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Victoria 3 - Dev Diary #10 - Infrastructure

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Hello again and happy Thursday! Today we’re going to follow up on last week’s dev diary about Markets, which touched on Infrastructure but did not explain how it works. Infrastructure is an important mechanic for the economic simulation of the game, simulating the cost of moving goods over land and creating the necessary, well, infrastructure to support wide-scale industrialization.

So what is Infrastructure then? Infrastructure is represented by two distinct values that each State has: Infrastructure and Infrastructure Usage, which together determine its Market Access. So long as the Infrastructure in the State is greater than or equal to the Infrastructure Usage, everything is fine and the State maintains a Market Access of 100%, but if usage starts exceeding the available Infrastructure, Market Access will be reduced by an amount proportional to how much of the usage is not being serviced.

For example, if a state has an Infrastructure of 45 with a usage of 90, its Market Access will only be 50%. Market Access and its effects is something we’ve already covered in the previous development diary, but to briefly go over it again, a low Market Access means that a State is unable to fully integrate its local market into the National Market, which can lead to adverse price conditions from local over-or undersupply of goods.

Minsk has somewhat overextended their local Infrastructure, but with a large population and mostly staple production both their industries and consumers will probably be fine until the railway arrives
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This imbalance goes in both directions. If you have one bread basket state and one iron mining state, and they both have perfect Market Access, the price of iron and grain will be the same in both. If the iron mining state’s Market Access is reduced, the market’s price of iron goes up while the local price of iron in the mining state goes down. But in addition to this the iron mining state will be unable to source as much grain, raising the local price there but reducing its price somewhat across the rest of the market.

If your consumption matches your local production, as is often the case in rural states where the production consists of staple goods your people require, this isn’t such a big problem! You could perhaps even build some simple Textile Mills and Livestock Ranches in the same underdeveloped state to provide cheap wool clothing if the local population is large enough to demand it in sufficient quantity. But if you’re looking to manufacture more complex goods (or use more demanding Production Methods) you need goods you might only be able to source from another state in your market, or which you can only import from a foreign nation. These goods in turn might be lucrative but only if there are buyers for them - buyers who can actually afford them. Your schemes to get rich off Luxury Clothes and Porcelain won’t work if you can’t reach all the far-flung wealthy Pops of your empire.

The Infrastructure Usage of a State is determined by which types of Buildings exist in a State and which level they are. Generally, the more urban and specialized the building, the more Infrastructure it uses per level, so Chemical Industries (a heavy industry building) will use several times more Infrastructure than a Rye Farms building of the same level.

Minsk’s urban buildings - the Furniture Manufacturies, Textile Mills, even the Government Administrations - account for 2/3rds of its Infrastructure usage despite employing the same number of people as the Logging Camps and Rye Farms. Subsistence Farms and Urban Centers do not use Infrastructure, the former because its production is nearly all for domestic use and the latter because the Infrastructure it provides cancel out the Infrastructure it requires.
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Infrastructure is provided and modified by numerous sources. Just about all States in the game have at least a little bit of Infrastructure based on the technology level of the country that owns it and its state of incorporation (colonies have lower infrastructure than incorporated states, for example). However, over the course of the game, the most crucial aspect of your Infrastructure is the size of your Railway network. As we’ve previously mentioned, Railways is a Building that produces Transportation, an intangible good sold to Pops, but they are also your main source of Infrastructure.

This means that if you want to industrialize a State, it isn’t enough to simply build those industries there and have the Pops available to work in them, you also need to ensure that said industries have enough infrastructure to support them. This of course has a variety of costs involved in that infrastructure-providing Railways need both Pops to work them and access to goods like Coal and Engines. There are alternatives that can be used in the short-term, such as using your Authority on a Road Maintenance decree to ensure the populace don’t allow the roads to fall into disrepair or become unsafe, but such options will never be sufficient in themselves for large-scale industrialization. Of course, Railways also grow more efficient over the course of the game with such inventions as Diesel trains and Electricity, requiring less levels of rail to support a certain number of Buildings.

This early Railway has rapidly become one of Minsk’s best employers, at least for Pops with the qualifications to become Machinists. Unfortunately few people do, so the Infrastructure production is not currently as high as it might be if the railway was fully staffed. Ticket prices, however, are sky high.
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Our intention for railways is that they must be able to find their way back to the market capital, or an exit port destined for the market capital, in order to be useful. In effect this means that any railway can only provide infrastructure up to the amount of infrastructure provided by the best adjacent railway that connects it to the market capital. If you want good access to the Sulfur Mines in Aginskoye for your Munition Plants in St. Petersburg, you best get started on that Trans-Siberian Railway sooner rather than later, because it will take a good long while to build.

