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in the end i find taking land gives u more power in the ner trem u get some items line guns truck ect. and u get there factorys ... yet over time u need to keep the ur land policed and that need to be put in check . so its kinda realy a flowing thing.. i just simply build civ to around 100 with germany asap .. than move to military and refinery's . this works pretty good . but im working on a civ. military mix and trying to rush a little faster.
UK i do the same. USA i stoped building civ and just military . do to the late country war time . the 40% civ nerf just make its hard to build civ and get half the building .
"It depends".
There is no priority formula.
Sometimes, an early increase to infrastructure in a state that has chromium or steel or whatever increases the output of that resource enough to save you from having to use a civilian factory for trade to import such resource.
Prioritizing supply when at war will mean hard and difficult choices and tradeoffs to upgrading a naval base or rail lines, even building a hub (very hard decision) versus building a military factory for desperately needed war material.
These are an example of difficult choices you face as leader of your nation.
Sometimes, you kick yourself because you had to spend construction on military factories instead of urgently needed naval base or fuel silo then discover you had a focus tree choice you could have chosen that gave you a number of "free" military factories or an increase to silo construction speed, etc.
Focus tree choices, advisor choices ... like advisor Henry Stimson giving you a 10% increase to military factory, dockyard and fuel silo speed ... and the many variables about your nation's assets (or lack of) and the situation near your borders all factor into decisions you have to make.
That said, the early years will focus more on military and civilian factories but if you take land in a war there will be a time when your entire production has radar, AA, naval bases, rail lines, forts etc. in order to fight that war and hold that land.
A smart choice to select a particular national focus or change an advisor could be made at this time to give increases to construction speed of hubs, rails, forts, etc. when this happens.
No formula. It depends.
Mils are cheaper than Civs, and your economy law gives you mil construction speed bonuses, which means mils can be built LATER in the game, closer to war. Infrastructure right now gives a +20% construction speed bonus per level, which is huge. Building infrastructure and civs early on gives you the base industry to build mils, railroads, supply hubs, refineries, whatever later on.
In reality, with each nation having different focuses and events that include bonuses, usually the priority ends up being mixed; building mils and dockyards as needed. I try to pair focuses that give free mils with research finishing, and I can take a small break from Civs to build a few mils to support this new line; as a simple example. As Italy, you get an event where Yugoslavia offers to buy planes and provide a consumer good bonus in 1938, and I use this 6 month period to stack bonuses and grind out more Civilian Factories.
Cheaper things can be built later
synthetic refineries need to be built sparsely in between mils/docks, and sometimes even between civs early if you are importing oil/rubber already. Fuel silos can come at the end still though.
Infrastructure and bases should pretty much be built as late as possible without missing out on their benefits. I.e. don't build your rails, airbase, etc. to the eastern front until you're only a few months out from that war. They generate no value from merely existing, only from being used, whereas factories will provide industrial capacity from the day they are finished onward.
Also it's generally not worth to build infrastructure for construction bonuses iirc. A few of us did the math a while back and you need to be building quite a few factories to even break even in IC profit with that investment. It should almost strictly be used for supply reasons, which should be almost never. The most valid use I've found for infrastructure is for wringing out extra resources of provinces as nations like japan that have dire need for it.
Infrastructure first is worth it for the USA because of their initial build cost modifiers and that they will be building a lot of factories. It is also worth it for USSR in a few selected provinces where they can build a lot of factories.
A rough rule of thumb I use is civilian factories until 2 years before war is expected (so late 1937 in historical) then military factories and synth plants, RADAR, air bases, railways, etc. only as the last thing before war.
Optimal builds for USSR include converting mil to civ early and back to mil later. But I don't do that as it seems gamey.
One thing with early mils is that the equipment they produce is mostly obsolete by the time war comes around.
Yes that is how i generally do it. If I am a naval power such as US or UK I will possibly push naval bases up a bit.
If you are playing historical you can also use hindsight to help. Such as as the UK improving ports and supply in North Africa so you can take on the Italians very quickly, or the US massively reinforcing the Philippines pre-1941.
Generally i start building 2 civ to 1 mil. I experimented with just building civs for the first year or so but i usually found i was then massively behind in military when wars begin. One extra factory building something doesn't seem like much but over 2/3 years that is a lot of military production.
After the first year, if i am going to use a navy i start to add in a dock yard every 2nd or 3rd cycle and if i am going to be short on rubber i add in a refinery as well something like.
civ
civ
mil
civ
civ
mil
civ
ci
mil
dock/refinery
Once i have 45 or so civs so i can build 3 things at once i start with things like airfields, infrastructure and radar.
