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Buildings represent the infrastructure and development of a province. Investing ducats into buildings can give steady returns over the decades and centuries to come.

Building slots[edit]

Adding a new building requires one free building slot. Some buildings can be upgraded as technology advances. These upgraded buildings don't require an additional slot, and the existing building can be upgraded on the same slot. The maximum number of building slots a city can have is 12, although there are only 11 possible categories of buildings[1].

The number of slots a province provides is mostly influenced by terrain and total development of the province:[2]

\text{Number of Buildings} = \text{ City } + \text{ Core } + \text{ Terrain } + \text{ Climate } + \text{ University } +\, \lfloor 0.1\cdot \text{ Development } \rfloor

Possible number of buildings.png Conditions
+2 Is city
+1 If terrain drylands
+1 If terrain farmlands
+1 If terrain grasslands
+1 Has a Latin university.png university
+0.1 Per province Development.png development point
-1 If climate Arctic Arctic
-2 If non-core

Note: The University can be thought of as not occupying a slot. In case there are no available slots the University will in fact occupy the future slot it is supposed to provide (pre-1.15 the player would had to remove a building, build the University and rebuild the original building).

Example: If Paris is a city, a core of France France, has farmlands terrain, a temperate climate and Development.png 32 development, then:

\text{Number of Buildings} = 2\, +\, 0\, +\, 1\, +\, 0\, +\, \lfloor 0.1\cdot 32 \rfloor = 6 \text{ Buildings}


Buildings are built in provinces at the cost of Gold Icon.png ducats. There are three types of building:

Normal buildings[edit]

These represent common buildings that the player can construct in every province. Buildings are divided into seven categories: government, army, navy, production, trade, defense and taxation.

Each category contains various amounts of buildings. Most of the buildings have an advanced version, but some (for example University) take one slot and can't be replaced by something better. It's not necessary to build a basic building before constructing the more advanced version, although the cost of the basic building will be deducted from the cost of the advanced one.


Manufactories are proto-industrial buildings in that their unique function is the production of a specific class of trade good. For example, the weapons manufactory is only constructable on provinces that produce iron or copper. For a list, see below. Each manufactory is essentially the same as any other, except that they are unlocked at different levels and categories of technology.

Native buildings[edit]

Native American nations get a unique set of buildings that completely replace the usual buildings as long as they have a tribal government. All buildings can be built without technological requirements unlike normal buildings and their effects are different from the normal buildings. Any native buildings built except palisades will be lost when the government is reformed. Palisades are lost after the native country westernises.


All buildings cost Time Icon.png time and Gold Icon.png ducats to build. The cost of a building is reduced if a building that precedes it (meaning, it is an upgrade) is already built in the province, but the time constraint is not affected.

Building cost is modified by the following:

Build cost.png Conditions
−20% with the Native adm ideas.png native administrative idea “Migrative Traditions”
−10% with Ganga.png Ganga as personal deity (for Hinduism Hindu nations)
−10% with Norse Deity Snotra Snotra as personal deity (for Norse.png Norse nations)
−10% with China bureaucrat.png bureaucrats faction in power as Government monarchy.png Celestial empire
−10% with Guilds guilds faction in power as Government republic.png Merchant republic
−5% with the imperial reform “Call for Reichsreform” (for Imperial authority.png HRE members)
−5% during Parliament.png parliament issue “Appropriate Land for the State”
+1% for each percentage point of Inflation reduction.png inflation

Ideas and policies:

