0% found this document useful (0 votes)
31 views

Production Types

nk

Uploaded by

Jas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
31 views

Production Types

nk

Uploaded by

Jas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 25

### Factories

###################################################################################
##

factory_template = {
efficiency = {
cement = 0.5 #if no cement, work at 75% efficiency #cost = 16.0
machine_parts = 0.05 # was 0.01 cost = 36.5 # 9.825/day/level
for both
}

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -2.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

cheap_factory_template = {
efficiency = {
cement = 0.25 #if no cement, work at 75% efficiency #cost = 4/level

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -1.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

machine_part_user_template = {
efficiency = {
cement = 0.5 #if no cement, work at 75% efficiency #cost = 16.0
}

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -2.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

cement_template = {
efficiency = {
iron = 2.3 #if no cement, work at 75% efficiency #cost = 16.0
machine_parts = 0.05 # was 0.01 cost = 36.5 #9.825/day/level
for both
}

owner =
{
poptype = capitalists
effect = input
effect_multiplier = -2.5
}

employees = {
{
poptype = craftsmen
effect = throughput
amount = 0.8
}
{
poptype = clerks
effect = output
effect_multiplier = 1.5
amount = 0.2
}

}
type = factory
workforce = 10000
}

############# LATE GAME FACTORIES

aeroplane_factory = {
template = machine_part_user_template
input_goods = {
machine_parts = 1.11 #38.69
electric_gear = 2 #32
rubber = 1 #7
lumber = 3.3 #3.3 total input+maint = 90
}
output_goods = aeroplanes
value = 0.91 #100
bonus = {
trigger = { has_building = machine_parts_factory }
value = 0.25
}
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.25
}
}

barrel_factory = {
template = machine_part_user_template
input_goods = {
automobiles = 0.3 #21
machine_parts = 0.85 #29.2
electric_gear = 1 #16
rubber = 1 #7
}
output_goods = barrels
value = 1.0 #98 total input+maint = 83
bonus = {
trigger = { has_building = automobile_factory }
value = 0.1
}
bonus = {
trigger = { has_building = machine_parts_factory }
value = 0.1
}
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.05
}
}
automobile_factory = {
template = machine_part_user_template
input_goods = {
machine_parts = 1.05 #36.5
electric_gear = 1.5 #24
rubber = 1 #7
steel = 2.25 #10.58 total input+maint = 89
}

output_goods = automobiles
value = 1.43 #100
bonus = {
trigger = { has_building = machine_parts_factory }
value = 0.1
}
bonus = {
trigger = { has_building = steel_factory }
value = 0.1
}
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.05
}
}

radio_factory = {
template = factory_template
input_goods = {
glass = 10 #29
electric_gear = 3 #48 total input+maint = 87
}
output_goods = radio
value = 6.5 #104
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.15
}
bonus = {
trigger = { has_building = glass_factory }
value = 0.1
}
}

telephone_factory = {
template = factory_template
input_goods = {
glass = 15 #43.5
electric_gear = 2.5 #40 total input+maint = 93.5
}
output_goods = telephones
value = 6.5 #104
bonus = {
trigger = { has_building = electric_gear_factory }
value = 0.15
}
bonus = {
trigger = { has_building = glass_factory }
value = 0.1
}
}

############# STRATEGIC FACTORIES

electric_gear_factory = {
template = factory_template
input_goods = {
rubber = 4 #28
coal = 5 #11.5
iron = 5 #17.5 total input+maint = 67
}
output_goods = electric_gear
value = 5 #80
bonus = {
trigger = { trade_goods_in_state = rubber }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.05
}
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.05
}
}

machine_parts_factory = {
template = factory_template
input_goods = {
steel = 9 #42.3
coal = 5 #11.5 total input+maint = 66
}
output_goods = machine_parts
value = 2 #73
bonus = {
trigger = { has_building = steel_factory }
value = 0.125
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.125
}
}

synthetic_oil_factory = {
template = factory_template
input_goods = {
coal = 12 #27.6 total input+maint = 39
}
output_goods = oil
value = 2.5 #30
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

