Infrastructure
Infrastructure is the buildings a nation constructs in its regions: hospitals, universities, military bases, rail stations, harbours and more. Each one gives its owner a benefit, from happier NPCs and faster commutes to stronger defences in battle. Infrastructure also changes a region's Appeal, which decides how many NPCs want to live there.
This page explains how infrastructure is proposed, built, damaged and repaired. Each structure has its own page, linked in the table at the bottom.
Some structures, starting with the Warehouse, can also be built and owned by individual players. See Player-Owned Infrastructure.
Proposing a project
New infrastructure starts as a National Project proposal (Politics → Policies → National Project). Only the President, Vice President and Industry Minister can propose one.
When proposing, you choose:
The structure to build. Some need a research topic unlocked at a University first (see the table below).
The region to build it in. It must be a region your nation controls. Harbours can only be built in coastal regions.
The nation needs enough VBX in its treasury to cover the project's VBX cost. The proposal then goes to a vote like any other law. If it passes, the VBX is taken from the treasury and the project appears on the Build Infrastructure page, ready for construction. If the nation has lost the region by then, the project is cancelled.
Construction
A project is finished once enough productivity (labour) has been put into it. Both players and NPCs contribute.
Players
Go to Economics → Infrastructure and click Contribute on a project. Each contribution:
Costs 25 AP, and you need at least 10 Happiness
Pays no salary
Gives you Building skill, 1 XP and a little patriotism towards the nation, and costs 1 Happiness
Requires you to be in the project's region, or to own a vehicle (Q1 or Q2) and use 1 fuel to drive there
How much productivity you add depends on your Building skill, Strength, Health and Happiness. Players who have completed an Engineering degree at a University are 50% more productive.
NPCs
NPCs living in a region owned by their own nation help build any project in that region on their turn, and repair damaged structures when nothing is being built. See NPCs: How the Population Works for more.
Construction materials
Each structure needs one or more construction materials (iron, wood, steel, fibers, cement, plastic, silicon or uranium). These come from the nation's stockpile, not from the builder. Each point of productivity uses one unit of material in total, split evenly across the materials the structure needs. For example, a Hospital needs wood, steel and fibers, so every 3 points of productivity use 1 wood, 1 steel and 1 fibers.
If the nation runs out of any required material, nobody can work on the project until it is restocked. Nations can buy materials with National Purchase proposals.
When the last productivity point goes in, the structure is completed at 100% integrity and a global event announces it.
Integrity, damage & repairs
Every structure has an Integrity score out of 100%.
Battles: when a battle in a region ends, every structure in that region loses 5% integrity, no matter who owns it.
Use: each military training session at a Military Base wears it down slightly.
Collapse: a structure that reaches 0% integrity is destroyed, and its owner is notified.
Damaged structures are listed under Repair Infrastructure on the Build Infrastructure page. You must be in the structure's region to repair it. A repair costs up to 15 AP (less if only a small repair is needed), uses the same productivity formula and construction materials as building, and restores integrity in proportion to the work done.
Several structures only work while their integrity is above 0%. Rail Stations, Defence Systems, Bunkers, Tank Traps, SAM Sites and Harbours used for invasions all stop working when they are fully broken, so keep them repaired during wartime.
Ownership & location
A structure belongs to the nation that built it. Player-owned structures belong to the player who built them.
Daily effects on NPCs (such as the Hospital's Discontent reduction) only apply while the owning nation still controls the region.
Battle defences (Bunkers, Tank Traps, SAM Sites, Defence Systems) work for whichever side owns them.
Structures stay standing when a region changes hands, unless battle damage destroys them.
Appeal
Every structure in a region adds to or subtracts from the region's Appeal. A region's Appeal is its climate plus the Appeal of every structure in it. Higher Appeal attracts more NPCs, and NPCs prefer to migrate to more appealing regions. Civic buildings raise Appeal the most. Industrial buildings, Prisons and small fortifications (Bunkers, Tank Traps, SAM Sites) lower it.
All structures
Structure | VBX | Productivity | Appeal | Requires |
|---|---|---|---|---|
25 | 100 | −2 | — | |
25 | 180 | +5 | Rule of Law | |
50 | 500 | +50 | — | |
100 | 700 | +25 | Coastal region | |
100 | 900 | +50 | — | |
50 | 500 | −15 | — | |
250 | 1,500 | +15 | — | |
200 | 1,000 | −15 | Nuclear Fission | |
50 | 500 | −5 | Rule of Law | |
50 | 450 | +10 | — | |
25 | 100 | −2 | — | |
100 | 400 | +50 | — | |
25 | 100 | −2 | — | |
75 | 800 | +30 | — |
Not currently buildable
These structures are defined in the game but can't currently be proposed as National Projects. Their pages describe what they would do.
Structure | VBX | Productivity | Appeal |
|---|---|---|---|
100 | 300 | +25 | |
50 | 200 | +75 | |
50 | 250 | +42 | |
25 | 200 | +25 |