
Community Strategy
This is a strategy page made by players of the game. No information on this page is guaranteed to give the player success.
Industrial Openings use factories and trade to the player's advantage to produce large amounts of goods to sell to AI nations. Usually, industrial openings can yield up to 5-10 million dollars of income per 5 days, enabling the production of expensive units such as artillery, aircraft, and ships, as well as allowing development of cities for more income.
Starting Countries[]
Industrial openings are most efficient and lucrative in Tier I-III nations, since they have mediocre or tiny taxation pools. Income from trade would in that case account for the vast majority of income. The best nations to develop industry usually have large amounts of natural resources, especially Titanium and
Tungsten due to their high demand.
Finland is generally a good option, since they have all resources except for
Aluminum and
Iron.
Generally Important Ideas[]
- Always have high government and research spending, because of the bonuses granted.
- Consider activating the Policy "Advance the Research Bureau" because of the research boost.
- Sell off all surplus resources.
- Keep in mind that in order to supply 4 civilian factories, you need 12
Electronics , 10
Fertilizer, and 10
Motor Parts production.
- Usually, countries will be able to accept trades worth half of their tax income.
- Activating the "Ignore Safety Regulations" policy will allow you to save 20% of your treasury building factories. In the industrial opening, enabling the policy before building factories, and disabling it after building factories is crucial to save some money. Otherwise, various other policies increase factory output.
- Invading small nations and annexing them can make you gain tons of money, essential for building a lot of factories.
- For each factory on a square city or your capital city, you gain an extra $250,000 in resource income. This encourages you to place your factories mainly on said cities.
- Keep an eye on the FACTORY SUPPLY warning, as it tells you vital information about potential shortages in factory production.
Types of Industrial Openings[]
Common Industrial Openings[]
There are multiple ways to kickstart your economy by using various industrial openings. This list will list the most common industrial openings, as with various different strategies mean different setups for a lot of people.
- 1 steel, motor, electronic, and fertilizer factory, then civilian factories later: This is the most versatile factory setup, allowing for you to maintain a balance between all necessary resources, and get to consumer goods as quick as possible. It also doesn't require as much resources, However, this may lead in less overall
Consumer Goods. It utilizes selling heaps of
Consumer Goods to AI nations to boast a large economy and to help with stability.
- 4 electronic factories and possibly variable amounts of steel, motor, and fertilizer factories, then civilian factories: As a higher yielding but more complicated and time-consuming factory setup than the first one, if you have a lot of raw materials or managed to make good trades to get them, it helps incredibly increase your economy early-game. With the electronic factories alone, by trading to AI nations, you can get a decent economy in itself. You can continue selling
Consumer Goods and other surplus resources from the setup.
- 2 electronic and fertilizer factories: This factory setup allows mainly trade income, as you can sell all of your
Electronics and all of your
Fertilizer at the same time. However, it doesn't make as much income as the first two methods, and also means you can't produce tanks with your factories, a huge burden if nobody is willing to sell
Motor Parts to you.
- 2 electronic factories and 1 steel and motor factory: This factory setup is best for tank spam. It is the quickest factory setup to build tanks, and in the meanwhile, allows you to sell
Electronics as an economic bonus. This setup is recommended if you're playing in a region filled with players, such as Europe
. However, it is not designed for
Consumer Goods, which means you may need extra factories later to accompany it.
Chinese Industrial Opening[]
China is a nation with a lot of releasables, which means low stability can destroy the entire country in a few months, thus it's good to make consumer goods to both prevent this and to get more taxes and a higher position in rankings.
- Start by building 3 steel and fertilizer factories, and 6 motor factories (be aware of your treasury)
- Buy 10.5
Phosphate from any nations. Now, if your money supply starts running low, that should be no problem, assuming you've already conquered micronations like
Hong Kong,
Macau, or other nations like
Taiwan or
North Korea, so send peace with Seize State Treasury in the treaty interface, so you get some extra money.
- As you now have a lot of money for industrial expansion, build 3 electronics factories and 9 civilian factories (that will be enough for some time). If you'll be running low on
Consumer Goods sometime in the future, you can build more factories.
This same strategy can be used for other countries that have a high demand of Consumer Goods like
United States or
India.
Technology and Trade[]
If prioritizing technology for the industrial opening, you should prioritize maximum research spending, and going all in on the factory output branch in Technology. This will ensure you have an advantage over other nations when it comes to exports.
When it comes to trade, in order to compete with others to gain the best trade economy, you need to be good at importing and exporting. Knowing how much resources nations accept, and knowing the best countries to import from, etc., is vital to be the quickest at getting all of your industrial trades finalized. Also, do not hesitate to buy resources like Aircraft Parts or
Oil in bulk from other countries.
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