Industry guide

This page is supposed to allow the player to start interacting with the in-game economy system with as little effort as possible. For in-depth explanations about these systems visit Industry page.

Basics
Each industry requires at least 2 things to operate:
 * Property
 * Labour

Keep in mind that labour is also used to built infrastructure units - if there is a big labour deficit in a province (most likely due to overinvestment), your infrastructure will not be built!

More advanced industries also require inputs, and industries will manage acquiring those themselves via trade (but you can create industries that will produce those inputs to increase their availability and make them cheaper to acquire for your other industries).

Rural industry
Almost all of the rural industries use resources as their property, meaning their size is limited by the availability of said resource in the province:
 * '''Mines
 * '''Farmlands
 * '''Forestries
 * '''Fisheries

The only Rural industry that does not use any resource but a district instead is cottage industry.

All rural industries use rural labour that is coming from peasants.

Urban and Elite industry
All of the Urban and Elite industries use districts as property:
 * '''Industrial
 * '''Academic
 * '''Commercial

Districts are not limited in their size by properties of the province, and as such can theoretically grow infinitely. Practically though, their size will be limited by available labour and their profitability.

Industrial industry
Uses urban labour coming from residents.

There are various industry specialisations:
 * Armaments
 * Ship
 * Houseware
 * Textile
 * Luxury cloth
 * etc.

Rather than there being hundreds of different goods, most of them are merged into more broad categories, for example both Houseware and Textile industries produce mostly "Consumer" goods while also producing some "Luxury" goods, which is also produced in higher amounts by Luxury Cloth industries. For full list of what every industry produces using which inputs visit Trade goods page.

Academic industry
Uses literate or clergy labour (depending on whether education is higher or religious) coming from 1% of urban population or clergy respectively.

It outputs knowledge, which is required to maintain some of the buildings and to unlock most of the institutions. All population classes also consume small amounts of knowledge to fill their luxury needs.

Commercial industry
Uses burgher labour coming from burghers.

It outputs commerce, which is responsible for trading goods between sectors. The amount produced can be modified by provincial modifiers, infrastructure, laws and privileges. The more commerce your city produces, the more goods it can "move". The amount of commerce also determines which provinces become centers of trade, and how much trade value each province gets.

For more information about this visit Trade page

Investing in Industries
Investing is done through the macrobuilders building tab. You can choose to invest in one of the seven property types (both resources and districts) which will later be distributed to corresponding industries. For example investing into "Farmlands" will increase the size of all industries in the province that use farmlands: crop, pasture, plant fibre etc.

Investing is done in batches of 10, 100 and 1000 ducats (modified by building cost, AKA "Material cost for projects"). Having low corruption and high state reach increases investment efficiency.

When deciding where to invest, you should look at least at these 2 values:
 * Throughput (visible on 1st page of industry tooltip) - Represents how much of the industry is actually used. Lower throughput increases wages to attract more people to work in industry. But it also means lower profitability because of these higher wages. As such, it is recommended to invest in industries with high throughput, while avoiding investing in provinces with low throughput.
 * 90%+ means it's safe to invest
 * 70%-90% is good for stable growth
 * 50%-70% is fast growth but low profitability
 * 0%-50% is even faster growth but it will take very long for industry to recover, in the meantime there will be no labour available for other projects and this should be avoided
 * Profitability (visible on 2nd page of industry tooltip) - should be self-explanatory, but it's important to note that profitable industries will expand on their own, albeit slower than if country invested. High profitability industries will also reward you with high return of investment (if they maintain profitability after investment). On the other hand, unprofitable industries will shrink in size.

The more you invest, the bigger impact your investment will have. For example, investing 10 ducats may lower throughput from 100% to 90%, while investing 100 ducats would lower it to 50%. This means this industry would employ people faster, but may also shrink in size because it didnt make enought profits, and in the end your industry will be smaller than if you invested 10 ducats at a time spread out over time, maintaining relatively high throughput.

In case of rural industries that use resources as property, you also need to take into account how much room is there left for property to expand. When investing across the country, it is recommended to use special mapmodes to easily determine where the property can be expanded. Investing into a resource that has already reached its maximum size will transfer ownership of these properties to you. Do not invest in resources that are maximum size and fully owned by you, as this threatens the very fabric of the universe.
 * Recommended settings for special mapmode: All my owned provinces/Get the value[...]/Linear/Full color scale/Red-Yellow-Green. Mapmode summary will show you which color represents how much land available.

Cottage industry
Cottage industry is invested in through industrial districts. But it will not receive any of the investment if there is any other industry already present in the province.

Academic
If there is both religious and higher education industries in a province, any investment done by will only go towards higher education.

Opening new Industries
After selecting one or more provinces, investing is done through "Open New Slots" decision. This will open an event with options listing ALL of the industries, together with their output goods. Hovering over any option will show you possible requirements for opening that industry, for example: min 5 urban development, specific resource deposit (you can check these in "Terrain" modifier on province), min 10k urban pop and so on.

If possible (province meeting requirements and enough "industrial slots" remaining), choosing an option will open that industry in the province and deduct 5 ducats from your treasury.

It's possible to open industries in multiple provinces at the same time, just have more of them selected when clicking "Open New Slots" decision. You can even have all your provinces selected, for example if you want to open some type of mine everywhere that's possible but can't be bothered to check where actually do you have any resource deposits (it's also useful for non-core provinces which can't be selected individually). Just remember that, of course, industry will be opened only in provinces meeting the requirements, and you will pay 5 ducats for EACH industry opened.

Factors influencing profitability
(WIP feel free to bring change)
 * product productivity (ideas, center of production)
 * raw materials (e.g Coal > Timber for fuel output)
 * labour price
 * inflation
 * marcket access(interconnectivity of sector)