Buildings

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This article is considered accurate for the current version of the game.

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

Categories[edit]

In EU4 buildings are built at the province level with the use of monarch points and ducats. They are categorized into three types.

Normal buildings[edit]

These represent common buildings that the player can construct in every province. Buildings are divided into six categories: government (Administrative power.png), army (Military power.png), navy (Diplomatic power.png), production (Administrative power.png), trade (Diplomatic power.png) and fort (Military power.png).

Each category contains four basic buildings and two special buildings each. The basic buildings can be freely built, in any number, so long the preceding basic building has been built, and the player can afford the costs (e.g. a province can have both Temple and Constable). Special buildings require all the basic buildings in the same category to be built, before the option to construct them becomes available. A province can only contain one category of special buildings. If the player wish to build a special building of another category, then the existing special building(s) must be destroyed first.

Manufactories[edit]

Manufactories are proto-industrial buildings in that their unique function is the production of a specific good. For example, the farm estate is only constructable on grain-producing provinces. A manufactory cannot be dismantled.

Unique buildings[edit]

These are unique because any given nation can only have one of each unique building. There are no limits as to how many unique buildings a province can hold. Therefore, if all prerequisites are met and if the player is so inclined, then all unique buildings can be built in one province.

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. The native buildings (including those already built) are lost when the government is reformed.

Cost[edit]

All buildings cost 10 Monarch Power, time and money (ducats) to build. This is subject to changes from modifiers and ideas. The ideas that reduce the cost of the building do not affect the build time or the Monarch Power cost.

Idea groups and policies that reduce building costs[edit]

Build cost.png Traditions Ideas Bonuses Policies
−25%

Portuguese idea 5: Royal Absolutism
−20%

Korean traditions Economic idea 2: Organized Construction
Hausan idea 6: Sarkin Bayi
Incan idea 5: Mit'a System
Pueblo idea 2: Adobe Architecture
Silesian idea 3: German Settlers
Client State ambitions
−15%

Armenian idea 2: Land Reclamation
Cherokee idea 1: Moundbuilders Legacy
Chickasaw idea 1: Moundbuilders Legacy
Creek idea 1: Moundbuilders Legacy
Finnish idea 4: Settle Middle Finland
Tverian idea 4: Tverian Architects
Aristocratic-Expansion: Manueline Architecture
−10%

Ajuuraan traditions
Chachapoyan traditions
Zaporozhian traditions
Anatolian idea 6: Anatolian Architecture
Chimu idea 3: Split Inheritance
Georgian idea 3: Restoration of Fortresses and Churches
Granada idea 5: Alhambra
Gutnish idea 1: Rebuild Visby
Mesoamerican idea 6: Pyramid Architecture
Mexican idea 1: Rebuilding Mexico
Polotskian idea 7: Forest of Europe
Transylvanian idea 3: Transylvanian Saxons

Ideas which reduces a building's power cost[edit]

Build power cost.png Traditions Ideas Bonuses Policies
−20%

Quantity idea 6: Forced Labor Hausan ambitions
−10%

Ajuuraan idea 5: Hydraulic Empire
Andean idea 5: Monumental Ornaments
Chachapoyan idea 2: Legacy of Kuelap
Candarid idea 3: Ismail Bey Complex
Charruan idea 1: Hunter-Gatherer Ways
Incan idea 2: Mitma Policy
Jaunpuri idea 4: Jaunpuri Architecture
Karamanid idea 5: Karamanid Architecture
Mogadishan idea 4: City of Mogadishu
Polotskian idea 7: Forest of Europe
Zaporozhian idea 1: Fast Fort Builders

List of normal buildings[edit]

Category Type Normal buildings (tech required) Special buildings
Gold Icon.png Cost / Time Icon.png Time (months) 50/12 75/12 100/12 150/12 250/24 500/24
Government Administrative power.png Latin temple.png Temple (5) Latin courthouse.png Courthouse (8) Latin spy agency.png Spy Agency (11) Latin town hall.png Town Hall (14) Latin college.png College (16) Latin cathedral.png Cathedral (18)
Tax income.png+1 Tax income Local unrest.png−1 Local unrest

