Constructions are fixed assets that may be built in states or provinces that are constructed using civilian factories.
State buildings[edit]
These buildings are built on a state level. Control of state resources or buildings requires controlling provinces worth at least 50% of the VP of that state, even if that does not include the province where the building icon is located. Airbases will appear, but do not become usable, unless the player also controls the province containing the airbase.
Shared buildings[edit]
Like state buildings, shared buildings are built on a state level; however, they share a limited number of slots. This is perhaps the most important category of constructions, since it contains the factories necessary for production.
Infrastructure effects[edit]
Construction speed of shared buildings depends on the level of infrastructure in the state. Construction speed is multiplied by
Where the INFRA_MAX_CONSTRUCTION_COST_EFFECT in common/defines defaults to 1, and Maximum Infrastructure Level defaults to 10 in common/buildings.
So for example ×1.5 at 5/10 infrastructure. This bonus is applied after bonuses from tech, advisors, and national spirits, making 1 level of infrastructure a more powerful bonus than e.g. a War Industrialist. This encourages players to concentrate industry in central, high-infrastructure areas, although this must be balanced against the increased vulnerability of having all of one's industry in one place.
It is generally not economical to build more infrastructure solely for the purpose of increasing construction speed. Infrastructure is a relatively better deal in states with many empty slots; when planning to build civilian factories, refineries or reactors as they cost more; and at the start with countries with bad economy laws like the USA, as infrastructure construction isn't penalized like factory construction is.
Infrastructure provides diminishing returns to build times. Changing a province's infrastructure from 0 to 1 would require 5 military factories or 3 civilian factories to break even, 1 to 2 is 6 military or 4 civilian, all the way up to 9 to 10 which requires 16 military or 11 civilian.
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 in a state. The increase varies with both the starting quantity of resources and starting level of infrastructure.
Deconstructing[edit]
It is possible to deconstruct shared buildings from the state tab by hovering over the building icon and pressing the X that appears in the lower right corner of the icon.
Slot count[edit]
Each state has a category, which then decides the base number of shared slots. Various technologies give percentage bonuses to how many slots a state can have. Various National Focuses may give additional bonus slots. The total number of slots is capped at 25.
Building slots.
Province buildings[edit]
These buildings are built on a province level.
Civilian factories[edit]
Civilian factories make all the improvements to a territory and are necessary to build any of the constructions listed under the “Constructions” tab. All nations start with a certain number of civilian factories and a percentage will be used for consumer goods, depending on the economy law and national spirits that are currently in place.
Civilian factories that are not used to produce consumer goods can be used for trade or to complete or repair the construction queued in the “Constructions” tab. It's possible to increase the number of civilian factories by building more, but this is limited by the number of shared buildings slots available in each state.
Consumer goods[edit]
Depending on economic laws and national spirits, a number of civilian factories will be occupied by producing consumer goods and are unavailable for construction or trade. This number is computed as a percentage of the total number of factories, rounding upwards. Factories are counted even when they are damaged and can't produce anything.
South Africa can gain -3% consumer goods at Total Mobilization with its spirits, but will not gain additional factories by this.
Suppose the civilian economy law is enabled (requiring 30% of civilian and military factories dedicated to consumer goods) and no other modifiers apply. A country has 50 military factories, 50 civilian ones and 20 Dockyards. It will then have30 (civilian) factories dedicated to consumer goods.
Hearts Of Iron 4 GuideOutput[edit]
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.
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.
Efficiency of additional Civilian Factories[edit]
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:
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.
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:
Factory conversion[edit]
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.
Repair[edit]
Constructions may get damaged by combat or strategic bombing. They repair themselves at a rate of 1% per day. Civilian production may also get allocated to repair constructions at the same base rate as new constructions. This can speed up for the factories by researching Construction I to V, which will boost up the factory repair speed by 10% for every tier.
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Hearts of Iron 4 Overview
Hearts of Iron 4 Free Download for PC is a war strategy video game developed and published by Paradox Interactive. Released on June 6, 2016, it is the sequel to Hearts of Iron III and part of the Hearts of Iron series of grand strategy games focusing on World War II, allowing the player to take control of any nation in the world in either 1936 or 1939 and lead them to victory against the major powers at the time: the Axis, the Allies and the Comintern.
