +5 Oil and +2 Rubber per level. Note that Synth plants cost as much as Civilian Factories, and since you can trade +8 of a resource with 1 CIC, it's ALWAYS more efficient to build a Civilian Factory and trade, than it is to build a Synth plant. Synth plants should be used after war start, and trading options are no longer available.
Rubber: 90% of the worlds rubber production comes from Malaya and the DEI. Be aware of this. Rubber is only produced at +2 per Synth and will largely be controlled by either UK or (later) Japan. Plan accordingly. Fortress Malaya is a solid strategy for UK, just for holding on to Rubber for as long as possible.
Oil: It is more likely to satisfy a high Oil need with Synth's for nations like GER or ITA. Add in access to Romanian Oil fields and it's still possible for a successful GER to have all/most of it's oil need satisfied.
Trading is different in HOI4. Now, each nation has a Trade Law setting which determines the % of produced resources which are traded out to the market. This market trade is completely out of the owning players hands. If GER wants 80 Oil from USA, it gets it. The only way to adjust this is through consumption, war, changing trade laws or embargoes.
Note that each potential trade partner has a trade relations value. The higher the value, the more likely that nation is going to get all of its requested resources if competition arises.