Ammunition is expensive, but munitions factories aren't productive. What to do?
I'm a newbie and one of the issues I've been having since I started my Sweden learning game is reducing the price of ammunition to cut down on my military goods spending.
I have a munitions factory that is only productive during war time, and not by much. I don't know what to do about it, every input good is at or below market price, but the factory is simply not productive enough to compete with other industries in hiring people. When I try to level it or build a new one, productivity is always in the red, everywhere. During peace time it just closes. The production methods are at the maximum I can set them to.
How do I solve this? Should I subsidize it? Is there a way for me to figure out how many military goods my armies will be using to know how many factories to build? Create an export route to make demand? The first and last options seem a bit counter-intuitive, since subsidizing will just cost me money and exporting will increase the prices further, at least during war time.
Posted Nov 26, 2023, 7:20 PM UTC
Inputs might be pricy. You could try lowering the cost of goods but it might just be something you'll want to subsidize for stability then get some export routes going to stabilize demand.
They're at or below market price, though. Does that still make them too price-y?
Labour is an input, too. Not sure what's going on with your game. PMs can affect profitability in a number of ways. Bottom line is that if you can't massage it to be profitable, you still need it to be reliable. So try the tweaks you can but even if wages are too high or something at least the money is getting spent to improve quality of life somewhere and you'll want those bullets handy when you need them.
And, are you building the factory in a place where they have some of the input goods already being produced? Local prices can be crazy good
It's in the same state as I have my lead mines