############# ADVANCED FACTORIES


fuel_refinery = {
template = factory_template
input_goods = {
oil = 2.5 #30 total input+maint = 40
}
output_goods = fuel
value = 2 #50
bonus = {
trigger = {
OR = {
trade_goods_in_state = oil
has_building = synthetic_oil_factory
}
}
value = 0.25
}
}

steamer_shipyard = {
template = factory_template
input_goods = {
steel = 22 #94
coal = 30 #69 (huhuh huhuh) total input+maint = 182
}
output_goods = steamer_convoy
is_coastal = yes
value = 3 #195
bonus = {
trigger = { has_building = steel_factory }
value = 0.125
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.125
}
}

############# LUXURY GOODS FACTORIES

luxury_clothes_factory = {
template = factory_template
input_goods = {
regular_clothes = 0.9 #5.22
silk = 3.9 #39 total input+maint = 54
}
output_goods = luxury_clothes
value = 1 #65
bonus = {
trigger = { has_building = regular_clothes_factory }
value = 0.2
}
bonus = {
trigger = { trade_goods_in_state = silk }
value = 0.05
}
}

luxury_furniture_factory = {
template = factory_template
input_goods = {
furniture = 2 #45.08
tropical_wood = 7.5 #8.1 total input+maint = 53.18
}
output_goods = luxury_furniture
value = 1.1 #64.9
bonus = {
trigger = { has_building = furniture_factory }
value = 0.2
}
bonus = {
trigger = { trade_goods_in_state = tropical_wood }
value = 0.05
}
}

############# MEDIUM FACTORIES

steel_factory = {
template = factory_template
input_goods = {
iron = 20 #70
coal = 5 #11.5 total input+maint = 81.5
}

output_goods = steel #94


value = 20
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.125
}
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.125
}
}

artillery_factory = {
template = factory_template
input_goods = {
explosives = 1 #20
steel = 8 #37.6 total input+maint = 67.6
}
output_goods = artillery
value = 1.3 #78
bonus = {
trigger = { has_building = steel_factory }
value = 0.15
}
bonus = {
trigger = { has_building = explosives_factory }
value = 0.1
}
}

clipper_shipyard = {
template = factory_template
input_goods = {
fabric = 100 #162
timber = 100 #90
steel = 30 #141 total input+maint = 393
}
output_goods = clipper_convoy
is_coastal = yes
value = 10 #420
bonus = {
trigger = { has_building = fabric_factory }
value = 0.1
}
bonus = {
trigger = { has_building = steel_factory }
value = 0.1
}
bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.05
}
}

small_arms_factory = {
template = factory_template
input_goods = {
ammunition = 2.0 #35
steel = 3.0 #14.1 total input+maint = 60
}
output_goods = small_arms
value = 2 #74

bonus = {
trigger = { has_building = steel_factory }
value = 0.15
}
bonus = {
trigger = { has_building = ammunition_factory }
value = 0.1
}
}

############# COMMON FACTORIES

furniture_factory = {
template = factory_template
input_goods = {
lumber = 20 #20
timber = 20 #18 total input+maint = 48
}
output_goods = furniture
value = 12 #58.8
bonus = {
trigger = { has_building = lumber_mill }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.1
}
}
paper_mill = {
template = factory_template
input_goods = {
timber = 50 #45 total input+maint = 55
}
output_goods = paper
value = 20 #68
bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.25
}
}

regular_clothes_factory = {
template = factory_template
input_goods = {
fabric = 40 #18 total input+maint = 72
}
output_goods = regular_clothes
value = 15 #87
bonus = {
trigger = { has_building = fabric_factory }
value = 0.25
}
}

explosives_factory = {
template = factory_template
input_goods = {
fertilizer = 3 #30
ammunition = 0.8 #14 total input+maint = 54
}
output_goods = explosives
value = 3 #60
bonus = {
trigger = { has_building = fertilizer_factory }
value = 0.15
}
bonus = {
trigger = { has_building = ammunition_factory }
value = 0.1
}
}

