2.8.5 Production Site Tables

There are twelve production sites that can be built in Austerlitz.

Number Production Site
1 Demolition Gang
2 Barracks/Shipyards
3 (Not Used)
4 Factory
5 Weaving Mill
6 Mint
7 Estate
8 Sheep Farm
9 Horse Breeding Farm
10 Lumbercamp
11 Quarry
12 Mine
13 Vineyard
15 Small Fortification

Please note that all the raw materials referred to in this section are measured in units.

1. Demolition Gang

To build a production site on a co-ordinate where one is already situated the existing production site must be demolished by building a Demolition Gang.

Barracks and shipyards must, however, be demolished by using the "Demolition of Items" command (see 6.10.4., p65).

2. Barracks/Shipyards

Barracks/Shipyards
Cost: 500,000 Louisdore
Terrain: B, H, K, Q, G, W, T, D
Symbol: '$', '&'
Maintenance costs: 25,000 Louisdore
Population density: 0 - 9

Notes:

Barracks and shipyards do not produce goods. They are depots used for storing military goods that are needed to set up troops/ships/baggage trains etc.

A barracks/shipyard can store up to 500,000 pieces/units of each goods type.

A barracks that is next to a water co-ordinate is a harbour (shipyard). It has the same function as a barracks, plus it can also build, repair and handle ships.

It is possible to sail through your own shipyards or those of a friendly nation (state relationship 3 or 4) without stopping. This can be very useful as small islands sometimes interrupt movement. If the islands have shipyards built on them, then the need to sail around is eliminated.

Barracks/shipyards that are marked by a '$' on the map are within a trading port or trading city.

Barracks and shipyards must be carefully placed within your empire as they dictate where you can form armies, build ships, baggage trains, etc.

4. Factory

Factory
Cost: 500,000 Louisdore
Terrain: B, H
Symbol: '*'
Maintenance costs: 50,000 Louisdore
Population density: 4 to 9
Attrition: 4% to 8%
Produce: Economic Points (EcPt -> goods no 13)
Production: Between 1000 and 3000 EcPt
Raw material(unit) for 100 EcPts: 1 of ore, 5 of textiles, 20 of wood

Zinc refining:

If you have zinc stored in your warehouse then it can be expended to refine the ore used to produce EcPts. A minimum of 6 zinc per factory is required to qualify for a 35% drop in the ore consumption of a factory. Two factories would require 12 zinc to qualify for the 35% drop in both factories, and so on.

Factories in the colonies. Production efficiency falls by 25% while using the same amount of materials, i.e. in the colonies 1 unit of ore, 5 of textiles and 20units of wood will only produce 75 EcPts, not 100.

5. Weaving Mill

Weaving Mill
Costs: 250,000 Louisdore
Terrain: B, H, Q, K
Symbol: '#'
Maintenance costs: 35,000 Louisdore
Population density: 3 to 9
Attrition: 2% to 3%
Produce: Textiles (goods no 23)
Production: between 50units and 200units of textiles
Raw materials: 2units of wool for each unit of textiles

6. Mint

Mint
Costs: 250,000 Louisdore
Terrain: B, H
Symbol: '£'
Maintenance costs: 25,000 Louisdore
Population density: 4 to 9
Attrition: 0% to 1%
Produce: Money (goods no 10)
Production: between 10 and 20units of gold will be minted to Louisdore, each unit will yield between 30,000 and 45,000 Louisdore

A mint can only be built in Europe!

7. Estate

Estate
Cost: 100,000 Louisdore
Terrain: B
Symbol: '@'
Maintenance costs: 10,000 Louisdore
Population density: 1 to 3
Attrition: 1% to 3%
Produce: Food (goods no 16)
Production: quantity = 75 x z(1.2) x CF

CF: Climate Factor

The production of estates depends on their position on the map and the season:

Y-CO-ORDINATE Dec-Jan Feb-Apr May-Jun Jul-Aug Sep-Nov
1 to 10 0.2 0.3 0.6 1.25 0.4
11 to 35 0.2 0.5 1.5 1.75 0.5
36 to 65 0.2 0.6 1.7 2.0 0.5
Caribbean 0.2 0.7 0.85 0.15 0.2
India 0.7 0.85 0.15 0.2 0.3

If the estate is on a co-ordinate that is marked by a "n" on the regional map then the production will rise by 20%.

8. Sheep Farm

Sheep Farm
Costs: 150,000 Louisdore
Terrain: B, H, Q, K
Symbol: ':'
Maintenance costs: 10,000 Louisdore
Population density: 1 to 3
Attrition: 1% to 2%
Produce: Wool (goods no. 24)
Production: between 30 and 70 of wool

If the farm is on a co-ordinate that is marked by a "v" on the regional map then the production will rise by 40%.

9. Horse Breeding Farm

Horse Breeding Farm
Cost: 250,000 Louisdore
Terrain: B, H, Q, K
Symbol: '='
Maintenance Costs: 10,000 Louisdore
Population density: 1 to 3
Attrition: 1% to 2%
Produce: Horses (goods no. 22)
Production: between 300 and 500 horses will be produced

If the farm is situated on a co-ordinate that is marked by a 'p' on the regional map then the production will rise by 40%.

10. Lumbercamp

Lumbercamp
Cost: 200,000 Louisdore
Terrain: W, T
Symbol: '%'
Maintenance costs: 7,500 Louisdore
Population density: 1 to 3
Attrition: 2% to 6%
Produce: Wood (goods no. 19)
Production: between 200 and 500units. If the camp is in the Taiga then only 100 to 200units will be produced.

11. Quarry

Quarry
Cost: 100,000 Louisdore
Terrain: G
Symbol: '/'
Maintenance costs: 5,000 Louisdore
Population density: 1 to 2
Attrition: 4% to 12%
Produce: Stones (goods no. 18)
Production: between 500 and 900units of stones

12. Mine

Mine
Cost: 600,000 Louisdore
Terrain: e, z, g (on the regional map)
Symbol: '^'
Maintenance costs: 60,000 Louisdore
Population density: 1 to 9
Attrition: 4% to 12%
Produce: e = ore
z = zinc
g = gold
Production:   Europe Colonies
ore 35 - 45units 15 - 25units
zinc -- -- 5 - 10units
gold 10 - 30units 5 - 15units

13. Vineyard

Vineyard
Cost: 400,000 Louisdore
Terrain: w (on the regional map)
Symbol: '!'
Maintenance costs: 40,000 Louisdore
Population density: 1 to 3
Attrition: 1 to 2%
Produce: Wine
Production: Only between September and December; 20 to 40units of wine

15.Small Fortification

Small Fortification
Cost: 1,500,000 Louis, 600 EcPts, 2,500 Wood
Terrain: B, H, K, Q, G, W, T, D
Symbol: '$', '&'
Maintenance costs: 25,000 Louisdore
Population density: 0 - 9

This production site is a barracks with a small fort that can be built in a single turn. (see 5.3.1. p40)

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Next Topic:2.9 Baggage Trains



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