One of the most recent patches allowed infrastructure build speed to now benefit from existing infrastructure, which didnt happen previously. Doesnt sound like too huge a deal, but actually changes up its investment value quite a bit.
Because I have a strange idea of what I consider entertaining, I went ahead and ran some numbers in a spreadsheet, and heres what I found for the number of available building slots for infrastructure to have “return on investment” when built in a singular region, then maxing out on civilian factories in that region (this is assuming Export Focus and no other national spirits for simplicity, 15/15 civilian factories being used):
Civilian Economy, 4/5 existing infra - 4.04
Partial Mob/War Economy, 4/5 existing infra - 5.56
Civilian Economy, 3/5 existing infra - 3.64
Partial Mob/War Economy, 3/5 existing infra - 5
If someone else found different values than what I did and I screwed up in some way, by all means let me know so Im not working with faulty data.
Other considerations/observations:
-if you go straight for a civ factory instead of infrastructure, of course the one you build quicker will provide construction on its own, so that would be a plus to going civ instead of infra. However, this isnt THAT huge, as it will only provide around 1.5% of a civilian factory’s cost before infrastructure first will catch up and finish its first civ factory. This can add up per civ factory “delayed” to the point it can be significant, especially if you dont have enough factories to get 15/15 (longer delay before the civ is made)
-existing resources in an area can definitely matter. If a region is resource rich AND has 4+ building slots available, its a nice incentive. More resources can help you save civ trading, or even help gain more civs from exports under specific circumstances.
-infrastructure is nice for more than just civilian factory build speed. Supply often matters, and if you need to build radars, railroads, docks etc in a regioninfrastructure atill helps all of that. Dont recall if it effects repair speed
-civilian economy has debuffs for factory build speed, but not infrastructure. A lot of nations like France start and are stuck in civilian economy for a while, so theres extra incentive to go infrastructure first. This is even more dramatic for the USA in undisturbed isolation (-50% to factory build speed)
-this is assuming only immediate/early benefits. As your industry research increases, you will open up more building slots in regions. So even if you start with only 4 open building slots, you can end up getting 6+ more as the game goes on, and your infrastructure will continue benefitting you in that region as soon as theyre unlocked
-not entirely sure if consumer goods impacts this in any way
Thoughts? Comments? Oversights? Observations that theres way too much thought going into something that has inconsequentially minor impact? (If you think this is bad wait until you hear about civilian factory build priority micro)
Because I have a strange idea of what I consider entertaining, I went ahead and ran some numbers in a spreadsheet, and heres what I found for the number of available building slots for infrastructure to have “return on investment” when built in a singular region, then maxing out on civilian factories in that region (this is assuming Export Focus and no other national spirits for simplicity, 15/15 civilian factories being used):
Civilian Economy, 4/5 existing infra - 4.04
Partial Mob/War Economy, 4/5 existing infra - 5.56
Civilian Economy, 3/5 existing infra - 3.64
Partial Mob/War Economy, 3/5 existing infra - 5
If someone else found different values than what I did and I screwed up in some way, by all means let me know so Im not working with faulty data.
Other considerations/observations:
-if you go straight for a civ factory instead of infrastructure, of course the one you build quicker will provide construction on its own, so that would be a plus to going civ instead of infra. However, this isnt THAT huge, as it will only provide around 1.5% of a civilian factory’s cost before infrastructure first will catch up and finish its first civ factory. This can add up per civ factory “delayed” to the point it can be significant, especially if you dont have enough factories to get 15/15 (longer delay before the civ is made)
-existing resources in an area can definitely matter. If a region is resource rich AND has 4+ building slots available, its a nice incentive. More resources can help you save civ trading, or even help gain more civs from exports under specific circumstances.
-infrastructure is nice for more than just civilian factory build speed. Supply often matters, and if you need to build radars, railroads, docks etc in a regioninfrastructure atill helps all of that. Dont recall if it effects repair speed
-civilian economy has debuffs for factory build speed, but not infrastructure. A lot of nations like France start and are stuck in civilian economy for a while, so theres extra incentive to go infrastructure first. This is even more dramatic for the USA in undisturbed isolation (-50% to factory build speed)
-this is assuming only immediate/early benefits. As your industry research increases, you will open up more building slots in regions. So even if you start with only 4 open building slots, you can end up getting 6+ more as the game goes on, and your infrastructure will continue benefitting you in that region as soon as theyre unlocked
-not entirely sure if consumer goods impacts this in any way
Thoughts? Comments? Oversights? Observations that theres way too much thought going into something that has inconsequentially minor impact? (If you think this is bad wait until you hear about civilian factory build priority micro)
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