Development
The formal announcement of the game in January 2014 indicated an intended release date of the first quarter of 2015, later postponed to the second quarter of 2015. At E3 2015, creative director Johan Andersson confirmed that the game would be pushed back from its original release window. This is an attempt to resolve several issues encountered with the game. However, Andersson later confirmed that the game would not be released in the first quarter of 2016. The game used the code name Project Armstrong while in development. On March 15, 2016, it was announced that the game would be released on June 6, 2016, which is the 72nd anniversary of the Normandy landings. Hearts of Iron 4 Download free Full Version.
Hearts of Iron 4 Screenshots
Hearts of Iron 4 is a complicated game, but hopefully you’re starting to learn the ropes. Our basic tips can help you out with the interface, and check out our motivational lecture on how you really ought to put in the time and energy to learn the game properly. That’s all well and good, but let’s get to the nitty-gritty: unit production and management. Check out these tips for help managing and creating your perfect World War II army.
Entering The Field: Land, Sea And Air
Different types of units enter the field in different ways. For land units: in the building screen you're only building their equipment. You still need to train the soldiers to actually use the equipment, which you can do in the deployment screen. Ships, however, are automatically deployed from the building screen (and you can choose the location in a small icon that should start ticked to ‘auto’). Once built, planes appear in your hangar, which has no size limits. They're useless there, so get them to the front by clicking on the insignia on the map of one of your airfields. You can also deploy directly to the decks of your aircraft carriers. Either way, once you transfer the planes to airfields or carriers, they can be assigned to missions.
Using Support Positions
Researching support positions can give your army a major edge as you improve your medics, mechanics and other behind-the-front-lines forces. However, to actually reap the rewards of these developments, you have to edit the composition of your divisions in the deployment screen. You can choose the makeup of each division and add the support positions to the vanilla infantry divisions. It will take more training before divisions with heavy support units can enter the field, but they can give you a significant edge.
Division Training
Divisions train at roughly the same speed—you can train ten divisions at once at the same speed as just one. The only limitations: you need the hardware (tanks, guns, etc.) for the units or the training will stall out, and you need sufficient manpower. Training naturally scales up with how quickly you can manufacture weapons, which will usually be the limiting factor early on.
Using Armies Effectively
The best way to manage your troops is with armies. The tutorial shows you how to make them, but that’s about it. Don’t just lump a bunch of random troops into a giant army for each front and go at it. You want to be a little more nuanced when you form your armies. For instance, to fight a campaign on a large front, you might want a very large infantry army. These can deploy to a large section of the front and will spread out and defend it. Then, you can add smaller specialized armies to individual sections of the same front by holding right-click and drawing the section using the front line selection tool. This gives you more tactical options, like having the infantry army push forward everywhere as your tanks try to crack through the line in the south. Pulling units from one army to another isn’t the easiest thing to do in the interface, so be careful and form them right in the first place to save yourself some time.
The Front
We included this tip in our basic tips article too, but if you’re messing it up, it’ll fix a lot of your problems at one go. When you're drawing your battle plan, you aren’t drawing the path where your armies should move. Instead, you’re drawing the new front line, rather than the line of movement. Your armies will automatically advance based on the front line you draw. Battle plans can have multiple steps, too: just draw further front lines and your armies will push forward to those after getting to the first ones.
Any other big Hearts of Iron IV unit tips you want to throw into the mix?
Find below an updated list of all Hearts of Iron IV console commands, these are commonly referred to as cheat codes.
Type the name of a command into the search bar to instantly search our database of 172 HOI4 commands for the most recent version of the game on Steam (PC). Hover over a command in the table to view detailed argument-related help. Click on the name of a command to visit its command page, on which you can find more help including examples.
The console can be opened by pressing the ` key (usually located under ESC). If your keyboard layout doesn't have that key, other hotkeys to open the console are SHIFT + 2 and SHIFT + 3. For more help using the console and cheat commands, see our basics guide.
Tooltip debug mode shows information such as IDs for provinces, states, etc when you hover over them on the map. It is recommended you enable this as it is very helpful when using console commands. You can do this with the tdebug console command.
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