Local Industry
Local Industry
Single-tier crossing infrastructure designed to open aquatic transit routes for ground forces. Local Industry reduce embarkation and airlift duration by 5%, require at least 40% structural health to function, and are limited to one structure per province coordinate.
Tactical Blueprint
Local Industry is a rural economic structure that amplifies the native resource production of a province. The supplied page lists Supplies, Components, Fuel and Rare Materials as valid resource targets.
Conquest rule: the facility is instantly destroyed when the province is conquered by an enemy ground element.
Requirements Matrix
- Construction is restricted to non-city provinces.
- The province must natively produce Supplies, Components, Fuel or Rare Materials.
- Cash-only or Manpower-only provinces receive no Local Industry production benefit.
- Maximum structure level is Level 3.
Upgrade Matrix // Local Industry Garrison
Strategic Intelligence // Resource Operations
The supplied notes state that production falls linearly when the building is damaged. A degraded Level 3 facility can therefore operate below its maximum +100% yield.
Local Industry targets Supplies, Components, Fuel and Rare Materials. The supplied page explicitly excludes Cash and Manpower from the production bonus.
Because conquest destroys the structure completely, expensive Level 3 industry in volatile border provinces carries a substantial infrastructure-loss risk.
Building Network
Tier Progression
Local Industry scales aggressively: +25% output at Level 1, +50% at Level 2 and +100% at Level 3. Structural health simultaneously rises from 10 to 20 HP, while each upgrade requires additional construction investment.
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