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[BUILDING_DOSSIER // C03] // RURAL RESOURCE PRODUCTION NETWORK

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.

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DossierBLDG-B02
TypeRural Resource Industry
Max TierLevel 3
PlacementNon-City Resource Province
Max Output Bonus+100%
ConquestDestroyed
Local Industry
Max LevelLevel 3
Max Resource Yield+100%
Max Structural HP20 HP
Eligible Resources4 Types
[OPERATIONAL_BLUEPRINT]

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.

[PREREQUISITES_MATRIX]

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

Level 1 // Local Industry
12:00:00
Resource Yield Modifier+25% Local Output
Structural Health10 HP
Resource TargetsSupplies / Components / Fuel / Rares
PlacementNon-City Resource Province
Deployment: 400 Supplies · 400 Components · $1,500
Level 2 // Local Industry
21:00:00
Resource Yield Modifier+50% Local Output
Structural Health15 HP
Resource TargetsSupplies / Components / Fuel / Rares
PlacementNon-City Resource Province
Deployment: 450 Supplies · 450 Components · $2,000
Level 3 // Local Industry [MAX LEVEL]
30:00:00
Resource Yield Modifier+100% Local Output
Structural Health20 HP
Resource TargetsSupplies / Components / Fuel / Rares
PlacementNon-City Resource Province
Deployment: 500 Supplies · 500 Components · $2,500

Strategic Intelligence // Resource Operations

Damage Scaling

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.

Physical Resources Only

Local Industry targets Supplies, Components, Fuel and Rare Materials. The supplied page explicitly excludes Cash and Manpower from the production bonus.

Frontline Risk

Because conquest destroys the structure completely, expensive Level 3 industry in volatile border provinces carries a substantial infrastructure-loss risk.

[DATABASE_CROSS_LINK_SYSTEM] // 19 STRUCTURES

Building Network

Arms Industry→ Army Base→ Air Base→ Naval Base→ Recruiting Office→ Bunkers→ Hospital→ Secret Lab→ Annex City→ Combat Outpost→ Mercenary Outpost→ Local IndustryCURRENT Field Hospital→ Airfield→ Pontons→ Military Logistics→ Coastal Battery→ Observation Station→ Air Defense→
[ECONOMIC_SCALING]

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.

[DATABASE_RETURN]

Central Buildings Matrix

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