Build cost.png Traditions Ideas Bonuses Policies
  • Portuguese idea 5: Royal Absolutism
  • Tverian idea 4: Tverian Architects
  • Aristocratic-Expansion: Manueline Architecture
  • Ajuuraan traditions
  • Chachapoyan traditions
  • Korean traditions
  • Nizhny Novgorod traditions
  • Sligonian traditions
  • Economic idea 2: Organized Construction
  • Anatolian idea 6: Anatolian Architecture
  • Armenian idea 2: Land Reclamation
  • Butua idea 1: Legacy of Zimbabwe
  • Creek idea 1: Moundbuilders Legacy
  • Cherokee idea 1: Moundbuilders Legacy
  • Chickasaw idea 1: Moundbuilders Legacy
  • Chimu idea 3: Split Inheritance
  • Desmondian idea 1: The Land of Castles
  • Finnish idea 4: Settle Middle Finland
  • Georgian idea 3: Restoration of Fortresses and Churches
  • Granada idea 5: Alhambra
  • Hausan idea 6: Sarkin Bayi
  • Incan idea 5: Mit'a System
  • Ladakh idea 4: Construction of Great Monasteries
  • Mesoamerican idea 6: Pyramid Architecture
  • Mexican idea 1: Rebuilding Mexico
  • Polotskian idea 7: Forest of Europe
  • Pueblo idea 2: Adobe Architecture
  • Silesian idea 3: German Settlers
  • Transylvanian idea 3: Transylvanian Saxons
  • Client State ambitions
  • Orleanaise ambitions

Decisions and events:

Build cost.png Event modifier Trigger Time Icon.png Duration
−20% Golden Age Transylvania Transylvania Transylvania event (Art of War.pngenabled): “Golden Age of Transylvania for 15 years
−10% Elizabeth Wilbraham England England / Great Britain Great Britain event: “Elizabeth Wilbraham
Option: ‘Her accomplishments will not go unnoticed.’
for 20 years
−10% Hanseatic Economic Reform Lübeck Lübeck event: “Tagfahrt
Option: ‘Reform the economy’
until ruler changes
−10% Mimar Sinan Ottomans Ottomans event: “Mimar Sinan's Great Constructions
Option: ‘Appoint him royal architect’
until ruler changes
−10% Srishti Hinduism Hindu event: “Srishti: Creation until ruler changes
−5% Construction Wages Subject colony icon.png Colonial nation event (Conquest of Paradise.pngenabled): “Wage Laws for Builders
Option: ‘Vote yes, it's a sound idea’
for 3 years
+5% Berliner Unwille stopped Brandenburg Brandenburg event: “Berliner Unwille
Option: ‘Listen to the people’
until ruler changes
+10% Mint Money Revolution.png Revolution disaster event: “The Road to Bankruptcy
Option: ‘Mint more money’
until end of disaster

List of normal buildings[edit]


All normal buildings take Time Icon.png 12 months to build and provide various benefits when completed.

Category Type Normal buildings (tech required)
Government Administrative power.png
Latin courthouse.png
Courthouse (8)

  • Local autonomy.png−0.1 Local autonomy
  • Local unrest.png−3 Local unrest
  • Expenses.png 200 Ducats
Latin town hall.png
Town hall (22)
Upgrades Courthouse

  • Local autonomy.png−0.2 Local autonomy
  • Local unrest.png−5 Local unrest
  • Expenses.png 400 Ducats
Latin university.png
University (17)

  • Local development cost−20% Local development cost
  • Possible number of buildings.png+1 Building slot
  • Expenses.png 300 Ducats
Production Administrative power.png
Latin workshop.png
Workshop (6)

  • Local production efficiency.png+50% Local production efficiency
  • Expenses.png 100 Ducats
Latin counting house.png
Counting house (24)
Upgrades Workshop

  • Local production efficiency.png+100% Local production efficiency
  • Expenses.png 400 Ducats
Taxation Administrative power.png
Latin temple.png
Temple (4)

  • Local tax modifier.png+40% Local tax modifier
  • Expenses.png 100 Ducats
Latin cathedral.png
Cathedral (19)
Upgrades Temple

  • Local tax modifier.png+60% Local tax modifier
  • Local missionary strength.png+3% Local missionary strength
  • Expenses.png 300 Ducats
Navy Diplomatic power.png
Latin dock.png
Dock (8)

  • Local sailors modifier.png+50% Local sailors
  • Expenses.png 200 Ducats
Latin drydock.png
Drydock (24)
Upgrades Dock

  • Local sailors modifier.png+100% Local sailors
  • Expenses.png 400 Ducats
Latin shipyard.png
Shipyard (6)

