Industry is the fuel that stokes the furnace that is war in the Inner Sphere. Factories belch forth from their iron wombs munitions, tanks, battle armor and most importantly mechs. The production of these industrial giants is just as relentless as the ambitions of those who spark the Inner Sphere's never-ending series of wars.
There are two types of Industrial Actions which a faction may purchase as a strategic action for an upcoming turn--Construct New Factory and Unlock Design. Each counts as a Strategic Action and has its own unique effects:
Construct New Factory- Almost an impossibility 40 years ago, the technological leaps of the last half-century have seen new factories springing up across the Inner Sphere. Depending on the scope and complexity of what will be made there a new factory can range between minor to mammoth in the amount of resources needed to complete it. Still a factory is oftentimes a key addition in a factions quest for ultimate victory.
The cost of constructing a new factory is determined by the factory type and relative size of the units that will be produced there. A new Factory's production weight will be set at 40.
A new Factory must be placed on a planet that 1) already has a factory from same company (IS factions only) 2) if failing to find a planet that can meet the first criterion must be placed on a planet that has a factory of same unit type and class 3) if failing to find a planet that meets either the first or second criteria, the factory that must be placed on planet that has a factory of some type. Factories may not be placed off-map.
A Factory's base costs are determined as follows:
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BattleMech Factory costs (Chassis Tonnage/10) Industrial Points+Factory Cost Modifiers
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Vehicle Factory costs (Chassis Tonnage/15) Industrial Points + Factory Cost Modifiers
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BattleArmor Factory costs (4) Industrial Points+Factory Cost Modifiers
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Aerospace Factory Costs (Chassis Tonnage/20) Industrial Points + Factory Cost Modifiers
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ProtoMech Factory costs (6) industrial Points+Factory Cost Modifiers
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Ammunition Factory (5) Industrial Points + (5) Research Points + Factory Cost Modifiers
Factory Cost Modifiers add extra costs to factories based on a number of Critera. The Factory Cost modifiers are as Follows:
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No other factory of this chassis type owned (+2 Cultural Points)
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Primary production* will be a custom unit (+2 Research Points)
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VTOL factory (+3 Industrial Points)
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Hovercraft factory (+2 Industrial Points)
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Tracked Vehicle factory (+1 Industrial Points)
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Primary production* will be BattleArmor squads with 4 Jump MP or greater (+2 Research Points)
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Assault BattleArmor factory (+2 Industrial Points)
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Primary production* will be a unit with 7 Jump MP or greater (+4 Research Points)
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Primary production* will be a unit with a targeting computer, Triple Strength Myomer or ECM (+2 Research Points )
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Primary production* will be a unit with an Artillery Weapon (+2 Industrial Points, +2 Cultural Points)
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Faction did not start campaign with this ammunition type (+2 Cultural Points, +1 Research Point)
*Primary Production refers to the variant with the highest production rate at that factory, i.e. The unit with the highest pull weight on a factories build table.
Unlock Design- As the winds of war turn into a maelstrom in 3067, many new combat unit designs are in various stages of pre-production, testing or development. Getting these designs off the test range and onto the front lines could be the difference between victory and defeat for a faction. The Unlock Design Strategic action allows factions to do just that, unlocking canon designs that are not yet in production when the campaign starts and adding them to a factions arsenal. The cost of unlocking a unit is different for each variant a faction is allowed to unlock. The allowed designs to be unlocked are listed in each factions forums.
It is important to note that unlocking a design does not automatically create a factory of that chassis type. If no such factory exists in the factions possession the faction must wait till they acquire one through construction or conquest to put the unlocked design into production. Likewise, if a faction unlocks a design using a technology they currently do not posses the design will go into production at a reduced production rate as long as at least one faction possesses the missing technology (the faction abstractly acquires the necessary parts via trade, sanctioned or illegal). If no faction posses the necessary technologies the unit may not be produced. When a faction acquires the missing technology the design may enter in at the normal production weight for a new variant.