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ENDEESPT-BRFR
Building Network // Active: Local 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 ] // 12 Local Industry ▼
01 // Arms Industry ← 02 // Army Base ← 03 // Air Base ← 04 // Naval Base ← 05 // Recruiting Office ← 06 // Bunkers ← 07 // Hospital ← 08 // Secret Weapons Lab ← 09 // Annex City ← 10 // Combat Outpost ← 11 // Mercenary Outpost ← 12 // Local Industry CURRENT 13 // Field Hospital → 14 // Airfield → 15 // Pontoons → 16 // Military Logistics → 17 // Coastal Battery → 18 // Observation Station → 19 // Air Defense →
[ BUILDING DOSSIER // BLDG-B02 ] // RURAL RESOURCE PRODUCTION NETWORK

LOCAL INDUSTRY

Rural economic infrastructure that amplifies the native physical-resource production of a non-city province. Three tiers increase local output from +25% to +100%, but only provinces producing Supplies, Components, Fuel or Rare Materials receive the production benefit.

← Buildings Database Open Upgrade Matrix ↓
// RURAL INDUSTRY DOSSIER
Dossier BLDG-B02
Type Rural Resource Industry
Max Tier Level 3
Placement Non-City Resource Province
Max Output Bonus +100%
Conquest Destroyed
Local Industry
Max Level
Level 3
Max Resource Yield
+100%
Max Structural HP
20 HP
Eligible Resources
4 Types
[ OPERATIONAL BLUEPRINT ]
Rural Production
Native Resource Amplification
Local Industry amplifies the native resource production of the province in which it is built.
Physical Resources Only
Valid production targets are explicitly limited to Supplies, Components, Fuel and Rare Materials.
Conquest Risk
The facility is instantly destroyed when the province is conquered by an enemy ground element.
[ PREREQUISITES MATRIX ]

Rural Industry Conditions

01
Non-City Province
Construction is restricted to non-city provinces.
02
Resource-Producing Province
The province must natively produce Supplies, Components, Fuel or Rare Materials.
03
Cash Excluded
Cash-only provinces receive no Local Industry production benefit.
04
Manpower Excluded
Manpower-only provinces are also explicitly excluded from the production bonus.
[ RESOURCE INDUSTRY CONFIGURATOR ]

Select Local Industry Level

Switch between all three source-supported tiers. Resource yield, structural HP, build duration and deployment costs update directly from the supplied Local Industry dossier.
[ ACTIVE PRODUCTION PROFILE ]
LOCAL INDUSTRY // LEVEL 1
BUILD 12:00:00 // RESOURCE YIELD +25% LOCAL OUTPUT // HP 10 // TARGETS SUPPLIES / COMPONENTS / FUEL / RARES // PLACEMENT NON-CITY RESOURCE PROVINCE // 400 SUPPLIES // 400 COMPONENTS // $1,500
ENTRY INDUSTRY
Resource Yield
+25%
Local output modifier
Structural HP
10
10 → 20 HP
Build Time
12H
Supplied duration
Money Cost
$1,500
Deployment
[ UPGRADE MATRIX ]

Local Industry Level 1–3

Level Build Time Resource Yield Structural HP Resource Targets Placement Supplies Components Money
Level 1 12:00:00 +25% Local Output 10 HP Supplies / Components / Fuel / Rares Non-City Resource Province 400 400 $1,500
Level 2 21:00:00 +50% Local Output 15 HP Supplies / Components / Fuel / Rares Non-City Resource Province 450 450 $2,000
Level 3 [MAX] 30:00:00 +100% Local Output 20 HP Supplies / Components / Fuel / Rares Non-City Resource Province 500 500 $2,500
[ ELIGIBLE RESOURCE TARGETS ]

Four Physical Resource Types

01
Supplies
Explicitly listed as a valid native resource target for Local Industry production amplification.
02
Components
Explicitly supported by the supplied resource-target matrix.
03
Fuel
Fuel-producing non-city provinces are listed as eligible locations for the production bonus.
04
Rare Materials
Rare Materials are the fourth explicit physical resource target.
[ ECONOMIC SCALING ]

Three-Tier Production Ladder

L1
Initial Rural Industry
Resource Yield: +25%
Structural HP: 10 HP
Build: 12:00:00
L2
Expanded Production
Resource Yield: +50%
Structural HP: 15 HP
Build: 21:00:00
L3
Maximum Production
Resource Yield: +100%
Structural HP: 20 HP
Build: 30:00:00
[ STRATEGIC INTELLIGENCE ]

Resource Operations

Damage Scaling
The source states that production falls linearly when the building is damaged. A damaged Level 3 facility can therefore operate below its maximum +100% output.
Physical Resources Only
Local Industry targets Supplies, Components, Fuel and Rare Materials. Cash and Manpower are explicitly excluded from the production bonus.
Frontline Risk
Since conquest destroys the structure completely, the source warns that expensive Level 3 industry in volatile border provinces carries substantial infrastructure-loss risk.
Conquest Protocol // Facility Destroyed
The supplied dossier explicitly states that Local Industry is instantly destroyed when the province is conquered by an enemy ground element. The building is therefore not transferred intact after conquest.
Production Scope // Cash & Manpower Excluded
The source restricts the Local Industry production effect to four physical resources: Supplies, Components, Fuel and Rare Materials. Cash-only and Manpower-only provinces receive no Local Industry production benefit.
Data Separation // No Maintenance Value Supplied
The supplied Local Industry progression provides build time, output modifier, structural health, placement, resource targets and deployment costs. It does not supply a daily maintenance value in the level matrix, so no maintenance figure has been inferred or imported from another building.
Source Note // Hero Copy Mismatch
The source identifies this page as Local Industry, dossier BLDG-B02, and provides a complete three-level rural-resource progression. Its original hero paragraph nevertheless describes aquatic crossing infrastructure, embarkation / airlift duration, a 40% structural-health threshold and one structure per province coordinate. Those statements conflict with the explicit Local Industry blueprint and are not treated here as Local Industry mechanics.
[ RESOURCE PRODUCTION ARCHITECTURE ]

Five Independent Layers

01
Native Resource Province
02
Local Industry Level
03
+25 / +50 / +100%
04
Damage-Dependent Output
05
Destruction On Conquest
[ BUILDING NETWORK // NEXT DOSSIER ]
Field Hospital
Local Industry rural-resource production intelligence is documented. Continue into province-level recovery infrastructure with Field Hospital.
Open Field Hospital →
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