Geography, of course, also plays a significant role in other ways when it comes to Infrastructure, and this is represented in Victoria 3 through State Traits. State Traits are bonuses and/or maluses given to a particular State representing particular geographical features, climate and so on. State Traits have a variety of effects, but the most common ones are to either affect the production of a particular resource (for example, if a State contains high quality coal this may be represented through a State Trait that makes coal mines in the state more efficient) or, more significantly for the topic on hand, to provide or modify Infrastructure.

The high-yield Russian Forests are of great benefit to the Logging Industry in Minsk, as long as there’s enough infrastructure available to ship the wood off to all the Russian factories and construction sites that demand it.
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States with significant rivers get a large boost to Infrastructure, making them excellent candidates for early industrialization
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Before we finish up for today, I also just want to mention that Infrastructure does tie into a number of mechanics besides Market Access, such as military logistics and migration, and that Infrastructure is only meant to simulate the cost of transporting goods on land - where the sea is concerned, there are other systems at play… but all of those are topics for another day, so for now I bid farewell and encourage you all to tune back in next week as Mikael returns with another economy-related dev diary about Employment and Qualifications.
 
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If such a problematic system is implemented, it is more logical to choose a province centrally. Something like Chicago for the USA or Rostov for Russia.
I wouldn’t argue with Chicago, but Moscow is much more central than Rostov-on-Don if you refer to that. If refer to original town of Rostov, it had long fell into economic irrelevance in Victorian era and was (and is) just a backwater provincial town. If you look for something more eastern than Moscow you can pick Nizhniy Novgorod, which I think the third largest city and located on the important Volga waterway, or Kazan further East, but I still think Moscow to be a more natural choice.
 
How does infrastructure and markets work within Colonies? Will the UK's Canada have its own little market to represent how goods would stay there or will it just have lower market access than like the Scottish Highlands?
 
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While waiting the Developers answers on the exact role of intermediate states and how important they thoose are.
(ie if %market access is important [M.Capital, 100%, 80%, 10%])
(ie if HOI4 changed inspired M.Capital [need 400=100local+300incoming], prov2 [need 300=100local+200 for incoming], prov 3 100)

In both cases, this could mean you could run in a situation where intermediate railway has to have a certain employement to fulfill the push/periphery provinces needs, but as it hasn't any local needs, it would run in a deficit. In the long run reducing employement thoose infrastructure level and reducing the push/periphery market access.
Imagine having market capital province in "Netherland" province, an intermediate "Low Rhine" Province with no industry even thought lots of railways, and a very developped "high Rhine" province whitch has to connect to Netherlands throught Low Rhine.

Or am I reading this wrong and that is partially what tickets prices are there for ?
 
In case of a war or losing territory which causes trade routes to change a penalty would be justified, but its not like every good not sold locally in the russian market gets moved to St Petersburg or Moscow first (like from the far east Vladivostok to then be sent back to another province in the far east which happens to be a neighbouring state). The trade capital in this case is just a way to prevent (basically free) teleportation of goods within a nation that does not have the needed infrastructure and unfortunately a mechanic that as it seems does not consider that while the need of goods per province may require a certain amount of the infrastructure, the goods that get sent through this province would also require infrastructure, but they do only need infrastructure at the start and the end (or maybe just start or end (not sure based on the dev diary)).
You’d need that infrastructure all the way from Moscow to Vladivostok, or a port and connection over water. The abstraction is that the need to provide transportation to Vladivostok doesn’t prevent the same infrastructure from providing market access to Novosibirsk for example. On the other hand not all the goods ftom Vladivostok need to travel to Moscow, so for me it is a reasonable abstraction.
 
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I know this is a hypothetical, but that last assumption doesn’t really make sense. Mexico is going to have goods ports way before it has good railroads. I’d assume that applies to most countries, actually.
Let's try a different example then: Bolivia has a good rail network and joins Peru's market, but doesn't have a direct rail connection to Lima or a port yet.
 
Wonder if there would be Private-Owned Railways,
I'd assume that like other buildings, they can have different ownership types based on your policies.

So, pops do not add to usage? For example, transportation needs in heavily populated states.
From the DD, my understanding is that railroads produce two things: Infrastructure that buildings use, and Transportation that pops consume. So it's accounted for, but not in the same way.
 
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Or am I reading this wrong and that is partially what tickets prices are there for ?
I'm a bit worried about that. If tickets are actually sold market-wide, then I guess that's not an issue. But it would also means an iron mine in one state can use railroad tickets without having a railroad in it's state - so either way there seems to be a problem.
 
