This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.11.
Buildings represent the infrastructure and development of a province. Investing ducats into buildings can give steady returns over the decades and centuries to come.
- 1 Building slots
- 2 Categories
- 3 Cost
- 4 List of normal buildings
- 5 List of manufactories
- 6 List of native buildings
- 7 Building strategy
Starting with the Common Sense DLC each building now requires one free building slot. Some buildings can be upgraded as technology advances. These upgraded buildings don't require an additional slot. The amount of slots a province provides is mostly influenced by terrain and total development of the province:
- +1 for being a city
- +2 if terrain is farmlands
- +1 if terrain is grasslands
- +1 if terrain is drylands
- +0.1* total development of province, rounded down
- -2 if non-core
The maximum amount of building slots a city can have is 16, although there are only 10 possible categories of buildings.
In EU4 buildings are built in the provinces at the cost of ducats. There are three types of buildings:
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 (as of 1.13), the cost of the basic building will be deduced 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.
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.
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All buildings cost time and 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.
Idea groups and policies that reduce building costs
|Climate||Build cost modifier|
List of normal buildings
List of manufactories
List of native buildings
Normal native buildings
Unique native buildings
|Ceremonial Fire Pit||-50% Advisor cost|
|Longhouse||+1 tax income|
|Sweat Lodge||+1 Diplomatic reputation|
|Fortified House||+10 Land force limit|
Considering that buildings come with 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
- A significant number of the buildings that can be built to the effort of increasing 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 considerated; some provinces may be too poor to ever generate a profit, depending on where these are in the game.
- The player should always keep in mind that he should only invest his money in buildings if it isn't needed anywhere else. When having high inflation or running deficits, the ruler should rather try to keep his money in it's own place than investing it in buildings.
- When playing as native tribe and planning to migrate , it is not advisable to build a lot of buildings, since they will get destroyed when migrating to another province.
- Colonial provinces that haven't yet become a colonial nation do not retain any buildings when they form a colonial nation
- 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.
- specified in terrain.txt and 00_static.modifiers.txt
- specified in defines.lua