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The AoD economy revolves around the concept of IC (Industrial Capacity), requiring resources. IC and resource values are modified by infrastructure, technology, ministers, dissent and peacetime. IC are then transformed into money, production, supply, reinforcements, upgrades and province repairs. Money is further allocated to various fields.

IC & Resources


The game shows three values for IC. The theoretical base IC are just the factories (#Factories).

The base IC (displayed in province info panel) are calculated with the following formula (in national provinces):

base IC = #Factories * (1 + (#Factories / 100)) * (0.7 + (Infravalue * 3/10))

eg UK36 Ranchi (west of calcutta)
#Factories = 3
Infravalue = 80
base IC = 3 * 1.03 * 0.94 = 2.90

These base IC of the proves are added to calculate the base IC of the nation, which matters for the amount of tech slots a nation has available. Base IC is also used to calculate effective IC(displayed in upper right corner).

effective IC = base IC x (1 + tech modefier + ministers modefier + difficulty modifier) x peacetime_ic_mod.

The UK in 1936 has a base ic of 155.9. With +0.05 from techs, -0.05 from ministers and ideas, +0.10 from hard difficulty and a peacetime_ic_mod of 0.9 it will have an effective ic of 155.9 x 1.1 x 0.9 = 154.3 which is rounded to 154. These effective IC are the ones actually using resources and being transformed into other goods.


There are two resource values. The theoretical resources are just the unmodified ones in that province (#Resources).

The resources displayed in the province info panel are already adjusted with all modifiers (like the total IC), not just the infrastructure modifier (like the base IC displayed in the info panel). These are the ones used by the total IC for production/consumption.

Resources = #Resources * (1 + (#Factories / 100)) * (0.7 + (Infravalue * 3/10)) * (1 + TechEffect) * (1 + PeacetimeEffect)

eg UK36 Ranchi Energy
#Energy = 21
#Factories = 3
Infravalue = 80
TechEffect = 5%
PeacetimeEffect = 90%
Energy = 21 * 1.03 * 0.94 * 1.05 * 0.9 = 19.21

IC & Resource Calculator Utility

To calculate the effects of factory and infrastructure building on base IC and resource output, the following xlsx file can be used. The modifiers are added as well.
Utilities#Province IC, Infra & Resource Calculator

IC and Resource Modifiers


Infrastructure can range from 0 to 200. It is a province improvement and thus can be build by a nation (in steps of 10). It is a modifier for IC, resources and ESE (effective supply efficiency).


By advancing technologically a positive tech effect increases total IC and resource production.


Certain ministers have a trait affecting total IC, foreign IC or just colonial IC.


Dissent lowers the base IC and resource production. This happens locally in steps of 1% of unsuppressed dissent after rounding. With a garrision good enough at suppressing dissent, the effect of dissent on the economic output can be eliminated completely.


Some Nations have a peacetime modifier, which affects effective IC and resources negatively. Newer patches have reduced the use of that modifier. For most nations it is 1.0 and thus ignored. The UK and France start with 0.9 in 1936 and the USA start with 0.5 in 1936.

IC Allocation

The effective IC (if supplied with resources) can be allocated towards consumer goods (money production), production (of units and buildings/province improvements), supplies, reinforcements, upgrades and province repairs.

Money Allocation

Money is gained by producing consumer goods (see above), by trade or by conquering an enemy stockpile. In AoD, an additional new way of making money is unspent manpower. This represents potential (undrafted) soldiers being active in the civilian economy, which in turn can be taxed. For a country like Nationalist China, this can be a major source of income. Money can be allocated towards military salaries, research, aso. It is also used in every trade deal and can make up one side of a trade deal entirely.