Local tax modifier.png+10% Local tax modifier

Local tax modifier.png+20% Local tax modifier

Local spy defence.png+25% Local spy defense

Local tax modifier.png+25% Local tax modifier

Local defensiveness.png+10% Local defensiveness

Local unrest.png−1 Local unrest

Local tax modifier.png+50% Local tax modifier
Local spy defence.png+25% Local spy defense

Tax income.png+3 Tax income

Local unrest.png−1 Local unrest
Local missionary strength.png+3% Local missionary strength

Army Military power.png Latin armory.png Armory (4) Latin training fields.png Training Fields (8) Latin barracks.png Barracks (11) Latin regimental camp.png Regimental Camp (13) Latin arsenal.png Arsenal (16) Latin conscription center.png Conscription Center (18)
Local manpower modifier.png+25 Manpower increase

Regiment recruit speed.png−5% Local recruitment time

Local manpower modifier.png+25 Manpower increase

Regiment recruit speed.png−5% Local recruitment time

Local manpower modifier.png+25 Manpower increase

Local manpower modifier.png+10% Local manpower modifier

Local manpower modifier.png+20% Local manpower modifier Local manpower modifier.png+50 Manpower increase

Land forcelimit.png+2 Land force limit
Regiment recruit speed.png−25% Local recruitment time

Local manpower modifier.png+50 Manpower increase

Local manpower modifier.png+50% Local manpower modifier
Land forcelimit.png+2 Land force limit

Navy Diplomatic power.png Latin dock.png Dock (4) Latin drydock.png Drydock (8) Latin shipyard.png Shipyard (11) Latin grand shipyard.png Grand Shipyard (13) Latin naval arsenal.png Naval Arsenal (16) Latin naval base.png Naval Base (18)
Local trade power.png+0.33 Local trade power

Local ship repair.png+25% Local ship repair

Shipbuilding time.png−10% Local shipbuilding time

Local ship repair.png+10% Local ship repair

Naval forcelimit.png+1 Naval force limit Shipbuilding time.png−10% Local shipbuilding time

Local ship cost.png-10% Local ship cost

Naval forcelimit.png+2 Naval force limit

Shipbuilding time.png−10% Local shipbuilding time

Naval forcelimit.png+2 Naval force limit

Shipbuilding time.png−10% Local shipbuilding time
Local ship repair.png+50% Local ship repair

Production Administrative power.png Latin constable.png Constable (5) Latin workshop.png Workshop (8) Latin counting house.png Counting House (11) Latin treasury.png Treasury (14) Latin mint.png Mint (16) Latin stock exchange.png Stock Exchange (18)
Local production efficiency.png+20% Local production efficiency Goods produced nationally.png+20% Goods produced Inflation reduction.png+10% Yearly inflation reduction Local regiment cost.png-20% Local regiment cost Local production efficiency.png+50% Local production efficiency Goods produced nationally.png+50% Goods produced

Inflation reduction.png+10% Yearly inflation reduction

Trade Diplomatic power.png Latin marketplace.png Marketplace (4) Latin trade depot.png Trade Depot (8) Canal Canal (11) Latin road network.png Road Network (13) Latin post office.png Post Office (16) Latin customs house.png Customs House (18)
Local trade power.png+2 Local trade power Province trade power modifier.png+25% Local trade power modifier

Trade value.png+1 Trade value

Local trade power.png+2 Local trade power

Trade value modifier.png+25% Trade value modifier

Province trade power modifier.png+25% Local trade power modifier

Local movement speed.png+10% Local movement speed

Local trade power.png+3 Local trade power

Province trade power modifier.png+50% Local trade power modifier

Local trade power.png+10 Local trade power

Trade value.png+2 Trade value

Fort Military power.png Latin fort02.png Earth Rampart (3) Latin fort03.png Star Fort (9) Latin fort04.png Tenaille (14) Latin fort05.png Star Bastion (20) Latin fort06.png Redoubt (24) Latin fort07.png Fortress (29)
Local missionary strength.png+0.1% Local missionary strength

