• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
IIRC, the change was done alongside the introduction of railways back in NSB. Since infrastructure used to handle supply but now mostly dealt with construction speed while supply was passed on to the railways, the max level got dropped to 5 both because there's less need for a more granular system nowadays, and also because the player now also had the construction of railways to worry about and so keeping infrastructure at max level 10 would have diluted the IC a bit too much I guess.
 
  • 2
  • 1Like
  • 1
Reactions:
Because before it was tied to supply. Now there are railways.
 
Isn't 10 levels of infrastructure more precise? :(
The No Step Back release, HOI4v 1.11, added railroads which affected strategic redeployment. The developers also took this opportunity to colorize the level of infrastructure. It made sense for the developers to halve the number of infrastructure levels resulting in fewer distinct colors required.

A comparison of the defines indicates that the infrastructure affects are essentially equivalent but less granular.
HOI4v 1.10.8 Define​
HOI4v 1.10.8 Define comment​
NSB HOI4v 1.11.2 Define​
NSB HOI4v 1.11.2 Define comment​
INFRA_TO_SUPPLY = 2​
INFRA_TO_SUPPLY_COEFF = 1​
INFRASTRUCTURE_RESOURCE_BONUS = 0.1
multiplicative resource bonus for each level of (non damaged) infrastructure​
INFRASTRUCTURE_RESOURCE_BONUS = 0.2
multiplicative resource bonus for each level of (non damaged) infrastructure​
INFRASTRUCTURE_MUD_EFFECT = -0.8​
multiplicative effect on mud growth for max infra​
INFRA_ORG_IMPACT = 0.5​
scale factor of infra on org regain​
INFRA_ORG_IMPACT = 0.5​
scale factor of infra on org regain​
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT = -0.05​
speed penalty per infrastructure below maximum​
INFRASTRUCTURE_MOVEMENT_SPEED_IMPACT = -0.05​
speed penalty per infrastructure below maximum​
LAND_COMBAT_COLLATERAL_INFRA_FACTOR = 0.0022​
Factor to scale collateral damage to infra with​
STRATEGIC_SPEED_BASE = 10.0
Speed of strategic redeployment​
STRATEGIC_SPEED_INFRA_BASE = 5.0
Base speed of strategic redeployment when not on railways​
STRATEGIC_INFRA_SPEED = 10.0​
Max of additional speed gained through level for strategic redeployment per infra​
STRATEGIC_SPEED_INFRA_MAX = 10.0​
Additional speed of strategic redeployment on max-level infrastructure​
STRATEGIC_SPEED_RAIL_BASE = 15.0​
Base speed of strategic redeployment when on railways​
STRATEGIC_SPEED_RAIL_MAX = 25.0​
Additional speed of strategic redeployment on max-level railways​
INFRA_MAX_CONSTRUCTION_COST_EFFECT = 1​
Building in a state with higher infrastructure will reduce the cost of shared buildings​
INFRA_MAX_CONSTRUCTION_COST_EFFECT = 1​
Building in a state with higher infrastructure will reduce the cost of shared buildings​
INFRASTRUCTURE_RESOURCE_BONUS = 0.1
multiplicative resource bonus for each level of (non damaged) infrastructure​
INFRASTRUCTURE_RESOURCE_BONUS = 0.2
multiplicative resource bonus for each level of (non damaged) infrastructure​

Some pertinent excerpts from developer responses:
 
  • 1
  • 1Love
Reactions:
Speaking of infrastructure, I just feel that the construction speed of each province should be dependent on the terrain type, size, distance from capital, etc. it’s incredibly unrealistic easily build infrastructure in remote areas such as the Sahara desert, Siberia or a tiny island in the Ocean.
 
  • 1
Reactions:
Speaking of infrastructure, I just feel that the construction speed of each province should be dependent on the terrain type, size, distance from capital, etc. it’s incredibly unrealistic easily build infrastructure in remote areas such as the Sahara desert, Siberia or a tiny island in the Ocean.
As a counterpoint, now that there'll be caps on all other buildings - incl. airfields, ports, and forts - level 5 infrastructure in the Sahara only represents what's needed to support a small handful of installations, whereas level 5 infrastructure in Brandenburg is supporting dozens of factories, mines/refineries, and up to max level forts and airports, over a generally much larger area, too. The fact that the IC cost is the same either way will handle this decently well.

Still, the resources issue will remain even with building caps - i.e. the ease with which France can double its chromium output by building infrastructure on some island in the Pacific - so maybe it should still get a state-based construction cap. Alternatively, a moderate resources rebalance might effectively have the same result.
 
  • 2Like
Reactions:
Speaking of infrastructure, I just feel that the construction speed of each province should be dependent on the terrain type, size, distance from capital, etc. it’s incredibly unrealistic easily build infrastructure in remote areas such as the Sahara desert, Siberia or a tiny island in the Ocean.
Is it tho? Infra likely here is roads, raillines, pipes, power lines and communication for civilian industry. Most likely it is often local on cities and some between them. Railroads player can build is just enough capacity for military uses. Remote areas are handled with far less building slots which reflects on infrastructe as well. You can have good enough level of infra locally to support that. Doesn't mean it is always same. For sake of playable game, sure there are some simplification like that every factory has same value to build and what thei produce.
 
  • 1
  • 1Like
Reactions:
Something I've thought about for HOI 5 is to do away with the state-level abstraction of infrastructure, resources and factories entirely and make them tile based.

Instead, factories and resource gathering operations, like mines, would exist on certain tiles. The railway level on that tile would represent the local infrastructure dedicated to that factory/mine/etc. So if you have a level five railway on a tile, it gets the full construction speed bonus.

The amount of resources you extract from a mine could be modified by the railway level on that tile and the railway level / convoy route connecting it to the capital. So you only get the max chromium from Polynesia if you have a max railway on the Polynesian tiles, a high level port to load it, convoys to carry it, high level port to unload it and max railway to Paris. If your railway gets cut by enemy soldiers, you have to re-route through another, less efficient path, if one exists.

The cost to upgrade the railway would vary based on the tile. It would be more expensive to build on cities, on resource gathering sites, mountains, islands, etc. Same for building CIVs and MILs, but they would also be very expensive to build outside of predesignated industrial parks with the infrastructure to support the factory