Factory efficiency at the start of the game.

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DaleDVM

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I have read several comments over the years about people changing the type of equipment being produced at the beginning of the game and retaining the perfect efficiency in their MIC factories as long as you haven't unpaused the game yet. This has never worked for me in any situation. However, having read it so many times I figured I better ask to make sure I am not missing something.

I literally never make new equipment at game start because I don't want to lose that efficiency. I have to wait for a new MIC if I find specific equipment (not on the starting menu) important to build early on.

Have I been missing something all along or are people mistaken in these claims?
 

Zauberelefant

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You can change the number of factories at game start without losing efficiency. That's it, if memory serves.
I have read several comments over the years about people changing the type of equipment being produced at the beginning of the game and retaining the perfect efficiency in their MIC factories as long as you haven't unpaused the game yet. This has never worked for me in any situation. However, having read it so many times I figured I better ask to make sure I am not missing something.

I literally never make new equipment at game start because I don't want to lose that efficiency. I have to wait for a new MIC if I find specific equipment (not on the starting menu) important to build early on.

Have I been missing something all along or are people mistaken in these claims?
 

DaleDVM

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Changing numbers I have done with no problems. It is producing equipment not on the starting menu that I have seen people claim to make.

I read a post yesterday claiming a Japanese player started tank and CAS production at max efficiency before the game was unpaused. Just wanted to make sure I haven't been doing it wrong for four years. It wouldn't be the first time in this game.

It seems wrong to drop your factory from 50% efficiency down to 10% to make new equipment. You can crank out a new MIL or two pretty quickly if absolutely necessary in 1936.
 
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Zauberelefant

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Changing numbers I have done with no problems. It is producing equipment not on the starting menu that I have seen people claim to make.

It seems wrong to drop your factory from 50% efficiency down to 10% to make new equipment. You can crank out a new MIL or two pretty quickly if absolutely necessary in 1936.
As you describe it, people are probably wrong. And I happily agree to your point.
 

Fulmen

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It is producing equipment not on the starting menu that I have seen people claim to make.

No doubt a misunderstanding on either side as this has never been possible in the game.

Regarding min-maxing starting lines, generally try to put as many on the more expensive equipment that you'll use and leave cheaper equipment or equipment not being produced to newer factories if you can help it, as long as this doesn't mean you'll overproduce something. This is fairly obvious stuff, but it's worth mentioning as I see a lot of newer players struggle with min-maxing their industrial potential.
 
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DaleDVM

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I like to actually build a decent amount of trucks and support equipment just because they never become obsolete.

Sadly the Japanese do not start with a truck or CAS or Armor in their starting build selection. I definitely don't want to build more interwar FTRs or biplane era NAV for my carriers. Luckily Japan gets a few MIC by focus early on so I can start building efficiency not too far into the game with them.
 

Mousetick

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Fairly obvious too but may be worth mentioning:

I don't know about Japan specifically but for some nations the initial production queue builds stuff that you know you won't need until much later, or won't ever use. Cancelling or reducing these builds gives additional factories that can be used to increase existing production or start new ones for stuff that you need soon.