# Construction

Constructions are fixed assets that may be built in states or provinces.

## State buildings

These buildings are built on a state level.

Name Cost Maximum level Effect
Infrastructure 3000 10 Determines supply throughput. Increases the speed and recovery rate of land units.
Air base 1250 10 Bases and repairs air units. Each air base level can host 200 aircraft.
Anti-air 2500 5 Damages attacking air units and reduces damage from bombing. Note that the Anti-Air emplacement only attacks those aircraft attacking the state, not units within the state. This means strategic, tactical, and naval bombers that attack buildings or ports will possibly take damage if there are Anti-Air emplacements. But enemy fighters flying air superiority missions in the state do not take damage.
Radar station 3375 6 Detects enemy forces, especially incoming aircraft. Radars also help detect enemy ships at sea.

## Shared buildings

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.

Name Cost Maximum level Effect
Civilian factory 7200 20 Produces consumer goods and constructions, or can be used for trade. Base output is 5 (per day).
Military factory 3600 20 Produces equipment. Base output is 5 (per day).
Synthetic refinery 8750 4 (Depends on Technology) Produces 5 and 2.
Rocket site 3250 5 Launches rockets.
Nuclear reactor 15000 1 Produces nuclear bombs.

### Deconstructing

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

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 Foci may give additional bonus slots. The total number of slots is capped at 25.

Building slots.
Category Default number of slots Example State
Megalopolis Region 12 Greater London Area
Metropolis Region 10 New England
Dense Urban Region 8 Southern Ontario
Urban Region 6 Svealand
Developed Rural Region 4 Sardinia
Rural Region 2 Crete
Pastoral Region 1 Hejaz
Small Island 1 Iwo Jima
Enclave 0 Gibraltar
Tiny Island 0 Midway Island
Wasteland 0 Libyan Desert

## Province buildings

These buildings are built on a province level.

Name Cost Maximum level Effect
Land fort 500 + (500 * Existing Local Fort Level) 10 Reduces the attack and defense of land invaders by 15% per level.
Coastal fort 500 + (500 * Existing Local Coastal Fort Level) 10 Reduces the attack and defense of naval invaders by 15% per level.

## Civilian factories

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 Construction tab. It's possible to increase the number of Civilian Factories by building more, but this is limited by the number of Shared Structures slots available in each State.

### Output

The Factory Output of each civilian factory is 5 per day. Construction Speed modifies the output for the building of all constructions.

Conditions
+10%
−10%
−30% with as Conscription law
−40% with as Conscription law

There are also modifiers which only affect a single type of building. This are, primarily, the political advisors (Captain of Industry, Fortification Engineer, Quartermaster General and War Industrialist) but also many other national spirits activated by national focuses or events.

### Efficiency of additional Civilian Factories

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, 7200. 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:

${\displaystyle {\text{Payback Time}}={\frac {7200}{5\cdot (1+{\text{Construction Speed Bonus}})\cdot \left(1-{\frac {\text{Consumer Goods Factories}}{100}}\right)}}}$

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.

Minimum 0% Maximum
Undisturbed Isolation 8000 2400 2087
Isolation 5539 2216 1773
Civilian Economy 4115 2058 1524
Early Mobilization 2743 1920 1239
Partial Mobilization 2250 1800 1091
War Economy 2218 1695 1027
Total Mobilization 2000 1600 970

Minimal Construction Speed is -70% for Undistrubed 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:

${\displaystyle {\text{Build Time}}={\frac {7200}{\#{\text{Factories}}\cdot 5\cdot \left(1+{\frac {\text{SpeedBonus}}{100}}\right)}}}$

## Factory conversion

Civilian Factories can be converted into Military Factories for 2000 and Military Factories can be converted into Civilian Factories for 6000. 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

Constructions may be damaged by combat or strategic bombing. They repair themselves at a rate of 1% per day. Civilian production may also be allocated to repair constructions at the same base rate as new construction.