Arms Industry
Building Network //
Active:
Arms Industry
19 Structures // Scroll →
01 Arms Industry
02 Army Base
03 Air Base
04 Naval Base
05 Recruiting Office
06 Bunkers
07 Hospital
08 Secret Lab
09 Annex City
10 Combat Outpost
11 Mercenary Outpost
12 Local Industry
13 Field Hospital
14 Airfield
15 Pontoons
16 Military Logistics
17 Coastal Battery
18 Observation Station
19 Air Defense
[ Building Network ] // 01 Arms Industry ▼
01 // Arms Industry
CURRENT
02 // Army Base
→
03 // Air Base
→
04 // Naval Base
→
05 // Recruiting Office
→
06 // Bunkers
→
07 // Hospital
→
08 // Secret Lab
→
09 // Annex City
→
10 // Combat Outpost
→
11 // Mercenary Outpost
→
12 // Local Industry
→
13 // Field Hospital
→
14 // Airfield
→
15 // Pontoons
→
16 // Military Logistics
→
17 // Coastal Battery
→
18 // Observation Station
→
19 // Air Defense
→
[ BUILDING DOSSIER // BLDG-A01 ]
// STRATEGIC INDUSTRIAL PRODUCTION
ARMS INDUSTRY
Core economic production structure that increases local Components, Electronics, Fuel, Supplies and Rare Materials output. Five upgrade tiers raise the resource multiplier from +10% to +50% while daily financial revenue grows from +$100 to +$200.
Max Level
Level 5
Max Resource Output
+50%
Max Revenue
+$200 / Day
Role
Economic Core
[ OPERATIONAL BLUEPRINT ]
Economic Warfare
Core Function
Increases local production of
Components, Electronics, Fuel, Supplies and Rare Materials
.
Maximum Scaling
Level 5 reaches
+50% resource output
and
+$200/day financial revenue.
Upgrade Priority
The supplied strategy prioritizes
Electronics & Components,
then Fuel,
then Supplies & Rare Materials.
[ INDUSTRIAL PRIORITY MATRIX ]
Where Upgrades Matter Most
01
Electronics & Components
Listed first in the supplied strategic priority order.
02
Fuel
Listed second when deciding where industrial upgrades matter.
03
Supplies & Rare Materials
Listed third in the supplied production priority.
[ CITY PRODUCTION MATRIX ]
Production-Rate Caps
100%
Homeland City
Source lists a 100% base production-rate cap and describes
Level 5 Arms Industry as reaching
150% total yield capability.
50%
Annexed City
Supplied production-rate cap:
50%.
25%
Occupied City
Supplied production-rate cap:
25%.
The supplied strategy warns against heavy Arms Industry
investment before annexation.
[ INDUSTRIAL CONFIGURATOR ]
Select Arms Industry Level
Switch between all five supplied tiers.
Build time, resource multiplier, financial revenue and deployment
costs update directly from the dossier.
[ ACTIVE INDUSTRIAL PROFILE ]
ARMS INDUSTRY // LEVEL 1
FOUNDATION TIER
Resource Output
+10%
+10% → +50%
Financial Revenue
+$100
Per day
Build Time
09H
Supplied build duration
Money Cost
$1,250
Deployment
Industrial State
FOUNDATION
Current tier
[ UPGRADE MATRIX ]
Arms Industry Level 1–5
| Level | Build Time | Resource Output | Financial Revenue | Industrial State | Components | Electronics | Fuel | Rare Materials | Manpower | Money |
|---|---|---|---|---|---|---|---|---|---|---|
| Level 1 | 09:00:00 | +10% | +$100 / Day | Foundation Tier | 400 | 350 | 350 | 250 | 225 | $1,250 |
| Level 2 | 24:00:00 | +20% | +$135 / Day | Expanded Production | 400 | 350 | 350 | 250 | 225 | $2,000 |
| Level 3 | 34:00:00 | +30% | +$165 / Day | Strategic Production | 350 | 300 | 325 | 225 | 200 | $3,000 |
| Level 4 | 46:00:00 | +40% | +$185 / Day | High-Level Hub | 300 | 250 | 300 | 200 | 175 | $4,000 |
| Level 5 | 58:00:00 | +50% MAX | +$200 / Day | Maximum Output | 250 | 200 | 275 | 175 | 150 | $5,000 |
[ INDUSTRIAL SCALING ]
Five-Tier Economic Engine
Resource Multiplier
Resource output rises in clean ten-point increments:
+10% → +20% → +30% → +40% → +50%
.
Revenue Growth
Daily financial revenue grows
+$100 → +$135 → +$165 → +$185 → +$200
.
Cost Curve
Higher levels reduce most non-cash deployment quantities
while increasing the required cash investment.
[ STRATEGIC INTELLIGENCE ]
Economic Warfare
Core Hub Priority
The supplied strategy recommends concentrating Level 4 and
Level 5 upgrades in core resource hubs where the industrial
multiplier can deliver its strongest economic return.
Sabotage Exposure
Arms Industries are identified as important targets for
sabotage and strategic bombing. The source recommends
counter-intelligence or defensive infrastructure around
critical production centers.
Morale Dependency
The dossier states that city morale affects production
performance, so advanced industrial infrastructure can still
underperform when local morale deteriorates.
Data Separation // Output ≠ Revenue ≠ City Production Cap
Arms Industry resource output and financial revenue are separate
upgrade effects. Homeland, Annexed and Occupied production-rate
values are a separate city-production layer. Upgrade construction
time and deployment costs are also independent. None of these values
are combined into a single synthetic economic score.
Source Note // Hero Copy Mismatch
The supplied source correctly identifies the dossier as
Arms Industry and provides a complete five-level
industrial progression. Its original hero paragraph, however,
describes single-tier crossing infrastructure, embarkation and
aquatic transit — wording that conflicts with the rest of this
Arms Industry dossier. This replacement therefore uses the explicit
Arms Industry production, level and strategy sections and does not
treat the conflicting hero paragraph as industrial data.
[ ECONOMIC ARCHITECTURE ]
Five Independent Layers
01
Industry Level
02
Resource Output
03
Financial Revenue
04
City Production Cap
05
Build Cost / Time
[ BUILDING NETWORK // NEXT DOSSIER ]
Army Base
Arms Industry economic intelligence is documented.
Continue into military infrastructure with Army Base.
