How much does a military factory cost


See also: construction

production is the way in which a country is Manufactures equipment, consumer goods, infrastructure and buildings.


There are three types of factories:

  • Civil factories: Construction (including repair), retail and consumer goods.
  • Military factories: Infantry / artillery, tanks and planes.
  • Shipyards: Ships, submarines and convoys.

Civil and military factories have a base output of 5. This value is then combined with the Production efficiency multiplied. Shipyards have a base output of 2.5 but always have a production efficiency of 100%.

Consumer goods

Depending on the economic laws, a certain number of civil factories are engaged in the production of consumer goods and are not available for construction or trade. This number is calculated as a rounded percentage of the total number of factories.

Production facilities

Production is organized in production facilities. Each of these systems only ever produces one type of equipment at a time. Up to 15 factories can be assigned to a single production line.

Production efficiency

Every production plant has an efficiency value. The higher the efficiency, the faster the production plant produces , up to a maximum value. When the same production facility is in continuous operation, its production efficiency increases.

The production efficiency is always at least 25% and increases weekly by a base value of 1.7%, up to the maximum value of initially 50%. Technologies can increase the maximum value.

When a production facility is converted to a related type of equipment, production of the current, incomplete unit is canceled. In addition, production efficiency decreases depending on how drastic the change is.

  • -10 %: Different variant of the same model (e.g. Panzer III Ausf. F -> Panzer III Ausf. G)
  • -50 %: Different model of the same chassis or the same airframe (e.g. Panzer III -> StuG III)
  • -70 %: Different unit of the same family (e.g. Panzer III -> Panzer IV)
  • -80 %: Different unit of the same archetype (e.g. Panzer IV -> Tiger)

Shipyards always have a production efficiency of 100%.


Unlike in previous games, resources cannot be stored - they flow directly into production. Excess resources expire.


All equipment requires resources to be produced. If not enough resources are available, the production output and the production efficiency increase with a penalty of up to -90 % occupied, whereby every resource (and not every unit a resource) is weighted equally. For example, if something is produced in the event of an oil shortage that costs 2 steel and 1 oil, there is a penalty of -45 % applied (instead of a penalty of -30 %). This penalty is added to other modifiers as a multiplier.

There are six strategic resources.


Land divisions and air squadrons are not produced as the smallest units. Instead, factories produce individual tanks, planes, and so on. This equipment is then used to fill the country's land divisions and air squadrons. Unlike resources, equipment can be stored.

equipment Replenishment
Anti-aircraft Anti-aircraft
Anti-tank Anti-tank
artillery artillery
Infantry equipment Pioneers
military police
Light tank Light tank
Mechanized Mechanized
Medium tank Medium tank
Support equipment Pioneers
Field hospital
military police
Trucks Field hospital