############# CHEAP FACTORIES

ammunition_factory = {
template = cheap_factory_template
input_goods = {
sulphur = 2 #12
iron = 4 #10.5 total input+maint = 30
}
output_goods = ammunition
value = 2 #35
bonus = {
trigger = { trade_goods_in_state = sulphur }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.1
}
}

canned_food_factory = {
template = cheap_factory_template
input_goods = {
iron = 0.5 #1.75
cattle = 4 #8
grain = 4 #8.8
fish = 4 #6 total input+maint = 28.some
}
output_goods = canned_food
value = 2 #32
bonus = {
trigger = { trade_goods_in_state = grain }
value = 0.1
}
bonus = {
trigger = {
OR = {
trade_goods_in_state = fish
trade_goods_in_state = cattle
}
}
value = 0.1
}
bonus = {
trigger = { trade_goods_in_state = iron }
value = 0.05
}
}

dye_factory = {
template = cheap_factory_template
input_goods = {
coal = 9 #20.7 total input+maint = 24.7
}
output_goods = dye
value = 2.5 #30
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

liquor_distillery = {
template = cheap_factory_template
input_goods = {
grain = 5 #11
glass = 4 #11.6 total input+maint = 26.6
}
output_goods = liquor
value = 5 #32
bonus = {
trigger = { has_building = glass_factory }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = grain }
value = 0.1
}
}

winery = {
template = cheap_factory_template
input_goods = {
fruit = 5 #9
glass = 5 #14.5 total input+maint = 27.5
}
output_goods = wine
value = 3.5 #34
bonus = {
trigger = { has_building = glass_factory }
value = 0.15
}
bonus = {
trigger = { trade_goods_in_state = fruit }
value = 0.1
}
}

############# BASIC FACTORIES

lumber_mill = {
template = factory_template
input_goods = {
timber = 100 #90 total input+maint = 100
}
output_goods = lumber

value = 110 #110


bonus = {
trigger = { trade_goods_in_state = timber }
value = 0.25
}
}

fabric_factory = {
template = factory_template
input_goods = {
cotton = 18
dye = 2
}
output_goods = fabric
value = 45 #81
bonus = {
trigger = { trade_goods_in_state = cotton }
value = 0.125
}
bonus = {
trigger = {
OR = {
has_building = dye_factory
trade_goods_in_state = dye
}
}
value = 0.125
}
}

cement_factory = {
template = cement_template
input_goods = {
coal = 12 #27.6 total input+maint = 37
}
output_goods = cement
value = 3 #48
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

glass_factory = {
template = factory_template
input_goods = {
coal = 14 #32.2 total input+maint = 42
}
output_goods = glass
value = 18 #52.2
bonus = {
trigger = { trade_goods_in_state = coal }
value = 0.25
}
}

fertilizer_factory = {
template = factory_template
input_goods = {
sulphur = 6 #36 total input+maint = 46
}
output_goods = fertilizer
value = 5 #50
bonus = {
trigger = { trade_goods_in_state = sulphur }
value = 0.25
}
}

### RGOs
###################################################################################
##

RGO_template_farmers = {
owner =
{
poptype = aristocrats
effect = output
}

employees = {
{
poptype = farmers
effect = throughput
amount = 1
}
{
poptype = slaves
effect = output
amount = 1
}
}

type = rgo
workforce = 40000
}

RGO_template_labourers = {
owner =
{
poptype = aristocrats
effect = output
}

employees = {
{
poptype = labourers
effect = throughput
amount = 1
}
{
poptype = slaves
effect = output
amount = 1
}
}

type = rgo
workforce = 40000
}

cattle_ranch = {
template = RGO_template_farmers
output_goods = cattle
value = 1.8
farm = yes
}