BUT
As I said, things are fluid. I can assure you, "it depends". Choices in construction order are fluid. Construction plans change based on the status of your nation and the world around you and real or potential enemies--your changing status.
There is no set order. The more experienced you get, you will make choices among:
*advisors and their traits; also, changing advisors that can affect construction speed
*focus tree choices
*events and decisions
*relations with other nations,
These things--and more--affect construction order.
It is better to think of "concepts" as it relates to construction, not any set order or quantity since it depends on your nation of choice and numerous other variables.
NOTE: I mentioned infrastructure and gave one (1) reason/example and another player sort of discounted that with the comment:
"Also it's generally not worth to build infrastructure for construction bonuses iirc."
Besides additional resources, this player did not mention other benefits increased infrastructure gives you:
*Increases supply and supply throughput. Increases the movement speed of land units. *Affects the organization recovery rate of land units.
*Increases construction speed of shared buildings .
As you see, there are important benefits--including increased construction speed--by increasing infrastructure. Be picky about what state(s) you increase infrastructure taking into account (1) likely battle areas in war, (2) resource boost, (3) where you plan on placing shared buildings [factories, docks, silos, refineries] for purposes of that shared building boost in construction speed.
If you are invaded, you may find a state or states you increased infrastructure to be helpful in your fight due to the better supply and movement speed of your divisions.
Again, no formula. No set order. It depends.
1. civilian factories
2. anything else i need at the moment
3. random infrastructure/airport/radar/other
Secondly, obviously infrastructure provides those benefits, but they are marginal, often unnecessary as you will just move the frontline, and again, as mentioned, they will still be the last thing you should ever build unless you are already at war and are soon to be in immediate need of it.
It goes without saying that anytime you are at least 1 year away from war, you should literally never be building anything except for factories/refineries. The math is pretty obvious because factories gain cumulative value over time just for existing.
but sometimes the "frontline moves you instead"
As I said. Peptic, others have set opinions right or wrong, but I can assure you:
No formula. No set order. It depends. Things are fluid.
As US i build civs and rush for 50 dockyards simultaneous, for my monster navy. I build civs until late 39. . Sure it has building redundance and the civs get gobbled up. But once the giant awakens and build around 20 mils at ful cap at once, you can start feeding your land and airforce. At first you need loads of cheap divisions, just so you can build up your marine corps and 2 mils from start on naval bombers. All islands save and patrolled by navy and naval bombers, and radar towers. By the time i go for Japan main island i have equipment surplus and over 100 fat divisions.
Modifiers can change all that. For example, USA starts with a -50% to factory construction speed and gets a +20% to infrastructure speed with the New Deal so break even is about 3 slots (i.e. most of the states).
It takes quite a few civs built to break even on IC cost when it comes to making civs vs upgrading infra first. So I generally reserve it for the few, high-capacity-but-empty-slots regions that some countries get. (As they often also have large resource pools too)
There are some other things to consider though when it comes to the math, and that is non-civ buildings like refineries and nuclear reactors.
https://hoi4.paradoxwikis.com/Construction
Infra costs 6000 to build. Civs cost 10800. At a rate of 20% of 10800 vs a cost of 6000 you can see it takes a while.
However, notably refineries cost 14500 and nuclear reactors cost 30000. Each being capped at 3/1 per state reduces the infra advantage, but is still noteworthy. The other big ones include RADAR, AA, ports, and suppy hubs. (See link above for respective IC requirements.)
It can be worth it to build infrastructure if you're going to be investing a significant amount of IC in the zone. Maxing out your state AA, RADAR, airports, forts, etc.
In terms of straight updating your economy in 1936, it's almost always better to build civs.
-
I'll also add that I mostly play modded runs now, so I'll also note that many mods touch on this further than vanilla does. Base game tips the scales as (e.g USA's new deal, Germany's economy focuses, etc.) with buffs to things like infra build speed. Some mods take it much further, so bear that in mind when deciding your path, check your focus tree for any upcoming buffs/etc.
(Or use meta knowledge. E.g build infra on states you know you'll get in a civil war)
One last thing to factor in is time. I've played some KR runs where a few days could make all the difference in hitting a certain event. Having the 20% build speed in a zone helped me build a few things that you'd otherwise be limited by your standard 15 factor build rate. (Though the process of getting a state then quickly needing to fight for if is far less common in Vanilla than my KR experience.)
This also applies to repairing damaged infrastructure. As an example that works for both: making a naval invasion on a zone that doesn't have a port. If you're building a new port, you want that done ASAP. If you have two construction lines running, move the damage infrastructure repair order up so you can build the port faster and get your troops the supplies they need.