Ports now only give 1 infra instead of 5. That means that you are stuck with the infra that you got until you get railroads. Is this intended?
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It's certainly hastily implemented. Imo it should be tied to transportation directly somehow.Infrastructure is a garbage mechanic and should be removed.
Infrastructure is a garbage mechanic and should be removed.
Several ideas floating around involving a logistics rework, including discussions around trade leagues, as well as here, in a thread talking about electricity/transportation (and how those could be better represented if they were regional rather than totally local); there have been various suggestion threads around construction/housing being goods/needs, too (including from before we had 1.9's changes, at least a lot of which still applies, and at least one since we've had 1.9's changes).It's certainly hastily implemented. Imo it should be tied to transportation directly somehow.
Conceptually, this isn’t a bad idea, but until local goods are no longer an annoyance (the UI isn’t great), I don’t support adding any usage of them.My personal opinion: The current implementation of infrastructure is bad and should be reworked somehow.
Ideally, the current MAPI system (which is what infrastructure influences) should be replaced with a market-internal variant of trade centers that consumes transportation. This way, moving goods to different states in your market still costs something, but it isn't tied to this abstract "infrastructure"-value that does not really make sense. The question is if such a system could be made without hurting performance.
Anyone interested in this should read the thread about housing late last year. I still think introducing housing would be unhelpful if it's just going to be another local good to heat up the CPU. It ought to interact with the rest of the game (beyond the market and consumption) in some way. The best suggestion so far is that it could replace Arable Land in the migration algorithm for urbanized professions like Engineers and Shopkeepers. I don't see how you replace Infrastructure with Housing; they are very different.there have been various suggestion threads around construction/housing being goods/needs,
I am not keen on this at all. Electricity was not moved long distances until the mid-1930s, right at the very end of the V3 time period. That was a real constraint on economic growth. Even in the early 2000s, I remember provincial brownouts being a regular problem in China; the country had enormous electricity resources but couldn't always get it to the right place at the right time. It's still inefficient to power London from Scotland, never mind Madras from the Himalayas. And similar considerations apply to Transport. In the 1860s, there were plenty of railways in New England and only one in the likes of Arizona. Russia is an even more extreme example. I know the devs are hoping to split the largest countries into smaller Market Areas, but I still don't see why you'd even want to do this. Transport is (paradoxically) a fundamentally local and immobile service; when did you last see an airport or railway station moved to another location where the price was higher? It should be a local good.Electricity and Transport become market area goods instead of local goods
It is an in period technology, Great Britain did have a modernish grid by the end of the period. Electricity might need a different model, though it is often a player complaint that building power stations everywhere is more of a chore than something to look forward to.I am not keen on this at all. Electricity was not moved long distances until the mid-1930s, right at the very end of the V3 time period. That was a real constraint on economic growth. Even in the early 2000s, I remember provincial brownouts being a regular problem in China; the country had enormous electricity resources but couldn't always get it to the right place at the right time. It's still inefficient to power London from Scotland, never mind Madras from the Himalayas.
Transport (freight rates) are absolutely not a local good on a rail system. They are very very much interrelated to the overall market area demand of freight (transport). Having cheap freight was a huuuge advantage for the US during the period because of the Mississippi and Ohio river systems. Similarly the Volga river and Rhine river reduced German and Russia freight costs substantially. These goods are most definitely market area based - having a large yard in Pennsylvania certainly helps supply transport far beyond the borders of Pennsylvania.And similar considerations apply to Transport. In the 1860s, there were plenty of railways in New England and only one in the likes of Arizona. Russia is an even more extreme example. I know the devs are hoping to split the largest countries into smaller Market Areas, but I still don't see why you'd even want to do this. Transport is (paradoxically) a fundamentally local and immobile service; when did you last see an airport or railway station moved to another location where the price was higher? It should be a local good.
Or early electrical PMs could be represented as not actually having an electricity cost but an increased cost in probably coal to represent onsite generation, and be less efficient than later PMs which use external electricityLooking at electricity I think they need to actually scale down the generation, bear with me. Early electrical generation was often colocated with consumption - factories would have their own power plants in the period before demand picked up enough to require dedicated utilities. This is the period in game that is most painful for players, when you want to start enabling PMs for electricity usage but there isn’t any available, but for the plant to start hiring there needs to be demand.
The simplest and frankly most realistic way to solve this would be to add another line of PMs to factories that produces electricity in the factory inefficiently. Players would start by turning both on, getting a small boost to overall productivity at first before generating enough demand to build dedicated power plants and turning off the generator PMs, unlocking the full productivity gain from switching to electric PMs. Once plants are built, set auto expand and forget.
The reason to have the building both produce electricity and consume it is to inject buy orders into the market so that new power plants can properly calculate demand. That always seems to be the biggest pain point for me, and the reason they made power plants smaller.Or early electrical PMs could be represented as not actually having an electricity cost but an increased cost in probably coal to represent onsite generation, and be less efficient than later PMs which use external electricity
The problem is that local goods aren’t fun. They UI is opaque and the micro is obnoxious when you have a substantial mid to late game economy.I am not keen on this at all. Electricity was not moved long distances until the mid-1930s, right at the very end of the V3 time period. That was a real constraint on economic growth. Even in the early 2000s, I remember provincial brownouts being a regular problem in China; the country had enormous electricity resources but couldn't always get it to the right place at the right time. It's still inefficient to power London from Scotland, never mind Madras from the Himalayas. And similar considerations apply to Transport. In the 1860s, there were plenty of railways in New England and only one in the likes of Arizona. Russia is an even more extreme example. I know the devs are hoping to split the largest countries into smaller Market Areas, but I still don't see why you'd even want to do this. Transport is (paradoxically) a fundamentally local and immobile service; when did you last see an airport or railway station moved to another location where the price was higher? It should be a local good
Conceptually, this sounds correct.The thing that makes it difficult is that the cost of transportation or electricity in a given area is affected by both the amount of thing you have to utilize (amount of electricity generated or amount of engines, rolling stock, etc) which is non local, and local capacity (transmission lines, railroads themselves). For a more realistic simulation you would have two sets of buildings for each good reflecting both these components so that increasing local capacity allows that area to make better use of the national supply. I suspect such a system would be unintuitive and difficult to calculate, unless you abstracted it entirely to transportation and electricity just being regular goods and railroads and power lines just adding infrastructure capacity, which wouldn't be very satisfying I think
The UI isn't that opaque. You can still select local goods in the goods view, and the standard views (production, potential etc.) also list price. You can tell at a glance which place is painfully short or oversupplied.The problem is that local goods aren’t fun. They UI is opaque and the micro is obnoxious when you have a substantial mid to late game economy.
Conceptually, this sounds correct.
Separating the local infrastructure from the more global assets (electricity/trains) makes sense, but I don’t see how you could make it fun in the scope of V3.
I’ve played city builders where you plan the power infrastructure and then generate the electric. It can be fun on that scale. On the scale of a nation (or even moreso a combined market) it seems daunting to make it fun.![]()