All right boys, girls, and all other peoples, put on your hard hats because I wanna' talk about infrastructure. V3 has the potential imo to model infrastructure really well, better than any Paradox game to date and in particular to accomplish some things which Paradox games have always struggled with showing. But right now infrastructure in the game is kind of terribly depicted unless you are specifically looking at a developed industrial state, and only patched over in some cases.
Disclaimer: I've used some ideas from @Amorenkaire in a separate discussion on arable land as the basis for some of this, though I think I suitably expanded on it. But some credit should go their way.
First, let me illustrate how it's not working right now. So at present, base infrastructure is provided from the population in a state plus modifiers. There is an extremely basic logic to this: people make roads where they live, so there should be infrastructure, right? And I get that the devs have a lot on their plate and so you can throw this basic model in and it doesn't make a lot of issues so nobody looks twice at it while they focus on balancing an entire global economy. This is double true when the player's primary method of interacting with infrastructure - railways - actually works pretty well. But the answer to that question is that it falls apart if you look outside that case. See, infrastructure doesn't model all roads. It specifically models roads that provide market access; the kinds of roads that can be trafficked not just by poor peasants but by large movements of goods. This is why lacking infrastructure penalizes market access. Those basic roads mentioned above are exactly what is created by the peasantry when those more proper roads don't exist; they are a direct consequence of poor market access, not a means to having good market access. Consider the following two states in-game, at game start in 1836. I have specifically picked these because they are geographically identical, in game terms: they are inland states with a major river state modifier.
This is obviously and blatantly ahistorical. The Chinese interior should have among the worst market access in the entire game. This infrastructure-from-population model works okay to cripple infrastructure among low-pop states and well enough in developed states, with some patching by state modifiers to reduce the amounts you'd get otherwise in some places. But it completely breaks down in these rural megastates. Right now, if rural China has a famine, it can just import grain from the rest of the world and send it inland, but if this happened in real life (spoiler: it did), you would never be able to send enough grain to feed millions of people in the interior, hundreds of miles away, using only the existing roads. It's just not possible.
So infrastructure I think needs some retooling to focus on what it actually models, which is inter-state and trade access. Here is my proposal:
As part of this, there are two other things I think should be touched up:
*population of 1.4 million, for comparison with the first two states. It's also totally out of whack. Similar population to Brandenburg, one tenth the infrastructure usage, albeit with much less in total at least...
Disclaimer: I've used some ideas from @Amorenkaire in a separate discussion on arable land as the basis for some of this, though I think I suitably expanded on it. But some credit should go their way.
First, let me illustrate how it's not working right now. So at present, base infrastructure is provided from the population in a state plus modifiers. There is an extremely basic logic to this: people make roads where they live, so there should be infrastructure, right? And I get that the devs have a lot on their plate and so you can throw this basic model in and it doesn't make a lot of issues so nobody looks twice at it while they focus on balancing an entire global economy. This is double true when the player's primary method of interacting with infrastructure - railways - actually works pretty well. But the answer to that question is that it falls apart if you look outside that case. See, infrastructure doesn't model all roads. It specifically models roads that provide market access; the kinds of roads that can be trafficked not just by poor peasants but by large movements of goods. This is why lacking infrastructure penalizes market access. Those basic roads mentioned above are exactly what is created by the peasantry when those more proper roads don't exist; they are a direct consequence of poor market access, not a means to having good market access. Consider the following two states in-game, at game start in 1836. I have specifically picked these because they are geographically identical, in game terms: they are inland states with a major river state modifier.
- Brandenburg
- Population: 1.63m people
- Infrastructure: 51/73
- Sichuan
- Population: 14.0m people
- Infrastructure: 40/73
This is obviously and blatantly ahistorical. The Chinese interior should have among the worst market access in the entire game. This infrastructure-from-population model works okay to cripple infrastructure among low-pop states and well enough in developed states, with some patching by state modifiers to reduce the amounts you'd get otherwise in some places. But it completely breaks down in these rural megastates. Right now, if rural China has a famine, it can just import grain from the rest of the world and send it inland, but if this happened in real life (spoiler: it did), you would never be able to send enough grain to feed millions of people in the interior, hundreds of miles away, using only the existing roads. It's just not possible.
So infrastructure I think needs some retooling to focus on what it actually models, which is inter-state and trade access. Here is my proposal:
- First off, population needs to stop automatically providing infrastructure. Having a lot of people use your roads only means very little is available for trade, especially if your roads are bad. Instead, I would suggest that urban centers have a new PM for roads. At their most basic level, these are only dirt, which use a few laborers to keep them clear but otherwise provide pretty poor infrastructure. These might provide marginal market access in low population environments but in any kind of populated environment they will rapidly become insufficient and must be upgraded (for which means are limited) or augmented (with other buildings, eg railways). This will in practice mean there is no more need for Siberia to specifically penalize infrastructure to have only very marginal access; it occurs naturally due to being extremely rural and unpopulated. Likewise, rural China will have incredibly poor market access, which is historical.
- The second thing is that ports need to provide a lot of infrastructure directly as well as significantly more urbanization. Right now, ports do provide some of both but I don't think it's enough, especially the urbanization. This means ports build infrastructure in two ways, both by directly adding to it but also by increasing the size of your urban centers dramatically, which lets your roads do more. Ultimately this is a balancing thing but it needs to feel way easier to develop a port state than an inland one.
- The third thing, and this is the big ticket item I was referring to when I talked about some things which Paradox games have always struggled with showing, is to rename ports to seaports, and then use state modifiers that represent major inland waterways to add in riverports. Riverports should work similarly to seaports in that they consume boats to output convoys, urbanization, and infrastructure, though at different rates of effectiveness (a full seaport is just better at all this than a riverport). The maximum level to which these can be developed is influenced by the size of the river modifier, as not all rivers are built equal. This accounts for situations like the Rhineland, which is inland but supported by the titular river to become one of the most developed regions in the world, or Chicago, which grew to prominence specifically by being very easy to ship to and so reduce the amount of rail needed to access the midwest. Right now these modifiers just provide flat infrastructure but it feels wrong to me that this is just given to you; it's an opportunity, but one you should have to develop into a real advantage. Ideally these states should also be able to have shipyards, restricted only to civilian ships and hopefully in size as well, so that purely inland states with this river access don't have to import all of their ships to make convoys.
- The fourth thing is that pops above a certain SoL should impose costs on infrastructure. I impose this SoL limit because the burden on infrastructure here mostly represents large-scale inter-state travel. So a small number of people should not cause a huge issue, especially if they are only moving within the state, but large population movements should depend on infrastructure. This can be expanded on with population migrations, which should impose temporary infrastructure penalties on the places they move to (eg, New York).
As part of this, there are two other things I think should be touched up:
- Low market access should penalize construction efficiency. A construction sector in Beijing cannot build where there is poor market access. How is it sending the construction materials in? The exception to this should be for infrastructure buildings in states that are adjacent to a state that has full market access. If you're building the railways in, it makes sense you can use what you just built to send yourself more materials, after all.
- Low market access should explicitly prioritize luxury goods for movement and keep other goods more local. Or I guess there should be a hierarchy, but luxury goods should be atop the pile. Things like furs, gold, silk, and tea were what the distant emperors in places like China cared about and they were happy to leave the less valuable goods, like grain, more local. This feeds into the Taiping Rebellion as mentioned above; part of the problem was that China was getting what it cared about out of the land and then when it needed to send in grain it was not able to.
*population of 1.4 million, for comparison with the first two states. It's also totally out of whack. Similar population to Brandenburg, one tenth the infrastructure usage, albeit with much less in total at least...
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