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.
image2.png

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.
image1.png

States with significant rivers get a large boost to Infrastructure, making them excellent candidates for early industrialization
image5.png

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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This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.

Cereal_Comma said:
Looks cool!

I wonder what the PH logo on the state screen means.
"Placeholder" :) That icon will change in the near future!

vyshan said:
Cool, this seems to be improved from vicky 2.

Question: Will there be something for canals?
Canals will for sure be a thing, at least the major ones like Suez/Panama.

samgamer123 said:
Seems pretty interesting, is the Danube and Rhine as well as the Meuse rivers giving infrastructure if not are we able to mod them in easily?
Our aim is for all major rivers to provide infrastructure in varying amounts, the Rhine and Danube for sure count.

BrytonJSwan said:
Oh hey, quick question: will there be an infrastructure map mode? That seems like it'd be pretty useful
There is at least a mapmode where you can see market access of states, ie which are lacking infrastructure. We may add more infra related mapmodes depending on if we feel they fill a need.

SignedName said:
Does Infrastructure have anything to do with international trade? Or is it a purely internal thing? If so, what mechanics are in place to provide limits to trade throughput between nations?
Infrastructure can indirectly impact international trade, but more on that in a later dev diary.

Al-Khalidi said:
Infrastructure and all those economic stuff are fascinating ofc, but they would be much more interesting if I knew a tiny bit about some other aspects of the game, in other words - dev diary about diplomacy when :(
At the moment we're focusing on economy and politics but you shouldn't have to wait *too* many more dev diaries to start hearing about other areas of the game now :)

Darth Katji said:
Is the market capital akin to trade capital in eu4, where it has a default location but can be relocated, or is it determined some other way? Or, do markets have assigned market capitals or something?
Market Capital is usually the political capital at start but can be moved. The US is an exception, starting with New York as their market capital instead of Washington DC.

Muezzinzade said:
Would be nice to know if for example cutting an enemy army from their infrastructure (by occupying relevant provinces) would force their surrender?
The intent is for infrastructure to play a role in warfare but I can't say more than that for now.

mikhail321 said:
How expensive/difficult is it to have 100% market access in all states for most of the game. In Vic2 placing your factories in the same as inputs gave bonuses. In Vic3 this happens only with non-ideal market access, when factories can benefit from better local prices. Do you intend to incentivize such behavior in Vic3? Can an economy with not ideal infrastructure and factories close to raw material sources be more efficient than one with fully developed rail network and all factories in urban centers without regard to input location?
It really depends on how heavily you want to industrialize compared to how much you want to spend on maintaining infrastructure. A better alternative to just having the same level of railroad everywhere could for sure be to create pockets of heavy infrastructure and industrialization with weaker rail lines to the countryside where a focus on rural buildings means you don't need as much logistical support.

Spartakusbund said:
I know you’ve said that you didn’t want to add building minor canals in because it wasn’t worth the resources (for both the dev team and players), given that railroads would come in so soon.

If you end up adding an 1821 start date in a DLC, will you go back to that decision so we can get our canal building on?

If so, can you make it so the Eerie Canal spawns a bunch of crazy religious preachers (Joseph Smith for example) to model the Burned Over District?
It's not that I exactly don't want minor canals in the game, it's just that if we're to have them I don't want them to fill the exact same role as railroads. They should either be a precursor in an earlier start date, or to for instance be a cheaper alternative that is only available in certain places. We'll likely not have them for release though.

mikhail321 said:
Will there be bottleneck system like in HoI4 supply? Can you connect 4 provinces with rail infrastructure of 10 through one and the same province, does it need to have rail infrastructure of 10 or 40?
The idea is that if you have a rail 40 state that has to go through a rail 10 state to reach the market capital, it will be indeed be bottlenecked to 10 and that remaining 30 will be wasted.