coal_mine = {
template = RGO_template_labourers
output_goods = coal
value = 2.4
mine = yes
}

coffee_plantation = {
template = RGO_template_farmers
output_goods = coffee
value = 1.5
farm = yes
}

cotton_plantation = {
template = RGO_template_farmers
output_goods = cotton
value = 2.2
farm = yes
}

dye_plantation = {
template = RGO_template_farmers
output_goods = dye
value = 0.22
farm = yes
}

fishing_wharf = {
template = RGO_template_farmers
output_goods = fish
value = 2.2
farm = yes
}

grain_farm = {
template = RGO_template_farmers
output_goods = grain
value = 1.8
farm = yes
}

iron_mine = {
template = RGO_template_labourers
output_goods = iron
value = 1.8
mine = yes
}

oil_rig = {
template = RGO_template_labourers
output_goods = oil
value = 1
mine = yes
}

opium_plantation = {
template = RGO_template_farmers
output_goods = opium
value = 0.7
farm = yes
}

orchard = {
template = RGO_template_farmers
output_goods = fruit
value = 2.8
farm = yes
}

precious_metal_mine = {
template = RGO_template_labourers
output_goods = precious_metal
value = 2
mine = yes
}

rubber_lodge = {
template = RGO_template_labourers
output_goods = rubber
value = 0.75
farm = yes
}

sheep_ranch = {
template = RGO_template_farmers
output_goods = wool
value = 5
farm = yes
}

silkworm_ranch = {
template = RGO_template_farmers
output_goods = silk
value = 0.25
farm = yes
}

sulphur_mine = {
template = RGO_template_labourers
output_goods = sulphur
value = 2
mine = yes
}

tea_plantation = {
template = RGO_template_farmers
output_goods = tea
value = 1.75
farm = yes
}

timber_lodge = {
template = RGO_template_labourers
output_goods = timber
value = 8
farm = yes
}

tobacco_plantation = {
template = RGO_template_farmers
output_goods = tobacco
value = 2.5
farm = yes
}

tropical_wood_lodge = {
template = RGO_template_labourers
output_goods = tropical_wood
value = 4
farm = yes
}

### Artisans
###################################################################################
##

artisan_aeroplane = {
input_goods = {
machine_parts = 1.06 #38.69
electric_gear = 2 #32
rubber = 1 #7
lumber = 3.3 #3.3 total input+maint = 90
}
output_goods = aeroplanes
value = 0.91 #100

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_barrel = {
input_goods = {
automobiles = 0.3 #21
machine_parts = 0.8 #29.2
electric_gear = 1 #16
rubber = 1 #7
}
output_goods = barrels
value = 1.0 #98 total input+maint = 83

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_automobile = {
input_goods = {
machine_parts = 1 #36.5
electric_gear = 1.5 #24
rubber = 1 #7
steel = 2.25 #10.58 total input+maint = 89
}

output_goods = automobiles
value = 1.43 #100

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_radio = {
input_goods = {
glass = 10 #29
electric_gear = 3 #48 total input+maint = 87
}
output_goods = radio
value = 6.5 #104

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_telephone = {
input_goods = {
glass = 15 #43.5
electric_gear = 2.5 #40 total input+maint = 93.5
}
output_goods = telephones
value = 6.5 #104

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

############# STRATEGIC FACTORIES

artisan_electric_gear = {
input_goods = {
rubber = 4 #28
coal = 5 #11.5
iron = 5 #17.5 total input+maint = 67
}
output_goods = electric_gear
value = 5 #80

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_machine_parts = {
input_goods = {
steel = 9 #42.3
coal = 5 #11.5 total input+maint = 66
}
output_goods = machine_parts
value = 2 #73

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

############# ADVANCED FACTORIES

artisan_fuel = {
input_goods = {
oil = 2.5 #30 total input+maint = 40
}
output_goods = fuel
value = 2 #50