Fort level.png+1 Fort level
Supply limit modifier+10% Supply limit modifier

Local missionary strength.png+0.1% Local missionary strength

Fort level.png+1 Fort level
Supply limit modifier+20% Supply limit modifier

Local missionary strength.png+0.1% Local missionary strength

Fort level.png+1 Fort level
Supply limit modifier+30% Supply limit modifier

Local missionary strength.png+0.1% Local missionary strength

Fort level.png+1 Fort level
Supply limit modifier+40% Supply limit modifier

Local missionary strength.png+0.1% Local missionary strength

Hostile attrition.png+1 Attrition for enemies
Fort level.png+2 Fort level
Supply limit modifier+40% Supply limit modifier

Local missionary strength.png+0.1% Local missionary strength

Hostile attrition.png+2 Attrition for enemies
Fort level.png+2 Fort level
Supply limit modifier+40% Supply limit modifier

Note: The icons show buildings in the western style.

List of manufactories[edit]

All manufactories cost 500 Gold Icon.png ducats, take 60 months to build, and provide +1.00 Goods produced nationally.png goods produced.

Manufactory Type Tech Trade goods
Farm estate.png Farm Estate Administrative power.png 6 Grain.png Grain
Weapons manufactory.png Weapons Manufactory Military power.png 11 Copper.png Copper, Iron.png Iron
Naval equipment.png Naval Equipment Manufactory Diplomatic power.png 12 Naval supplies.png Naval Supplies, Fish.png Fish, Salt.png Salt, Tropical Wood.png Tropical Wood
Trade Company Trade Company Diplomatic power.png 12 Ivory.png Ivory, Tea.png Tea, Chinaware.png Chinaware, Slaves.png Slaves, Spices.png Spices, Fur.png Fur
Plantations.png Plantations Administrative power.png 13 Coffee.png Coffee, Cotton.png Cotton, Sugar.png Sugar, Tobacco.png Tobacco, Cocoa.png Cocoa
Textile manufactory.png Textile Manufactory Administrative power.png 15 Wool.png Wool, Cloth.png Cloth, Silk.png Silk, Dyes.png Dyes
Refinery.png Refinery Diplomatic power.png 20 Wine.png Wine, Sugar.png Sugar

List of unique buildings[edit]

All unique buildings cost 1000 Gold Icon.png ducats and take 12 months to build, except for the March which costs only 500 Gold Icon.png ducats.

Note that if a building no longer meet the requirements (e.g. a March no longer borders another nation), then that building will be dismantled. Also note that a province which shares a crossing with a foreign province, is still able to have a March in it.

Building Type Tech Requirements Effect
Latin embassy.png Embassy Diplomatic power.png 6 Diplomat.png+1 Diplomat
Diplomatic upkeep.png+1 Diplomatic Relations
March March Military power.png 8 Is a core.
Borders another nation.
Costs only 500 ducats.
Local manpower modifier.png+500 Manpower increase
Hostile attrition.png+1 Attrition for enemies
Local defensiveness.png+200% Local defensiveness
Latin fine arts academy.png Fine Arts Academy Administrative power.png 12 Stability cost modifier.png−5% Stability cost modifier
Latin university.png University Administrative power.png 17 Technology cost.png−5% Technology cost
Latin glorious monument.png Glorious Monument Administrative power.png 19 Prestige.png+1 Yearly prestige
Latin admiralty.png Admiralty Diplomatic power.png 19 Has a port. Navy tradition.png+0.5 Yearly navy tradition
Free leader pool.png+1 Leader(s) without upkeep
Latin war college.png War College Military power.png 19 Army tradition.png+0.5 Yearly army tradition
Free leader pool.png+1 Leader(s) without upkeep
Latin royal palace.png Royal Palace Diplomatic power.png 20 Is capital.
Government is a monarchy.
Icon legitimacy monarchy.png+0.5 Yearly legitimacy
Latin grain depot.png Grain Depot Administrative power.png 24 Is a core.
Produces Grain.png Grain.
Land forcelimit modifier.png+10% Land force limit modifier
Land maintenance modifier.png−10% Land maintenance modifier
Latin tax assessor.png Tax Assessor Administrative power.png 27 Is capital.
Or Tax Base Icon.png Base tax ≥ 10
Inflation reduction.png+0.05 Yearly inflation reduction

List of native buildings[edit]

All native buildings cost 10 Gold Icon.png ducats and take 12 months to build. You can only build one of each unique building per nation.