Make Victoria 3 said:
Why should it cost anything to move the market capital though? That is only an abstraction because calculating trade from every state to every other state (and in case a bottleneck arises an alternative route which might also have a bottleneck...) would slow the game down to a snailpace...
Moving your market capital doesn't cost anything per se, but it does create some temporary penalties in the market due to the resulting upheaval.

JakopDalunde said:
It has been announced that Victoria 3 will feature cost of transportation of goods, which is fantastic.

Do I understand correctly from todays dev diary that this will primarily be modeled by infrastructure costs and upkeep on a general level, rather then being part of an individual buildings profit calculation?
Yes, though Infrastructure isn't all there is to it, there is also the naval aspect which we'll go into later.

CharlieFox said:
Will industries using goods produced in the same state have less infrastructure usage?
There is currently no such effect as we don't track exactly where individual units of goods go (see Market dev diary on that topic), though we could potentially apply some sort of a discount based on how much of a building's needed goods can be locally sourced. I'll give it some thought.

GottaGoBoom said:
Will major american rivers provide infraestructure bonusses ? IE, Amazonas, Parana , Oronoco and mississippi ?
Yes

davidmarshburn said:
In the example of the Minsk railway, you say
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.

a) what in that image tells you that it's one of the best employers?
b) how do you know few people are qualified?
c) what tells you that the Infrastructure production is not as high as it could be?
d) how do you know the ticket prices are sky-high?

(some of these things may just be numbers that you're used to seeing, rather than what's displayed in the dialog)
Click to expand...
a) The Green Arrows, Copper/Silver vs Gold Coins & Weekly Revenue tells you this building is doing great.
b) The little red pop icon at the end of the employment bar says this building has a hard time hiring people. Tooltipping over it tells you why (in this case, not enough qualified pops)
c) The input/output is scaled by current employed/max employed.
d) The gold coins in outputs :)
 
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Looks nice, the railway change requiring workers was already announced but should add so much depth to the railways. I'm also looking forward to strategic infrastructure development, especially for nascent industrial powers
 
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MannheimCouncil

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Quite abstract with the price of goods, but it does sound more interesting than in Vicky 2. Definitely good to have actual transportation lines. It would probably be too complicated to map everything from supplier to demanding industry, but it might produce weird effects in countries with multiple centres of trade and industry (Germany, US etc.) to map everything to the one national market centre.
 
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Oooh a new header art! Y'all be careful of those crocodiles :eek:

Also interesting to see State Modifiers in regards to natural resources, I wonder how generously those are distributed?
 
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Does Infrastructure have anything to do with international trade? Or is it a purely internal thing? If so, what mechanics are in place to provide limits to trade throughput between nations?
 
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LucasG21

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Very interesting! Are there any bonuses for excess infrastructure, or is this represented exclusively by reduced transportation prices? Also, will foreign countries be able to assist in infrastructure construction diplomatically? I'm thinking of the Ottoman railways here.
 
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Is the market capital akin to trade capital in eu4, where it has a default location but can be relocated, or is it determined some other way? Or, do markets have assigned market capitals or something?
 
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Awesomeguy32

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Just finished binging all the Dev diaries; great stuff to read and glad to see a lot of depth going in this game!

Just a few questions though: For early game, does this mean that most states will start off having a higher infrastructure usage than infrastructure? And for places that have had canals built, such as the Erie Canal prior to 1836 or the Kiel and Panama Canals during the game, will that count as a geographic modifiers as well?
 
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Al-Khalidi

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Infrastructure and all those economic stuff are fascinating ofc, but they would be much more interesting if I knew a tiny bit about some other aspects of the game, in other words - dev diary about diplomacy when :(
 
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Looks awesome! I'm gonna build railways all over the place! Why not, it's my prerogative!
 

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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.

That's great news that railways will have to be connected. I was definitely worried that they would act more like teleportation gates.

Can you talk a bit more about how railways make money? Who buys the tickets? Especially in the case of a railway that runs through a fairly empty state, but needs to be large to connect other states, it's hard to see if they can make enough money in the state. Or are tickets market-wide goods?
 
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