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 native buildings
- 6 Building strategy
- 7 Footnotes
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.
The number of slots a province provides is mostly influenced by terrain and total development of the province:
|+1||If terrain drylands|
|+1||If terrain farmlands|
|+1||If terrain grasslands|
|+1||Has a university|
|+0.1||Per province development point|
|-1||If climate Arctic|
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, has farmlands terrain, a temperate climate and 32 development, then:
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 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 and 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:
|−20%||with the native administrative idea “Migrative Traditions”|
|−10%||with Ganga as personal deity (for Hindu nations)|
|−10%||with Snotra as personal deity (for Norse nations)|
|−10%||with bureaucrats faction in power as Celestial empire|
|−10%||with guilds faction in power as Merchant republic|
|−5%||with the imperial reform “Call for Reichsreform” (for HRE members)|
|−5%||during parliament issue “Appropriate Land for the State”|
|+1%||for each percentage point of inflation|
Ideas and policies:
Decisions and events:
|−20%||Golden Age Transylvania||Transylvania event (enabled): “Golden Age of Transylvania”||for 15 years|
|−10%||Elizabeth Wilbraham|| England / Great Britain event: “Elizabeth Wilbraham”
||for 20 years|
|−10%||Hanseatic Economic Reform|| Lübeck event: “Tagfahrt”
||until ruler changes|
|−10%||Mimar Sinan|| Ottomans event: “Mimar Sinan's Great Constructions”
||until ruler changes|
|−10%||Srishti||Hindu event: “Srishti: Creation”||until ruler changes|
|−5%||Construction Wages|| Colonial nation event (enabled): “Wage Laws for Builders”
||for 3 years|
|+5%||Berliner Unwille stopped|| Brandenburg event: “Berliner Unwille”
||until ruler changes|
|+10%||Mint Money|| Revolution disaster event: “The Road to Bankruptcy”
||until end of disaster|
List of normal buildings
All forts require an ongoing monthly upkeep of Fort maintenance which becomes higher depending on the fort's level. It is recommended to mothball forts during peace times in order to get -50% Fort maintenance (can be done on a per fort basis).
|Category||Type||Normal buildings (tech required)|
Upgrades Star fort
List of native buildings
Normal native buildings
|Earthwork||+25% Local defensiveness|
|Great Trail||+50% Local manpower modifier|
|Irrigation||+50% Local tax modifier|
|Palisades||+1 Fort Level|
|Storehouse||+50% Local production efficiency|
|Three-Sisters Field||+50% Local goods produced|
Unique native buildings
|Ceremonial Fire Pit||-50% Advisor cost|
|Fortified House||+10 Land force limit|
|Longhouse||+1 Tax income|
|Sweat Lodge||+1 Diplomatic reputation|
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 and couple it with policies to reduce the building costs.
- It's good to remember that besides local autonomy, province income can also be affected by the province's culture and religion (if different than the nation's).
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. I.E., trade buildings in provinces with modifiers benefiting 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, which in turn also increase both the province 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 trade income.
- Prioritize building forts in provinces with mountainous terrain (or similar) or those with low supply limit to couple them with the local defensiveness and high 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, 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).
- specified in defines.lua
- specified in terrain.txt and 00_static.modifiers.txt