But the IC doubled with the updatebecause 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.
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.Isn't 10 levels of infrastructure more precise?![]()
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 |
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.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.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.