This just seems completely backwards to me. Look at what our Free Cities chose this turn. Double Vassal and double Infra. If we'd had Infra policies up, those policies likely would have grabbed something else. Like Skullduggery. Or Diplomacy.
There's a certain level of infrastructure a civilization needs and we are clearly not meeting it at the moment. There's inefficiency and then there's just... shooting yourself in the foot.
We don't need the infrastructure that Infra Passive gives us.
Out of these:
Saltern - Northshore Saltern Expansion (0/3), Southshore Saltern Expansion (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion gives additional Wealth and every 2 salterns or expansions increases the per turn Wealth by +1
Aqueduct - Stonepen (0/3), Hatmouth (0/3), Yellowshore (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, can allow for the formation of another True City, and decreases disease roll penalty for True Cities
Bath - Any city with an aqueduct may have a bath. Each {S} committed consumes 3 Wealth and 4 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (0/6), Stallionpen (0/3), Valleyguard (0/3)
Temple - Progress listed below, each {S} committed consumes 3 Econ and 3 Culture for 3 Progress. Completion increases Religious Authority
Observatory - Certain temples can have astrological observatories, with each {S} committed consuming 3 Econ and 3 Mysticism for 3 Progress
Governor's Palace - Every palace lowers Min. Centralization by 0.5 and adds +1 to max interconnectivity, Temp Econ damage resistance, and adds +1 to max Martial, but also reduces Max. Centralization by 1 and can serve as the core of a breakaway state in a civil war. Each {S} costs 3 Econ and 3 Culture and produces 3 Progress
Library - Any location with a temple and/or True City status can have a library, with each {S} committed consuming 3 Culture and 3 Mysticism for 3 progress. Completion grants Mysticism, every 2 libraries past the first increases the Mysticism refund by 1. Sacred Forest (0/3), Redshore (0/3), Redhills (0/3), Stallionpen (0/3), Blackmouth (0/3), Valleyguard (0/3)
Colossal Walls - True Cities can support truly gigantic walls. Each {S} committed consumes 3 Econ and 1 Martial for 3 Progress. Redshore (0/9), Redhills (0/9), Valleyhome (0/9), Sacred Forest (0/9), Blackmouth (0/9), Stallionpen (0/9), Valleyguard (0/9)
Block Housing - Multilevel housing that allows for many, many people to be stuffed into a small area. Can only be built in locations with sufficient shipping to bring in enough external food to keep the locations fed, but can allow for Level 2 infrastructure to be built. Block Housing increases the city's EE limit by 5, but decreases the limit for cities without Block Housing by (5+total number of block housing). Each Block Housing also increases the Econ tax of a True City by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress. Redshore (0/6), Blackmouth (0/3), Valleyguard (0/3)
Ironworks [Guild] - Huge, centralized centers of iron production, these facilities make high quality iron tools cheaper and more widely available. Every facility adds +1 Econ, -1 EE, -1 Tech to the Expand Economy action. Level 2 and higher also increase the effect of Agriculture and City Support policies at the cost of additional Tech. Each level increases City Attraction by 1. Every {S} cost 3 Econ and 3 Tech for 3 progress, and each completed level of Ironworks also consume an additional 2 sustainable forest. Valleyhome (0/3), Redshore (0/6), Redhills (Wonder), Blackmouth (0/3)
Marketplace - A more significant section than what is typically found in most settlements, these sorts of markets are meant to service massive urban populations, transforming half of the Econ spent on a True or Free City into Wealth income. Each level increases City attraction by 1. Each {S} costs 3 Wealth and 3 Culture for 3 progress. Redshore (0/3), Redhills (0/3), Valleyhome (0/3), Sacred Forest (0/3), Blackmouth (0/3), Stallionpen (0/3), Valleyguard (0/3)
Infrastructure Passive only build these:
Aqueduct - Stonepen (0/3), Hatmouth (0/3), Yellowshore (0/3). Each {S} committed consumes 3 Econ and 3 Tech for 3 Progress. Completion adds +1 Econ Expansion, increases City Attraction by 1, can allow for the formation of another True City, and decreases disease roll penalty for True Cities
Bath - Any city with an aqueduct may have a bath. Each {S} committed consumes 3 Wealth and 4 Tech for 3 Progress, and then ties up 1 Sustainable Forest once complete. Completion adds +1 Econ Expansion, increases City Attraction by 1, and decreases disease roll penalty for True Cities further. Redshore (0/6), Stallionpen (0/3), Valleyguard (0/3)
Unless there is a quest that calls for the Building of another extended project.
I don't want more aqueducts or baths, and I also don't want a level 3 City like the Guild want us to make Redshore into.
If Infrastructure Passive won't build the majority of the extended projects, the ones I actually
want, then it's value is heavily decreased for me.