Factories
Factories produce resources, Levcoins or military units and employ players. Each belongs to a company. Found a company for 250 Levcoins, fund its treasury, then build or buy a plant for it. Owning company shares does not make its inventory your personal property.
Factory types
Section titled “Factory types”A factory produces one thing. The possible types are:
- Resources: coal, iron, water, oil, diamond, uranium, lithium
- Corn: a special factory that produces Levcoins instead of a physical resource
- Military (gun factories): infantry, tank, missile, jet: these consume resources to produce units and work differently from resource factories: output is a flat amount set by the factory’s level, and workers are paid a Levcoin wage instead of a share of production (see Gun factories below and Units)
Building a factory
Section titled “Building a factory”Found and fund a company first. Building a plant costs the company 50 Emeralds, plus Levcoins based on its existing factory count: 60 for the first, 72 for the second and third, 84 for the fourth and fifth. The Emerald cost stays fixed. There is no factory-count cap. Direct construction uses your current region; a board construction proposal names its region. Buying an existing plant also uses company funds.
Levels & experience
Section titled “Levels & experience”Resource and corn factories earn 1 XP per shift and have no level cap. Military factories earn 20 XP per unit produced and cap at level 50. Level is 1 + floor(sqrt(XP / 250)), subject to the military cap. At every 10-level checkpoint, XP pauses until its breaker is paid: 250 Emeralds × (checkpoint / 10). The board authorizes spending company Emeralds; an operator can also pay personally.
How production works
Section titled “How production works”Each work action produces an amount based on:
- your effective level (from experience): counts double in the formula,
- your intelligence (counts as “education”),
- the factory’s level: also counts double,
- your productivity (a direct percentage: at 50 productivity you produce half),
- your region’s education index,
- the region’s resource bonus for that resource: a region rich in iron boosts iron factories built there (see below),
- your party’s production bonus (if your party’s bonus type is production),
- and a final luck multiplier.
Different resources have different difficulty: among physical resources, coal, iron, oil, and water come out in the largest batches, while diamond, uranium, and lithium are much rarer per work. Physical resources are deliberately slow (each shift’s output is heavily scaled down to keep the economy in check) whereas corn factories earn Levcoins noticeably faster, the best per-shift payout of any factory type. A shift always produces at least 1.
This formula applies to resource and corn factories. Gun factories ignore it entirely: see below.
Gun factories
Section titled “Gun factories”Military output per shift is (2 × level + floor(level / 5)) × 2: 44 units at level 10, 220 at level 50. Worker stats do not change this output. Each factory level reduces recipe costs by 1%, up to 50% at level 50. Inputs and wages come from the company warehouse; all units return there. Home production uses personal storage, pays the full recipe and produces exactly the requested quantity.
These are base outputs. Company tier adds 5% for a company or 10% for a public company, rounded to whole units. Personal stats, badges, loyalty and regional bonuses do not affect military output.
Region resource bonus
Section titled “Region resource bonus”Every region has a per-resource bonus shown on the map and on its region page. The displayed percentage is the actual production boost a matching factory gets: e.g. a region showing +30% iron makes iron factories there produce 30% more. It only applies to the factory’s own resource (corn uses the region’s farmlands bonus); military factories get no region bonus.
Region prosperity
Section titled “Region prosperity”Every region also has a prosperity index, from 1 to 20, shown on its region page alongside happiness, education, health and security. It’s built from how far its own residents have leveled up their personal bases: a level-1 base (everyone’s free starting point) doesn’t count, only levels above it do, so prosperity rises as a region’s citizens actually invest in their bases.
Prosperity adds a small production bonus to every resource factory there: +0.25% per index point, so a region at the very top of the scale (20/20) produces +5%. It stacks with every other multiplier (luck, loyalty, company tier, badges) and like all of them, gun factories are exempt; military output only ever depends on the factory’s own level.
Region productivity: a deposit only supports so many crews
Section titled “Region productivity: a deposit only supports so many crews”Every resource has a productivity per region, starting at 100%. For every full 10 crews running auto-work on that resource in that region, it drops 5 points: counting all factories and companies there, not just yours.
