And if you switch within the same family (e.g. you switch from Pz IIIs to StuG IIIs) you keep half your Efficiency. If you switch to another variant of the same chassis (e.g. If you change to a modified version of the same equipment (for example, the same tank but with a larger gun) you keep most of your Efficiency. You can change what a Production line produces, of course, and this normally means all your Efficiency is lost, however there are some exceptions. Your efficiency starts out fairly low but increases as items are produced - slowly at first to represent the retooling of the factories, then it begins to increase at a linear rate until tapering off after a certain value (an S curve). Production Lines also have an Efficiency value which affects how much value you get out of your IC at a factory. (Again, these numbers are all purely made up, focus on the idea and not the values here.) You can only assign up to 15 Factories to any given Production Line, so you won't be able to build, say, a Battleship in one week by assigning 100 Factories to build it.Īlso, do note that simply building Equipment is not the same as training and equipping a unit, but we'll cover that in a future dev diary. At the same time you would need to have 5 Iron and 5 Tungsten in the first case, and 50 Iron and 50 Tungsten in the second. If you assign 10 factories you would get 50 tanks/week. Each Factory produces 10 IC, so if you assigned 1 Factory to this Production Line, you would produce 5 Advanced Medium Tanks per week. The IC cost determines how much equipment each factory can produce per week, while the Resource cost determines how many resources are needed for the line to operate at full speed.Īs a totally made up example: An Advanced Medium Tank may cost 2 IC and require 1 Iron and 1 Tungsten. Each piece of equipment has an IC (Industrial Capacity) cost and a Resource cost. For example if you have 10 Iron you can be building stuff that costs up to 10 Iron at any one time.Ī Production Line is a standing order for a factory or group of factories to make a certain piece of equipment. Instead, they represent the potential flow of resources into your factories. Strategic Resources are not accumulated in pools. Equipment also has a Strategic Resource cost, without which it takes much longer to produce. However that is not the whole Production story. Raw materials act as a limit on your total Industrial Capacity. We have simplified the inputs to "Raw materials" which factories use to run. Being short on any of them had the same effect no matter what you were lacking (your Industrial Capacity would shrink) and it didn't entirely make sense that you couldn't build things like Militia if you didn't have access to Rare Materials. Requiring the player to gather several different types of resources in order to manage factories did not necessarily add anything interesting to the mix. Moving on to the actual means of Production, Factories no longer need Metal/Energy/Rare Materials to run. This kind of separation allows us to balance different countries' industrial strengths (the capacity to make ships is not the same as the capacity to make luxuries), and gives the player a more interesting selection of targets for strategic bombing. Military factories - Used for production of military equipment such as tanks, weapons and airplanes. All military equipment is made on Production Lines in HoI IV, so players will need to be familiar with how they work if they want to maximize their war machine.īut before we can talk about the production lines themselves, we should cover how Industry has changed in HoI IV.įirst of all, we have separated industry in Hearts of Iron IV into 3 types:Ĭivilian industry - Used both for "Consumer goods" and building infrastructure and other buildings. It's time for another Hearts of Iron IV Developer Diary, and this time I'm going to talk a bit more about production specifically the Production Lines and How Things Get Built.
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