In the land of free enterprise, the industries dotted around the map are private and not owned by the government. For this reason, you cannot directly influence them. All industries in the game are considered to be large concentrations or complexes. So, the factories shown in the list are multiple companies producing a range of goods. The industries produce the goods that are in demand. The industries will upgrade to provide a higher output if production is profitable and new industries can be established.
You can find the industries on the map. Selecting them, you can see similar information, as is the case when selecting an HP.
The industry panel shows the consumed pre-goods with the red arrows and produced goods with the green arrow. The “%” next to the product indicates the efficiency in producing the said product. If the industry concentrates on the production of only a few products, the efficiency may increase, which will improve output.
Your industries will need a workforce. The more workforce there is available, the more effective the production. Slave states will use forced labor, i.e., slaves, depending on the complexity of the production. Plantations, farms, and mines will have the highest use of slave workforce, while heavy industry the lowest.
You can influence the economy indirectly. Issuing subsidies to industry and agriculture will make production more profitable artificially, boosting production and encouraging new industries to open. With transportation subsidies, you can make the flow of goods faster, which will also boost your economy in the long term.
The goods in the game’s economy, required pre-goods, producing industries, and consumers are:
As multiple goods are produced by the same industries, whichever goods those industries will focus upon more depends upon demand. For example, when recruiting large armies, the demand for military supplies such as artillery, weapons, uniforms, and ammunition will increase, and ironworks and factories will meet the increased demand automatically by shifting production in favor of these goods.
Industries can be captured by armies and razed by raiding units. Damaged industries will start to repair themselves when they are no longer within combat distance of the raiding army. Construction of new industries, repairs, and upgrades all cost resources, depending on industry type and level.