- The 10th arrives and coal there runs at 95%; at 20 crews 90%, at 30 85%.
- It never falls below the 10% floor (reached at 180 auto-crews).
Two things to note:
- Only auto-work counts toward the crowd. A deposit isn’t strained by someone clicking a shift now and then: it’s strained by crews grinding it around the clock.
- The productivity applies to every shift there, manual ones included. If a region’s coal sits at 85%, your hand-worked coal shift also produces 15% less.
It is per resource and per region: 30 auto-crews on iron next door cost coal miners nothing, and the same swarm in another region costs nothing here. Gun factories are exempt: guns aren’t dug out of the ground.
The factory page shows the current figure, how many crews are automating that resource in the region, and how many more would cost another 5%: so spreading crews across regions beats stacking them all on one rich seam.
Workers & salaries
Section titled “Workers & salaries”- A factory has 5 worker slots, plus extra slots as it levels: how many depends on the company that owns it. A sole proprietorship gains 1 slot every 5 levels; a company with partners gains 1 every 3 levels; a public company gains 1 every 2 levels. A level-20 factory therefore has 9 / 11 / 15 slots depending on its tier. Working auto-hires you into a free slot.
- You can only hold one factory job at a time: taking a new one leaves your old job.
- You must be in the same region as the factory to work there.
- Owners can kick workers; workers can resign.
Salary decides how production is split between worker and owner:
- Percentage salary (default 50%, max 90%): the worker keeps that share of what they produce; the rest goes to the company warehouse. A worker who produces anything at all always takes home at least 1: a shift is never worth zero.
- Fixed salary: the worker is paid a flat Levcoin amount from the company warehouse, and all production goes to it.
- Corn factories pay the worker’s share directly as Levcoins.
- Gun (military) factories pay a flat Levcoin wage set by the owner: there is no percentage option, because workers can’t see the production. The wage is paid from the company warehouse (after that shift’s materials are charged), and the units go to it. If the warehouse can’t cover both the materials and the wage, the wage is reduced to what’s available: it never goes negative.
If the region’s state charges a work tax, it is taken from the worker’s salary and sent to the state treasury.
Storage: the company warehouse
Section titled “Storage: the company warehouse”All company plants share one warehouse for Levcoins, resources and military units. Worker wages are paid first; the remaining production belongs to the company. Being the operator or sole shareholder does not bypass wages. Only shareholders may contribute. Only a sole proprietor may withdraw goods; Levcoins are distributed through board-approved dividends. The minimum dividend equals the current outstanding share count, normally 10,000 Levcoins. Emeralds can be spent by the company but never withdrawn.
Moving a factory
Section titled “Moving a factory”Relocating a plant is a real operation, not a click. It costs:
- Levcoins: twice what it would cost you to travel that distance: so moving across the world costs far more than moving next door, and
- 50 of every resource per factory level (coal, iron, water, oil, diamond, uranium and lithium). A level-10 factory needs 500 of each.
Moving removes all its workers. Moving it into another country also means it needs a permit there.
Permits: the right to operate
Section titled “Permits: the right to operate”An operating licence belongs to a company within a state and covers all its plants there. Factories at level 5 or below, public starter plants and stateless regions are exempt. Construction itself does not require an existing licence. Above level 5, work requires a licence or an active grace period. Revocation or conquest gives 48 hours to obtain a licence or relocate before production stops.
War damage
Section titled “War damage”When the region a factory stands in is lost in a war, the factory drops 2 levels. Your plants are part of the territory you are defending.
Working without a factory (homebrew)
Section titled “Working without a factory (homebrew)”You can produce at “home” in your residency region with no cooldown, crafting 1-1000 at a time. Homebrew is a flat 1:1 conversion: you get exactly the number of units you craft, limited only by the materials (and Levcoins for military units) you spend from your own storage. The output goes to you.
Cooldown & loot
Section titled “Cooldown & loot”- Working at a factory is limited to once every 5 minutes.
- Every work action has a small chance (boosted by luck and Pro) to drop an equipment box.