Construction Repair. Have I got this right?

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commonJoe886

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As your constructions are damaged they're placed at the bottom of the construction queue. If you leave them there they'll automatically be repaired, albeit at a very slow pace. You can manually move them to the top of the queue where they'll be repaired much faster, but you'll obviously be delaying any new constructions which would be using those Civ's. You can also use the Construction Repair NF which will add significant bonuses, but the above two methods are the only methods you can employ to speed this up, correct?

My other questions are: Do damaged constructions you leave at the bottom of the queue eventually disappear (completely destroyed and removed from game) if too much time transpires? And finally, is there any way to prioritize what will be automatically repaired, without manually doing this (ie. auto repair synthetic factories).

What repair strategies are meta?
 

Bunnytob

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More or less.
- Damaged buildings repair at a rate of 1% per day. A (fully) damaged level of anything will always repair fully in 100 days if not damaged.
- As far as I can tell, CIVs being used for repair have no effect unless in a full stack of 15, in which case repairs are indeed much faster.
- There are no other ways to speed it up... from my experience (which means that BftB may have fixed this) construction repair boosts from construction techs and the Contraction Repair passive focus do jack - at least to the passive part. They do make stacks of 15 civs repair stuff faster, but that's not really all that useful.

No, damaged buildings aren't removed from the game if neglected.
You prioritise repairs via micro.
As for meta strategies... repair the infrastructure in Russia and China. Also prioritise forts and AA if you're getting bombed to not-quite-hell.
 
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bitmode

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You can also use the Construction Repair NF which will add significant bonuses, but the above two methods are the only methods you can employ to speed this up, correct?
Here's a description of the repair speed: https://forum.paradoxplaza.com/foru...e-repair-has-no-effect.1251943/#post-25858776

Despite what the continuous repair focus says, the passive repair speed currently can not be buffed. The bug is still unfixed.

The only other place providing any of the two repair modifiers seems to be "Collectivized Society" which is exclusive to Spain. Actively repairing buildings also gets boosted by the relevant build speed modifier for that building type.
My other questions are: Do damaged constructions you leave at the bottom of the queue eventually disappear (completely destroyed and removed from game) if too much time transpires?
No.
And finally, is there any way to prioritize what will be automatically repaired, without manually doing this (ie. auto repair synthetic factories).
No.
What repair strategies are meta?
Unless the buildings really don't matter much, I prioritize them about twice as highly as constructing the same building. I'd only actively avoid repairs that are mechanically very wasteful:
  • Resolution: Each level of a building is divided into 100 indivisible hit points. This means free repair is typically stronger than it is designed to be (because it always yields at least 1 HP per day).
  • Truncation: There is no carry-over between building levels. As an example, if your infrastructure is missing 201 HP (two levels completely destroyed, one very slightly damaged), you can only repair it by 1 HP on that day. Any extra repair output of your construction line is wasted. If the building continuously takes small amounts of damage, this becomes a problem. It commonly occurs with front line infrastructure in the early game or from light amounts of strat bombing.
  • Late game collateral damage: large late game divisions will obliterate infrastructure in short order due to nonsensical scaling. Depending on how badly I need the supply, I only repair it once a few levels are knocked down or the front line moved on.
 
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brainiac1530

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Dec 21, 2013
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I was aware of the truncation issue. Some time ago, I tried increasing the maximum number of civs per construction line, to make the UI more manageable for the bigger majors, but the drawback was that repairs were disgustingly wasteful, so I canned that idea.

I wasn't aware of the quadratic scaling of infrastructure damage. No wonder my attempts to scale it back don't appear to have worked. I assume the defines value, LAND_COMBAT_COLLATERAL_FACTOR, is purely a multiplier. Even after reducing it by a significant amount, I still regularly damage 100% of the local infrastructure. :(

Now, if I read the linked post correctly, the industry_repair_factor, e.g. from construction tech, doesn't actually affect the repair speed. Is that correct? That's definitely disappointing if true.
 

bitmode

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I wasn't aware of the quadratic scaling of infrastructure damage. No wonder my attempts to scale it back don't appear to have worked. I assume the defines value, LAND_COMBAT_COLLATERAL_FACTOR, is purely a multiplier. Even after reducing it by a significant amount, I still regularly damage 100% of the local infrastructure. :(
There is the option to set the factor to zero though. In addition to the quadratic scaling, only the attacker doing collateral damage is really weird to me as well. In my opinion, unless a side actively wants to destroy infrastructure (e.g. with targeted strat bombing), it is better to disable it rather than put up with the current implementation.
Now, if I read the linked post correctly, the industry_repair_factor, e.g. from construction tech, doesn't actually affect the repair speed. Is that correct? That's definitely disappointing if true.
It seems patch 1.9.1 made a misguided attempt to fix the previously linked bug and industry_repair_factor is actually used now. The old formula remained unfixed but now there is a new factor slapped onto it:
max(NBuildings.BASE_FACTORY_REPAIR, <assigned factories> * NProduction.BASE_FACTORY_SPEED * (industry_free_repair_factor + NBuildings.BASE_FACTORY_REPAIR_FACTOR) * (1 + production_speed_buildings_factor + production_speed_<buildingtype>_factor)) * (1 + industry_repair_factor + production_speed_buildings_factor + production_speed_<buildingType>_factor + repair_speed_<buildingType>_factor)

Clearly no one reviewed this change because some modifiers now apply twice. Some of the modifiers now increase the free base repair -- but still not the one that should: industry_free_repair_factor. Unnecessary intermediate rounding muddles the results a bit and now lead to this progression when repairing infrastructure on Closed Economy (verified in-game):
  • no tech: round(15 * 5 * 2 / 3000 * 100) * 1 = 5%
  • Construction 1: round(15 * 5 * 2 * 1.1 / 3000 * 100) * (1 + 0.1 + 0.1) = 7%
  • Construction 2: round(15 * 5 * 2 * 1.2 / 3000 * 100) * (1 + 0.2 + 0.2) = 8%
  • Construction 3: round(15 * 5 * 2 * 1.3 / 3000 * 100) * (1 + 0.3 + 0.3) = 11%
  • Construction 4: round(15 * 5 * 2 * 1.4 / 3000 * 100) * (1 + 0.4 + 0.4) = 13%
  • Construction 5: round(15 * 5 * 2 * 1.5 / 3000 * 100) * (1 + 0.5 + 0.5) = 16%
You can't make this stuff up.
 
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