Hoi4 Consumer Goods Factories at Connor Brandon blog

Hoi4 Consumer Goods Factories. This page was last edited on 6 july 2020, at 13:45. Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “consumer goods factories factor”. Takes 5% of your civilian. This new modifier exists because the. Lets say you have 10 civilian and 10. Modifies the percentage of factories used for consumer goods. Just to clarify, it's actually the % of your total factories, not just civilian. Civilian factories you are not able to utilize for construction or trade for resources. Expected factories on consumer goods: Civilian economy = 35%, total mobilization = 10%. Consumer goods factor = inverse. An increase of 5% would make it 35% and now you would need 7 civs for consumer goods, leaving only 3 for building and trade. For example if your consumer goods % is 20 (this value can be.

Soviet Union Industrial Strategy for 500+ factories by '41. r/hoi4
from www.reddit.com

Modifies the percentage of factories used for consumer goods. Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “consumer goods factories factor”. Consumer goods factor = inverse. Civilian economy = 35%, total mobilization = 10%. Lets say you have 10 civilian and 10. For example if your consumer goods % is 20 (this value can be. Civilian factories you are not able to utilize for construction or trade for resources. An increase of 5% would make it 35% and now you would need 7 civs for consumer goods, leaving only 3 for building and trade. Expected factories on consumer goods: Takes 5% of your civilian.

Soviet Union Industrial Strategy for 500+ factories by '41. r/hoi4

Hoi4 Consumer Goods Factories Modifies the percentage of factories used for consumer goods. This page was last edited on 6 july 2020, at 13:45. Now we are onto something many of you have seen in the focus tree dev diaries is the new modifier “consumer goods factories factor”. This new modifier exists because the. Lets say you have 10 civilian and 10. For example if your consumer goods % is 20 (this value can be. Takes 5% of your civilian. An increase of 5% would make it 35% and now you would need 7 civs for consumer goods, leaving only 3 for building and trade. Expected factories on consumer goods: Consumer goods factor = inverse. Modifies the percentage of factories used for consumer goods. Civilian factories you are not able to utilize for construction or trade for resources. Civilian economy = 35%, total mobilization = 10%. Just to clarify, it's actually the % of your total factories, not just civilian.

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