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Mobilization it will only use 10% It can also be events if they are on strike it will do that if you get a strike event always use the last option that uses the most political power.
lets say you have 10 civilian and 10 military factories with 20% consumer goods. you will be paying 4 factories in civilian factories since 10 + 10 = 20, and then 20% of 20 is 4. these 4 factories are subtracted from your civilian factories, but not your military ones, meaning you'll be left with 6 civilian factories.
if you have 10 civilian factories, but 100 military factories with 20% consumer goods, you will be paying 20% of 110, which is 22 consumer goods factories. which is higher than the 10 civilian factories you own, leading to the issue you are experiencing.
you can decrease consumer goods by changing your economy law to something like partial/total mobilisation which lowers the % of your factories going towards consumer goods.
in the future make sure to balance your production queues between military and civilian so that you dont lose all of your civilian factories to consumer goods upkeep
Stability below 50% leads to strikes so always try and keep above that. But more stability is better - less resistance, more production, fewer consumer goods, ...
Yeah, stability is a big thing because if you get strikes consumer goods will shot up really hard.
Nope for strikes it is always the strike even will always cripple you and you can get them 4-5 times in a row if you stability is too low and it will just deadlock your economy
Hi,
I know this is an old post, but I still have questions about this.
I currently have 54 civilian factories and 40 military factories. The MEFO Bills Payments says: consumer goods factories: 20%. So I would think there would be about 19 factories used for consumer goods. However, when I look at construction, it says there are 34 used for consumer goods.
Stability is 85%.
What am I missing?