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You need to assign the factories to make more of that specific item.
You need steel to make infantry equipment. If you don't have enough of a resource to make items then it will be made at a reduced rate and eventually cease production all together.
Go to the trade tab and look at what resources your lacking. Trading resources for civilian factories. Keep that in mind
CF's are the PRIMARY building blocks of the Game, and only CF's can build more CF's .
CF's, in groups of 15, can make 1 of something at maximum speed .
SECONDARY PRODUCTION ITEMS are War Factories [WF's] and Ship/Dockyards [SY's] ; once built, they produce the equipment that goes into stockpiles, for actual units to draw upon while they are outfitting for deployment .
RESOURCES are the FEEDSTOCK for your FACTORIES !! If you need more for your factories, build more CF's for trade { 1 CF = 8 of that resource, so plan ahead} .
WF's like CF's can be assigned in groups of UP TO 15, to produce A THING (rifles ?); making a Line, doing THIS .
Still need more rifles ?, get more WF's, which means more CF's to make the WF's you need .
EXAMPLE : vanilla USA starts with 32 CF's, I set up to build 2 CF's using 30 CF's, and use the other 2 CF's for trade (rubber and chromium) . I also have 5 WF's to assign : 2 to rifles, 2 to INF equipment, and 1 to artillery .
Once my equipment stockpiles reach green numbers, THEN I can think about building new divisions .
These red numbers show : 1] how many units of THIS you are SHORT of getting to full strength with current land units; and 2] how many days of CURRENT production it will take to get out of negative (red) numbers, and into positive (green) numbers ...starting to build a SURPLUS of (THIS) item .
As you add more WF's to the 3 weapons lines needed for an INF XX ... artillery, INF equipment, and rifles, the time required to start adding equipment into a surplus DOES shorten quickly; also factoring in industrial goodies like :
1] Industrial Construction I (+ 10% quicker factory builds) ;
2] Better Tools I (+ 10% higher efficiency cap) ;
3] Excavation I (+ 10% better digging = fewer trades for resources) ;
4] More Factories tech I (+20% factories PER STATE) ; and
5] Factories become more efficient on a day-by-day basis .
As new factories are assigned to a task (rifles ?), the average efficiency goes dowm for a while, but production of THAT item (rifles ?) goes UP.
Now we go to the Training Page, open it, and find your front-line INF XX; in the upper right corner are the numbers you need to outfit a new division (XX) [ X# rifles, Y# INF Equip., Z# artillery ] ,
these are the numbers your production lines MUST aim for {and exceed !!!} to put that XX into the field at full strength .
But why exceed those minimums ?, you ask, a fat, growing stockpile allows you to be able to replace regular equipment losses in training and in combat !
THE great UNWRITTEN RULE of HOI4 reads as follows :
PRODUCTION DICTATES MANPOWER FLOW !!!
In the example you quoted, I did not mention shipyards/dockyards (SY's) because :
A] SY's are for maritime units; convoys and warships ;
B] SY's do not show any knd of deficiets/day; only finished and launched items ; and
C] I did not remember how many free SY's the USA started with, off the top of my head .
Convoys DO go to the stockpile; ships go to assembly/launching ports or Fleets .
SY's build stuff that FLOATS, whereas WF's build stuff for land combat ; which OP was talking about .