Infrastructure

In Brief:

Infrastructure consists of a set of constructible objects "infrastructure units" which provide bonuses when the number of units reaches certain break-points. All infrastructure types have a level ranging from 0 to 6, 0 represents complete lack, while 6 represents complete development in said type of infrastructure. All infrastructure cost some form of maintenance, whose cost depends on a base cost per unit x the number of units that exist. If not sufficiently maintained, the infra will decay and slowly decline - if maintenance spending exceeds demand the infrastructure will grow.

Infra can be built by selecting provinces by granting province to the selection estate, then using decision 104 "construct buildings".

Terms and Concepts
Infrastructure Units: The building blocks that define maintenance costs and infrastructure ranks. Each unit has an upkeep in goods, labour, or both required monthly. The inputs required to build new units are the same type as those required for upkeep.

Infrastructure Ranks: Levels of bonus from infrastructure units granted at certain levels of infrastructure units - these levels in some cases adjusted by local features - see specifics below. Current and level above bonuses are shown on the infrastructure graphic tooltip. Range from 0-6.

Infrastructure Maintenance: elites (and sometimes the state) will contribute to the provincial "infrastructure fund" which then attempts to cover the input needs of province infrastructure. When the fund is insufficient units of infrastructure will be removed, when the fund builds a sufficient surplus it will be invested in building new infrastructure units. Local elites decide what type of units are built - they have more sway over the decision based on their power. Nobles & Clans prefer rural infrastructure, Burgers prefer rural, and clergy are fairly neutral.

Maintenance for each type is shown below with each listing representing the cost per month per unit.

Amenities
Amenities can be seen as something that combines urban housing, roads, sewage, aqueducts, theaters and all related things into one infra. It provides urban housing, which supports urban population - urban population over the limit suffer a 5 times increase in death rate.

The level unit cost of Amenities is not affected by local features.

Maintenance: Industrial (0.05) and Knowledge (0.05).

Irrigation
Irrigation provides percentile increase to all crop industries and plant fiber industry present in the province.

The unit cost per level is affected by the maximum potential size of the farmlands property in the province.

Maintenance: Raw goods (0.05) and Rural labour (0.01)

Pathing
Pathing represents the level of sophistication, development and how through its land routes are in a given province. Pathing reduces the terrain cost malus for CE calculation, and gives increased supply limit and army movement speed.

Maintenance: Raw (0.05) Industrial (0.025) Peasant Labor (0.01)

The amount of pathing necessary for a tier varies depending on terrain, adding additional cost and time to build roads in difficult terrain. In the future there'll be a formula here to calculate the additional amount for every type of terrain, but for now it's a list of terrain in order of Cheapest to Most Expensive.


 * Shrub Flats | Grass Flats | Small Island
 * Wood Flats | Shrub Hills | Grass Hills
 * Shrub Highlands | Grass Highlands | Floodplains
 * Forest Flats | Wood Hills| Desert Flats | Marsh
 * Wood Highlands | Shrub Mountains | Grass Mountains | Jungle Flats | Taiga
 * Forest Hills | Desert Hills
 * Forest Highlands/Wood Mountains | Desert Highlands | Jungle Hills | Tundra
 * Artic | Forest Mountains | Desert Mountains | Alpine Tundra

Harbourage
Harbourage represents the level of development a province's harbors are at. It reduces the embarking cost malus for CE calculation, and increases the amount of naval forcelimit gained from province's urban classes.

The unit cost per level is affected by the level of natural harbor as follows: (according to Cristo's reading of the code)
 * Major: -50% units required
 * Important:-33% units required
 * Minor:-20% units required
 * No natural Harbour:+300% units required

The currently experienced effect is:
 * Major: +-0% units required
 * Important:+33% units required
 * Minor:-25% units required
 * No harbor modifier: +100% units required
 * Lack of natural harbor:+700% units required

Maintenance: Industrial (0.05) Naval (0.05)

Capitol
Capitol is your government apparatus, including things like summer palace and bureaucratic centers. When built in your capital, it provides percentile decrease in CE for every provinces. When built in any province other than your capital, it acts as a regional capital, which has an effect of greatly increasing its CE value that can again be spread to surrounding provinces.

Maintenance: Industrial (0.05) Knowledge (0.1) Resident Labor (0.05)

Garrison
Garrison provides blue (no zone of control) fort to its province. It also reduces unrest & Hostile Movement speed

Maintenance: Industry (0.065) Military (0.065).