  • Naval forcelimit.png+2 Naval force limit
  • Shipbuilding time.png−25% Local ship building time
  • Local ship repair.png+25% Local ship repair
  • Expenses.png 100 Ducats
Latin grand shipyard.png
Grand shipyard (19)
Upgrades Shipyard

  • Naval forcelimit.png+4 Naval force limit
  • Shipbuilding time.png−50% Local ship building time
  • Local ship repair.png+50% Local ship repair
  • Expenses.png 300 Ducats
Trade Diplomatic power.png
Latin marketplace.png
Marketplace (4)

  • Local trade power.png+50% Local trade power
  • Expenses.png 100 Ducats
Latin trade depot.png
Trade depot (17)
Upgrades Marketplace

  • Local trade power.png+100% Local trade power
  • Expenses.png 300 Ducats
Latin stock exchange.png
Stock exchange (22)
Upgrades Trade depot

  • Local trade power.png+125% Local trade power
  • Expenses.png 400 Ducats
Army Military power.png
Latin barracks.png
Barracks (6)

  • Local manpower modifier.png+50% Local manpower modifier
  • Expenses.png 100 Ducats
Latin training fields.png
Training fields (16)
Upgrades Barracks

  • Local manpower modifier.png+100% Local manpower modifier
  • Expenses.png 300 Ducats
Latin regimental camp.png
Regimental camp (8)

  • Land forcelimit.png+1 Land force limit
  • Expenses.png 200 Ducats
Latin conscription center.png
Conscription center (22)
Upgrades Regimental camp

  • Land forcelimit.png+2 Land force limit
  • Expenses.png 400 Ducats


The Defense type building (fort) takes Time Icon.png 30 months to build. Forts provide defensive attributes to their province and also hinder enemy movement in the surrounding provinces during war.

All forts require an ongoing monthly upkeep of Fort maintenance modifier.png Fort maintenance which becomes higher depending on the fort's level. It is recommended to mothball forts during peace times in order to get Fort maintenance modifier.png-50% Fort maintenance (can be done on a per fort basis).

Category Type Normal buildings (tech required)
Defense Military power.png
Latin fort01.png
Castle (1)

  • Fort level.png+2 Fort level
  • Expenses.png 200 Ducats
  • Fort maintenance modifier.png-1 / month Fort maintenance
Latin fort02.png
Bastion (14)
Upgrades Castle

  • Fort level.png+4 Fort level
  • Expenses.png 400 Ducats
  • Fort maintenance modifier.png-2 / month Fort maintenance
Latin fort03.png
Star fort (19)
Upgrades Bastion

  • Fort level.png+6 Fort level
  • Expenses.png 600 Ducats
  • Fort maintenance modifier.png-3 / month Fort maintenance
Latin fort04.png
Fortress (24)
Upgrades Star fort

  • Fort level.png+8 Fort level
  • Expenses.png 800 Ducats
  • Fort maintenance modifier.png-4 / month Fort maintenance


All manufactories cost Expenses.png 500 ducats, take Time Icon.png 60 months to build and provide Local goods produced +1 local goods produced. A manufactory can only be built in a province which has its associated trade goods present.

Manufactory Type Tech Required Trade good
Naval equipment.png Naval Equipment Manufactory Diplomatic power.png 11 Fish.png Fish, Naval supplies.png Naval Supplies, Salt.png Salt
Plantations.png Plantations Administrative power.png 14 Cocoa.png Cocoa, Coffee.png Coffee, Cotton.png Cotton, Grain.png Grain, Sugar.png Sugar, Tobacco.png Tobacco
Textile manufactory.png Textile Manufactory Administrative power.png 11 Cloth.png Cloth, Dyes.png Dyes, Silk.png Silk, Wool.png Wool
Trade Company Trade Company Diplomatic power.png 14 Chinaware.png Chinaware, Fur.png Fur, Ivory.png Ivory, Slaves.png Slaves, Spices.png Spices, Tea.png Tea, Tropical Wood.png Tropical Wood, Wine.png Wine
Weapons manufactory.png Weapons Manufactory Military power.png 11 Copper.png Copper, Iron.png Iron

List of native buildings[edit]

All native buildings cost 50 Gold Icon.png ducats and take Time Icon.png 12 months to build. It is only possible to build one of each unique building per nation.