Say you're playing as Mexico, and you have good railroad access within your country to Mexico City. You join the United State's market through a customs union, but don't have a direct rail line to New York City yet. Does your infrastructure and market access suffer because your network is separated from the new market capital? I know ports can transport goods to New York City, but assume those don't have the same capacity as your rail networks had.
You probably want to make sure you have enough infrastructure capacity before joining the union
 
While waiting the Developers answers on the exact role of intermediate states and how important they thoose are.
(ie if %market access is important [M.Capital, 100%, 80%, 10%])
(ie if HOI4 changed inspired M.Capital [need 400=100local+300incoming], prov2 [need 300=100local+200 for incoming], prov 3 100)

In both cases, this could mean you could run in a situation where intermediate railway has to have a certain employement to fulfill the push/periphery provinces needs, but as it hasn't any local needs, it would run in a deficit. In the long run reducing employement thoose infrastructure level and reducing the push/periphery market access.
Imagine having market capital province in "Netherland" province, an intermediate "Low Rhine" Province with no industry even thought lots of railways, and a very developped "high Rhine" province whitch has to connect to Netherlands throught Low Rhine.

Or am I reading this wrong and that is partially what tickets prices are there for ?

I don't like the system that much because the market town can cut me off from the access that would be around the corner. To use your example. I'm based in Berlin, it's a state. I want something from Saxony. This is a different state. The market capital is Amsterdam. The connection to Saxony is very good. The connection to Amsterdam lousy. With the system, the query always runs via Amsterdam and I don't get my goods from Saxony.
 
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Do straits cut off railways? For example, assuming the market capital is Istanbul for the Ottomans, are they gonna have trouble with getting the infrastructure in their Asian and African provinces tied to their capital?
I thought about the same thing but they clearly mention that sea connection through port works for it. So its enough Ottomans are connected to Egypt by sea.
 
Also inspired from the Hihway thread :
Are multiple Infrastructure methods usable at the same time ? Or only one for the whoole province ?

ie. lv2 horse driven chariots + lv 1 charcoal train
ie. lv4 choal train + lv 3 electric train + lv1 highway
(I know this latter for good transpor which is actually the in game important Infrastructure abstraction was and still is less efficient)
 
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I don't like the system that much because the market town can cut me off from the access that would be around the corner. To use your example. I'm based in Berlin, it's a state. I want something from Saxony. This is a different state. The market capital is Amsterdam. The connection to Saxony is very good. The connection to Amsterdam lousy. With the system, the query always runs via Amsterdam and I don't get my goods from Saxony.

It can definitely have weird, gamey effects. On the other hand, it would be quite complex to solve for the movement and prices of all goods within a market if you don't cut corners. It also has be explainable to the player, and say not being able to import luxury X in state Y because the train links between state W and K are saturated might be a stretch.

I wonder if they could extend the idea of local production to that in at least adjacent states, modulated by infrastructure. But even that would get complicated...
 
Bolivia is going to be a big exporter, regardless of whether they join someone else’s market. Why would you not start by building a transportation link to your port?
Because they decided to try autarky for a few decades, I don't know. We can pick any two countries in the world, but my question is still about whether infrastructure is impacted when the market capital moves.
 
I thought about the same thing but they clearly mention that sea connection through port works for it. So its enough Ottomans are connected to Egypt by sea.
Also really Uskudar should have just as good a port as Istanbul. If you're not doing that as Ottomans you're playing badly.
 
It can definitely have weird, gamey effects. On the other hand, it would be quite complex to solve for the movement and prices of all goods within a market if you don't cut corners. It also has be explainable to the player, and say not being able to import luxury X in state Y because the train links between state W and K are saturated might be a stretch.

I wonder if they could extend the idea of local production to that in at least adjacent states, modulated by infrastructure. But even that would get complicated...
Note that only the buildings create infrastructure loads, not the pops (the train tickets are a separate system not influencing market access). So I guess the building infra requirements also represent the need to supply the building’s workforce with their needs. In this example, both Berlin and Saxony need to get whole lots of goods from Amsterdam for the pops, so their market access suffers. Tracking it per good per state would be next to impossible.
 
I wonder if they could extend the idea of local production to that in at least adjacent states, modulated by infrastructure. But even that would get complicated...
This would require a lot of added complexity.

And also not even necessarily be realistic. If the boundary between two states runs along the ridgeline of a mountain range, but they're otherwise mostly flattish, routing rail traffic between them might be an immersion break itself.
 
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How do ports affect infrastructure? Will it be possible for a region that is geographically farther from the capital to have better infrastructure and market access if it has a port as opposed to one that is closer but landlocked? (Assuming neither of them have railroads built up.)
 
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