Normal native buildings[edit]

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

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 sweat lodge.png Sweat Lodge Diplomatic power.png Diplomatic reputation.png+1 Diplomatic reputation
Native fortified house.png Fortified House Military power.png Land forcelimit.png+10 Land force limit

Annexation[edit]

As of patch 1.2, annexing a province that you do not have a core on will destroy the highest level building in each category (manufactories, unique buildings, and level 5/6 buildings). However, inheriting a personal union will preserve buildings that have been built.

Building strategy[edit]

Considering that buildings come with administrative, diplomatic or military power and monetary cost, they should be carefully considered in terms of return of the investment. Thus said, the first step is to make sure when not to invest in a building type:

  • Diplomatic buildings when state has the most trading power in a certain node
  • Administrative buildings if the country has reached economic stability in its monthly income
  • Military buildings and fortifications while a large manpower pool is maintained and no rival countries are of similar power

Financial[edit]

Assuming that ducats are the limiting factor, 4 base tax, a trade good of price 3, 80% of own trade value collected, and no modifiers apart from buildings:

Building Level Net yearly income Cost Notes
Temple Government 1 1.00 50 With no tax modifiers.
Courthouse Government 2 0.50 75 With Temple.
Spy Agency Government 3 1.00 100 With Temple.
Town Hall Government 4 1.50 150 With Temple.
College Government 5 2.50 250 With Temple.
Cathedral Government 6 6.15 500 With previous Government buildings (+105% tax income).
Constable Production 1 0.60 50 Without other buildings.
Workshop Production 2 1.20 75 With Constable.
Mint Production 5 4.125 250 With Workshop and Manufactory (+1.2 goods produced) and Canal.
Stock Exchange Production 6 4.688 500 With previous Production buildings (+70% production efficiency) and Canal.
Trade Depot Trade 2 2.00 75 With Constable.
Canal Trade 3 2.30 100 With Workshop and Trade Depot (4.6 base trade value) and Constable.
Customs House Trade 6 5.00 500 With Constable and Canal.
Manufactory Manufactory 7.50 500 With Constable and Canal.

A recommended build order is then:

  1. Temple (Government 1)
  2. Constable (Production 1)
  3. Workshop (Production 2)
  4. Marketplace (Trade 1)
  5. Trade Depot (Trade 2)
  6. Canal (Trade 3)
  7. Manufactory
  8. Courthouse (Government 2)
  9. Spy Agency (Government 3)
  10. Town Hall (Government 4)

After this, the Stock Exchange path will likely produce the most income while the Cathedral will provide additional force limit.

General advice[edit]

  • A significant number of the buildings that can be built increase the amount of taxes, trade power, trade value and manpower in percentage values. As such, consider prioritising rich and strategic provinces, where they will likely benefit the most from such bonuses.
  • Fortification of all the provinces might not be the best choice. One should always assess pros and cons before making any decisions.
  • Consider taking Economic ideas if you wish to reduce the cost of building.
  • The time needed to generate a profit should be a consideration; some may be too poor to ever generate a profit, depending on where you are in the game.
  • You should always keep in mind that you should only invest your monarch points in buildings if they aren't needed anywhere else. If you are lacking in technology and/or ideas, you should rather try to keep up there than invest in buildings.
  • If you are playing a native tribe and uses migration, it is not advisable to build a lot of buildings, since they will get destroyed when migrating to another province.
  • Provinces that you are planning on selling, colonial provinces that haven't yet become a colonial nation, and other provinces that you are likely to lose are of course not a good place to build new buildings.
  • It is also important to keep in mind that the building will not be as efficient if the autonomy in the province is high - this will of course decrease over time, but it might be better to build buildings in provinces that already have low autonomy.
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