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_steamer = {
input_goods = {
steel = 22 #94
coal = 30 #69 (huhuhuhuh) total input+maint = 182
}
output_goods = steamer_convoy
is_coastal = yes
value = 3 #195

owner = {
poptype = artisan
effect = output
}

type = artisan
workforce = 10000
}

############# LUXURY GOODS FACTORIES

artisan_luxury_clothes = {
input_goods = {
regular_clothes = 0.9 #5.22
silk = 3.9 #39 total input+maint = 54
}
output_goods = luxury_clothes
value = 1 #65

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_luxury_furniture = {
input_goods = {
furniture = 2 #45.08
tropical_wood = 7.5 #8.1 total input+maint = 53.18
}
output_goods = luxury_furniture
value = 1.1 #64.9

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

############# MEDIUM FACTORIES

artisan_steel = {
input_goods = {
iron = 20 #70
coal = 5 #11.5 total input+maint = 81.5
}

output_goods = steel #94


value = 20

owner = {
poptype = artisan
effect = output
}
type = artisan

workforce = 10000
}

artisan_artillery = {
input_goods = {
explosives = 1 #20
steel = 8 #37.6 total input+maint = 67.6
}
output_goods = artillery
value = 1.3 #78

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_clipper = {
input_goods = {
fabric = 100 #162
timber = 100 #90
steel = 30 #141 total input+maint = 393
}
output_goods = clipper_convoy
is_coastal = yes
value = 10 #420

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_small_arms = {
input_goods = {
ammunition = 2.0 #35
steel = 3.0 #14.1 total input+maint = 60
}
output_goods = small_arms
value = 2 #74

owner = {
poptype = artisan
effect = output
}
type = artisan

workforce = 10000
}

############# COMMON FACTORIES

artisan_furniture = {
input_goods = {
lumber = 20 #20
timber = 20 #18 total input+maint = 48
}
output_goods = furniture
value = 12 #58.8

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_paper = {
input_goods = {
timber = 50 #45 total input+maint = 55
}
output_goods = paper
value = 20 #68

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_regular_clothes = {
input_goods = {
fabric = 40 #72 total input+maint = 72
}
output_goods = regular_clothes
value = 15 #87

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}
artisan_explosives = {
input_goods = {
fertilizer = 3 #30
ammunition = 0.8 #14 total input+maint = 54
}
output_goods = explosives
value = 3 #60

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

############# CHEAP FACTORIES

artisan_ammunition = {
input_goods = {
sulphur = 2 #12
coal = 2 #4.6
iron = 5 #17.5 total input+maint = 44
}
output_goods = ammunition
value = 3 #52.5

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_canned_food = {
input_goods = {
iron = 2 #7
cattle = 12 #24
grain = 12 #26.4
fish = 12 #18 total input+maint = 85
}
output_goods = canned_food
value = 6 #96

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}
artisan_liquor = {
input_goods = {
grain = 10 #22
glass = 8 #23.2 total input+maint = 55
}
output_goods = liquor
value = 10 #64

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_winery = {

input_goods = {
fruit = 10 #18
glass = 10 #29 total input+maint = 57
}
output_goods = wine
value = 7 #67.9

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

############# BASIC FACTORIES

artisan_lumber = {
input_goods = {
timber = 100 #90 total input+maint = 100
}
output_goods = lumber

value = 110 #110

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_fabric = {
input_goods = {
cotton = 18
dye = 2
}
output_goods = fabric
value = 45 #81
owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_cement = {
input_goods = {
coal = 12 #27.6 total input+maint = 37
}
output_goods = cement
value = 3 #48

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_glass = {
input_goods = {
coal = 14 #32.2 total input+maint = 42
}
output_goods = glass
value = 18 #52.2

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

artisan_fertilizer = {
input_goods = {
sulphur = 6 #36 total input+maint = 46
}
output_goods = fertilizer
value = 5 #50

owner = {
poptype = artisan
effect = output
}

type = artisan

workforce = 10000
}

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy