Infrastructure

Infrastructure consists of a set of constructible objects "infrastructure units" which provide bonuses when the number of units reaches certain tresholds. All infrastructure types have a level ranging from 0 to 7, where 0 represents complete lack, while 7 represents complete development in said type of infrastructure.

All infrastructure units require maintenance in form of goods and labour (varying for every infrastructure type), so the cost for maintaining any level of infrastracture is "amount of units"*"maintenance per unit". If not sufficiently maintained, the infrastructure units will decay and slowly decline - if maintenance spending exceeds demand the infrastructure will grow. If amount of infrastructure units drop below what was required for the current level, it's level in the province will drop.

Infrastructure can be built by selecting provinces by selecting them using the bottom right button in province interface (this may also select other provinces depending on your setting in decision "107)..."), then using decision "104)Build Infrastructure".

Basics
Infrastructure Units: The building "blocks" that define maintenance costs and infrastructure ranks. Each unit has an upkeep in goods and/or labour required yearly. 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 are in some cases adjusted by local features - see specifics below - unless otherwise stated local features don't affect the units required. Current and level above bonuses are shown on the infrastructure graphic tooltip. Range from 0-6.

Infrastructure Maintenance: Elites (and sometimes the state, especially later in the game when estates are weaker) 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 being 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.

How to set up infrastructure maintenance
As the state you can choose to pay for the maintenance of infrastructure. To do so select at least one province (with the red pin), go the your Estates tab and under State & Commoner Interactions select Fund infrastracture.

Once the event fires you will be presented with all the buildings. Any one click will increase the funding in increments of 25%. Clicking on something that's already set to 100% will reset it to 0. Once you're done click Apply Configuration.

'''Keep in mind that reopening the event will not show you the percentages you just applied, even if it is the same single province. Your changes however have been saved.'''

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.

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

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

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

The unit cost per level is affected by the maximum potential size of the farmlands resource in the province. You can calculate the impact that farmlands will have on the cost by taking the maximum potential size of the farmlands resource and dividing it by one of the below numbers based on the rank of irrigation you are aiming to reach.


 * Rank 1: 100
 * Rank 2: 33.333
 * Rank 3: 16.666
 * Rank 4: 10
 * Rank 5: 6.666
 * Rank 6: 4.761

For example - Prague has 272 max potential farmlands size. To calculate the units required for rank 5 irrigation you take 272/6.666 (40) and add it to the base unit cost (30) to get the 70 units required for rank 5.

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.

Maintenance: Industrial (0.05) Naval (0.05)

The unit cost per rank is affected by the level of natural harbor as follows:
 * Major: -50% units required
 * Important: -33% units required
 * Minor: -20% units required
 * No natural Harbor: +300% units required

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).

The unit cost of each rank is affected by the radius of a province.

The Radius currently isn't shown in game so here are a few examples of how size will increase the cost so you can make estimates:
 * Constantinople: +19% more units per rank
 * Prague: +35% more units per rank
 * Sandomierz: +57% more units per rank
 * Tambov: +110% more units per rank