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If you're starting out with the basic gun, supplies, and artillery, you should--from my own experience--fill up the gun production, around 5-10 for supplies, and 2-5 for artillery.
If you're still having trouble keeping your men supplied, double up on the production of the thing you need. And generally, you want to get newer equipment to increase your army's fighting potential. Though if your industry isn't up to the task, sticking with the tried and true would be better.
What this guy says is true. Totally true, especially the efficiency part.
Whenever you switch an assembly line to another type of item, or switch the line to a better version, or add factories, you lose Efficiency. I listed those three in order from most Efficiency loss to least Efficiency loss. Your lines build up efficiency (+1.7% per week) over time as your workers become more familiar with whatever they are producing. You start at 10% I think, and you can get your Efficiency up to 50% by default, and up to 100% after researching some techs. You can also increase the rate at which you increase your efficiency with certain techs.
How production is calculated is 5 x -factory number- + -bonuses from techs- x -Efficiency multiplier-. So for example, let's say an item, let's call it the M4A4, costs 10 production to make a single unit. We assign 4 factories to it, and we have +25% production bonuses from our techs. 5x4+25% is 25, so at 100% Efficiency, we will be making 2.5 M4's per day.
All your landing troops are at the port where the attack is to be launched
The Preparation timer has finished
Enough Convoys have arrived to ferry your troops
To increase chances of success:
Patrol the waters between your port and your target with fleets
Use either fleets, aircraft, or decryption to get intel on your target
Let the Preparation timer finish all the way
Use Marines to take an enemy Port, then ferry the rest of your troops in unopposed