Hearts of Iron IV

Hearts of Iron IV

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production efficiency always ruin my game
i've researched all production efficiency related technologies but they are not enough, do you have any tips?
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Showing 1-15 of 29 comments
FDX Mar 18, 2019 @ 2:21pm 
Define not enough? Define ruins my game?
The_Recon2000 Mar 18, 2019 @ 2:24pm 
Originally posted by FDX:
Define not enough? Define ruins my game?
it severely hinders my production to the point that i cannot supply my mediocre sized army
Bored Peon Mar 18, 2019 @ 2:34pm 
Why are you constantly changing what your factory produces?

If you know you are going to change what factories produce constantly you need to go with the dispersed tree for the retention bonus.

The 1943 tech flexible line should always be taken no matter which tree you chose. Simply because at that point you will be spending xp to change models.

Also do not forget to take the equipment conversion techs to speed up production of new variants of things you already made.
FDX Mar 18, 2019 @ 2:35pm 
That's not a game problem. Work on your macro a bit.
The_Recon2000 Mar 18, 2019 @ 2:39pm 
Originally posted by Bored Peon:
Why are you constantly changing what your factory produces?

If you know you are going to change what factories produce constantly you need to go with the dispersed tree for the retention bonus.

The 1943 tech flexible line should always be taken no matter which tree you chose. Simply because at that point you will be spending xp to change models.

Also do not forget to take the equipment conversion techs to speed up production of new variants of things you already made.
Actually i think you are pointing out to a mechanic which i had no knowledge of, is this issue mainly caused by changing my production line constantly? because that's what i usually do.
The_Recon2000 Mar 18, 2019 @ 2:41pm 
btw i do this because my logistics tab constantly change the demand and i don't know why.

Edit: i think it might be because of war and loss of equipment i suppose.
Last edited by The_Recon2000; Mar 18, 2019 @ 2:44pm
Bored Peon Mar 18, 2019 @ 2:59pm 
Originally posted by The_Recon2000:
Originally posted by Bored Peon:
Why are you constantly changing what your factory produces?

If you know you are going to change what factories produce constantly you need to go with the dispersed tree for the retention bonus.

The 1943 tech flexible line should always be taken no matter which tree you chose. Simply because at that point you will be spending xp to change models.

Also do not forget to take the equipment conversion techs to speed up production of new variants of things you already made.
Actually i think you are pointing out to a mechanic which i had no knowledge of, is this issue mainly caused by changing my production line constantly? because that's what i usually do.

The problem is you. Every time you tell a factory to produce something different it loses production efficiency.

Think about a real factory, you have a bunch of workers that make Item A and special machines to make Item A. After a while they get good at doing it. Now all of a sudden you take the same factory and workers and tell them to make Item B which means new machines and techniques, so they have to learn all over.

The production retention in the dispersed tree gives a bonus to how much efficiency you lose when constantly changing items produced. This is meant for little countries (not majors) simpyl because they do not have the land space for a lot of factories.

Here is an example of what you need to do is devote X amount of factories to each item you need to produce. For instance if you wanted to produce infantry that is 7 infantry 2 arty, and 2 supports then you want to be using 2 factories for rifles, 2 for arty, and 2 for support equipment.

Now what you can do is adjust a couple factories here and there as you over produce etc. You never want to do what you were constantly doing.
ChaosKhan Mar 18, 2019 @ 3:00pm 
Are you sure it's production efficiency and not lack of ressources? Production efficiency grows pretty fast...

Sometimes it's better to just keep on producing improved, older equipment than to switch to the new type immidiately. It happened historically too, for example with the Panzer IV - Panther. It couldn't afford to switch because it would have interrupted the supply stream and led to a collapse of the tank divisions...

As far as I know only big landed majors like USA and USSR can afford dispersed industries. Concentrated industries is for small nations because it allowes them to build more factories in every region.
Last edited by ChaosKhan; Mar 18, 2019 @ 3:04pm
The_Recon2000 Mar 18, 2019 @ 3:30pm 
Originally posted by Bored Peon:
Originally posted by The_Recon2000:
Actually i think you are pointing out to a mechanic which i had no knowledge of, is this issue mainly caused by changing my production line constantly? because that's what i usually do.

