These buildings are built on a state level.
|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.|
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.
|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).|
|Naval dockyard||3250||10||Produces ships. Base output is 2.5 (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.|
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.
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.
|Category||Default number of slots||Example State|
|Megalopolis Region||12||Greater London Area|
|Metropolis Region||10||New England|
|Dense Urban Region||8||Southern Ontario|
|Sparse Urban Region||5||Nebraska|
|Developed Rural Region||4||Sardinia|
|Small Island||1||Iwo Jima|
|Tiny Island||0||Midway Island|
These buildings are built on a province level.
|Naval base||3000||10||Bases and repairs ships , and can send and receive supplies and resources via convoys.|
|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 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.
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 (but not naval dockyards), rounding upwards. Factories are counted even when they are damaged and can't produce anything.
Suppose the Civilian economy law is enabled (requiring 30% of 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 have 30 (civilian) factories dedicated to consumer goods.
- Strategic Implications
Due to the fact that naval dockyards do not modify the needed consumer goods, a nation is normally better off building naval dockyards before military factories. This is under the premise that the military equipment is not immediately needed.
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.
|+15%||with Free Trade as Trade law|
|+5%||with Limited Exports as Trade law|
|−30%||with All Adults Serve as Conscription law|
|−40%||with Scraping the Barrel 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:
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 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:
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.
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.