The Bullet Factory produces ammunition for firearm combat. Anyone can buy available bullets from their city's factory; a player owner manages its materials and collects sale income.
Bullets cost $200 each. Enter a quantity on the Bullet Factory screen and check the total cost. A single purchase is limited to 500 bullets and must fit the factory's available supply and your cash balance.
Purchased bullets enter your ordinary inventory. Buying a firearm does not automatically buy ammunition for it.
Each firearm attack action normally consumes one bullet. You need at least one bullet to use a gun; at zero, switch to a melee weapon or restock. The defender's automatic actions also use their own ammunition and fall back to melee or Fists when empty. The Conservative armour bonus can prevent a bullet being spent on a shot, but still requires ammunition to be available.
Bullets are a shared inventory supply rather than a separate magazine for every equipped firearm. See Combat and Equipment Bonuses.
| Material | Owner purchase cost | Storage limit |
|---|---|---|
| Gunpowder barrel | $5,000 | 20 barrels |
| Iron bar | $3,000 | 20 bars |
Production needs both materials. Each completed production hour consumes one gunpowder barrel and one iron bar and adds 50 bullets. Having only one material cannot produce a batch. More stored pairs provide stock for later batches.
Production accounts for elapsed time when factory state is updated. Owners do not need to stay online, but a player-owned factory stops producing when either material runs out.
The factory's bullet supply is separate from bullets already bought into a player's inventory.
A material pair costs $8,000 and yields 50 bullets with $10,000 of gross sale value at the current price. That is $2,000 above the material cost if all 50 are sold, before considering the business purchase price or any debt garnishment when earnings are collected.
Production alone does not create sale income. Players must buy the bullets, and earnings accumulate for the owner to collect separately.
Stocking is owner-only. Material purchases use cash and are limited by remaining storage space. Restocking starts the factory's current production timing again, so avoid treating repeated small stock actions as a production-speed boost.
When the city runs a factory, production materials are maintained automatically. Its available bullet supply still depends on production and purchases; city operation does not mean every requested quantity is instantly available.
Mechanics checked against the game code on 17 September 2026.