Province

A province is the main source of income for nations. Each province starts with 1 city slot and 1 land slot.

City
Cities each give 1 infrastructure slot that can be used for Electricity, Retail, and Public works. It also gives an additional 1% overall consumer spending per city built.

Electricity
Coal Burners, Oil Burners, and Nuclear Reactors use a fuel source, which is consumed in the process.

Coal Burners
Coal Burners consume coal.

Oil Burners
Oil Burners consume oil.

Nuclear Reactors
Nuclear Reactors consume Uranium.

Land
Land gives 1 infrastructure slots that can be used for Military, Industry, and Processing. You also get +1% overall productivity.

Army Bases
Army Bases are used to recruit ground units.

Aerodromes
Aerodromes are used to construct air units.

Harbors
Harbors are used to construct naval units.

Pumpjacks
Pumpjacks produce Oil.

Coal Mines
Coal Mines produce Coal.

Bauxite Mines
Bauxite Mines produce Bauxite.

Copper Mines
Copper Mines produce Copper.

Uranium Mines
Uranium Mines produce Uranium.

Lead Mines
Lead Mines produce Lead.

Iron Mines
Iron Mines produce Iron.

Infrastructure:
Every turn (1 hour), the infrastructure which is using a city or land slot provides some sort of benefit to the nation.


 * [Electricity Infrastructure] generates electricity for a set amount of powered improvements.
 * [Retail Infrastructure] produces [Consumer Goods], which are used by the population, and increase tax revenue.
 * [Public Works] improves several factors in the province, such as increasing productivity and happiness, while reducing pollution.
 * [Military Infrastructure] allows for production of military units.
 * [Industry Infrastructure] produces raw resources either to be sold or refined.
 * [Processing Infrastructure] converts raw resources into their refined states.

Each infrastructure has an upkeep (money). The upkeep cost should dissuade players from building processing plants / nuclear power early on as you would need lots of processing plants and lots of infrastructure to be profitable (see below).

A player gets a 2% production speed increase for each instance of the same type of infrastructure within a province. This applies to retail, industry, and processing.

Land:

 * Population - increases tax income
 * Happiness - affects population ( -100% - 100%)
 * Pollution - decreases population (0% - 100%)
 * Productivity - affects resource production ( 0% - 100%)
 * Consumer Spending - affects tax income  ( -100% - 100%)