Normal native buildings[edit]

Building Type Effect
Native earthwork.png Earthwork Military power.png Local defensiveness.png+25% Local defensiveness
Native great trail.png Great Trail Diplomatic power.png Local manpower modifier.png+50% Local manpower modifier
Native irrigation.png Irrigation Administrative power.png Local tax modifier.png+50% Local tax modifier
Native palisade.png Palisades Military power.png Fort level.png+1 Fort Level
Native storehouse.png Storehouse Administrative power.png Local production efficiency.png+50% Local production efficiency
Native three sisters field.png Three-Sisters Field Diplomatic power.png Local goods produced modifier+50% Local goods produced

Unique native buildings[edit]

Building Type Effect
Native ceremonial fire pit.png Ceremonial Fire Pit Administrative power.png Advisor cost.png-50% Advisor cost
Native fortified house.png Fortified House Military power.png Land forcelimit.png+10 Land force limit
Native longhouse.png Longhouse Administrative power.png Tax income.png+1 Tax income
Native sweat lodge.png Sweat Lodge Diplomatic power.png Diplomatic reputation.png+1 Diplomatic reputation

Building strategy[edit]

General considerations[edit]

There are some general rules of thumb that should be taken into heart when investing in buildings:

  • Treasury may be a limitless stockpile. In very rare cases, one may find themselves with more money than is needed. Even so, it may not be the case in the future.
  • Money should be invested in buildings only if it isn't needed in a more deserving area. Having high inflation, loan payments, running deficits etc. should take priority over building investments.
  • The time needed to generate a profit should be noted; some provinces may be too poor to ever generate a profit in the remaining time-frame.
  • When considering a large building spree it might be advisable to invest in the Economic idea group.png Economic idea group and couple it with policies to reduce the building costs.
  • It's good to remember that besides Local autonomy.png local autonomy, province income can also be affected by the province's Culture icon.png culture and religion (if different than the nation's).

Buildings prioritization[edit]

Buildings positioning can have great effect on return of investment. It is thus more recommended to build the following building types in the appropriate provinces:

  • Most buildings provide percentile bonus. As such, it's best to prioritize building them in state provinces with high stat value and with no or extremely low Local autonomy.png local autonomy. I.E., trade buildings in provinces with modifiers benefiting Local trade power.png local trade power.
  • Buildings providing a flat bonus are best built in territorial provinces as they won't be affected from the high autonomy or in state provinces with low stat values.
  • While less beneficial to all stats, coupling a building with the right estate can uplift a single stat very high (estates negate local autonomy on some modifiers depending on the estate).
  • Manufactories increase Local goods produced local goods produced, which in turn also increase both the province Trade value modifier.png trade value and it's production income. In addition, coupling them with production buildings in state provinces with high value trade goods will generate high production income.
  • Manufactories are not affected by autonomy, culture, and religion as other buildings. Thus, they can be built even in high autonomy provinces. While the generated production income may not be at its fullest, they can still return the investment when also taking into account the generated Tradeview income.png trade income.
  • Prioritize building forts in provinces with mountainous terrain (or similar) or those with low Supply limit.png supply limit to couple them with the Local defensiveness.png local defensiveness and high Attrition attrition bonuses. If possible, they should be built mostly in border provinces and mothballed until needed.


Considering that buildings come with monetary cost, they should be carefully considered of their worth. That said, an important step is to make sure when not to invest in a building type:

  • Trade buildings should be avoided in trade nodes dominated by the nation.
  • Army/Navy buildings should be avoided if the nation maintains large forces and there are no nations of similar or stronger power.
  • Due to fort's initial high cost and ongoing Fort maintenance modifier.png fort maintenance, it's best to avoid building them in the inner provinces of the nation where they are far from enemy borders and forces. If the area is prone to rebellions, several low level forts might be more successful in slowing the rebels down until other forces arrive.
  • If playing as a native tribe and planning to migrate, it is not advisable to build buildings unless necessary for immediate survival (buildings are destroyed upon migration).


  1. specified in defines.lua
  2. specified in terrain.txt and 00_static.modifiers.txt
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