Broken FrontFIELD MANUAL

Resources

Seven resources, two sources: provinces and cities.

RESOURCESOURCE
MONEYEvery owned province
MANPOWEREvery owned province
STEELCities specialized in Steel
OILCities specialized in Oil
ELECTRONICSCities specialized in Electronics
ADVANCED MATERIALSCities specialized in Advanced Materials
RESEARCH POINTSCities specialized in Research Points, plus a flat bonus from certain buildings

PROVINCE INCOME

Every owned province generates money and manpower unconditionally — base rate 100 money/hour and 50 manpower/hour (one game hour, which runs faster or slower depending on game speed), before a terrain multiplier.

TERRAINMONEYMANPOWER
PLAINS×1.2×1.3
COASTAL×1.3×1.1
HILLS×1.0×1.0
FOREST×0.9×1.0
MOUNTAINS×0.8×0.9
DESERT×0.7×0.6

CITY OUTPUT

Cities produce the five specialization resources. Each has one fixed specialization and output = base production × level multiplier (L1 ×1.0, L2 ×1.5, L3 ×2.0). A destroyed city produces nothing. Example — Serbia:

CITYSPECIALIZATIONLVLBASEOUTPUT/H
BELGRADE (CAPITAL)Research Points350100
NOVI SADElectronics24060
NIŠSteel23045
KRAGUJEVACAdvanced Materials22537.5
SUBOTICAOil11515

THE RESEARCH-POINT TOP-UP

Three buildings — Research Laboratory, Intelligence Center, Weapons Development — each add a flat Research Points bonus per level built (10, 5, and 8 RP/level respectively), on top of whatever cities already produce. This recalculates the instant a building finishes or is destroyed. (The Research Lab's advertised research-speed and slot bonuses are currently unwired — see the Research chapter.)

MAINTENANCE

Every operational building costs 1% of its build price per resource, per day, billed automatically alongside the hourly payout. If you can't afford a bill, it's skipped rather than partially charged — maintenance never pushes a stockpile negative. There's no unit upkeep and no passive resource decay anywhere else.

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