The problem is you. Every time you tell a factory to produce something different it loses production efficiency.

Think about a real factory, you have a bunch of workers that make Item A and special machines to make Item A. After a while they get good at doing it. Now all of a sudden you take the same factory and workers and tell them to make Item B which means new machines and techniques, so they have to learn all over.

The production retention in the dispersed tree gives a bonus to how much efficiency you lose when constantly changing items produced. This is meant for little countries (not majors) simpyl because they do not have the land space for a lot of factories.

Here is an example of what you need to do is devote X amount of factories to each item you need to produce. For instance if you wanted to produce infantry that is 7 infantry 2 arty, and 2 supports then you want to be using 2 factories for rifles, 2 for arty, and 2 for support equipment.

Now what you can do is adjust a couple factories here and there as you over produce etc. You never want to do what you were constantly doing.
By far my biggest problem in the game is that i have to guess how much i need to produce for X type of thing in production tab. Where can i find indicators that X amount of production will suffice for macro production? The closest thing to it is the logistics tab but that always constantly changes demand values. I guess the game is meant to be played like this: up your production by how much equipment defict there is and if you have enough stored lower the production?
Včelí medvídek Mar 18, 2019 @ 3:42pm 
More or less yes.. never cancel or change production but usual startegy is to put factories to things oyu need first in alrge amounts and once you have enough lower it and relocate factories to different projects.

Any specific numbers could be misleading but for ecample infantry support equipment or motorized are things that need coupel of factories for make the rpoduction of new unit but not so much to replenish loses - so with small/medium army there is often enough to put something like 5 military factories there but once your units in production have all needed just put it down to 1-2 to continue production in much smaller scale.

Rest comes with experience I would say.
ChaosKhan Mar 18, 2019 @ 3:56pm 
The logistics tab provides you with numbers which you need to produce. It shows estimates by comparing production numbers and the daily need to reinforce divisions and concluding an overall balance. It can of course spike, if your divisions are marching through mountains are out of supply etc, or be too low due to no fighting taking place, but is normally a very good indicator.
Mr_Faorry Mar 18, 2019 @ 4:05pm 
Make sure you're taking dispersed production, it has efficiency retention and it's just better anyway.
Bored Peon Mar 18, 2019 @ 4:21pm 
Originally posted by Mr_Faorry:
Make sure you're taking dispersed production, it has efficiency retention and it's just better anyway.

Actually the two trees are totally different.

One has a higher production output, but is more vulnerable to bombing. Easily countered by having an air force and anti-aircraft. This include shipyards.

The retention tree has a lower output, but is less vulnerable to bombing.

While it does not seem like much, but it is if you are a major and using like 20 factories just to produce one item. When you are playing the Chinese countries where manpower is like unlimited you aint ever going to stop producing rifles or infantry units, so using retention really aint a good use.

Originally posted by The_Recon2000:
By far my biggest problem in the game is that i have to guess how much i need to produce for X type of thing in production tab.

There is no magic number. Simply because demands and output are going to be fluid. If your stability drops so does your production, lose a territory the same thing. The same occurs for losses and new unit production. You could be producing just fine then the next unit starts in queue and you need say 3k rifles for reinforcements. You should only worry about changing what a factory produces or number producing when you have an abundance. Even then your estimate can still be off because the amount in your stockpile can drop quickly when you stop producing.
Mr_Faorry Mar 18, 2019 @ 4:27pm 
Originally posted by Bored Peon:
Originally posted by Mr_Faorry:
Make sure you're taking dispersed production, it has efficiency retention and it's just better anyway.

Actually the two trees are totally different.

One has a higher production output, but is more vulnerable to bombing. Easily countered by having an air force and anti-aircraft. This include shipyards.

The retention tree has a lower output, but is less vulnerable to bombing.

While it does not seem like much, but it is if you are a major and using like 20 factories just to produce one item. When you are playing the Chinese countries where manpower is like unlimited you aint ever going to stop producing rifles or infantry units, so using retention really aint a good use.
There was a video I watched the other week which explained the differences, it takes like 2 years of constant production for concentrated to outproduce dispersed. I'll see if I can find the video again since there was more to it than just that but that was a major part of it.
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Date Posted: Mar 18, 2019 @ 2:18pm
Posts: 29