This article is considered accurate for the current version (1.13) of the game.
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, and the existing building can be upgraded on the same 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
- +1 if province has a built University
- +0.1* total development of province, rounded down
- -2 if non-core
Note that University does not occupy a slot, if you already have one free to build it. Consider removing a cheap, non-cruical building to build the University if you are out of slots, then rebuild the demolished building.
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. See more information on the Production page.
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. This is subject to changes from modifiers and ideas. The ideas that reduce the cost of the building do not affect the build time. As of 1.13 the cost of the building is reduced by any building already built in the province of the same category. I.e.: Town Hall costs 400, but if the province already has a built Courthouse, the cost to upgrade it is only 200.
|−25%||for AI-controlled countries if AI bonuses enabled|
|−20%||with the native administrative idea “Migrative Traditions”|
|−10%||with Ganga as personal deity for Hindu countries only|
|−10%||with Snotra as personal deity for Norse countries only|
|−10%||with bureaucrats faction in power as celestial empire|
|−10%||with guilds faction in power as merchant republic|
|−5%||for the emperor and all members of the HRE after the imperial reform “Call for Reichsreform”|
|−5%||during parliament issue “Appropriate Land for the State” is enabled|
|+1%||for each percentage point of inflation|
Ideas and policies:
Decisions and events:
|+10%||Mint Money||Revolution disaster event: “The Road to Bankruptcy”
||until end of Revolution disaster.|
|+5%||Berliner Unwille stopped||Brandenburg event: “Berliner Unwille”
||until ruler changes.|
|−10%||Hanseatic Economic Reform||Hanseatic event: “Tagfahrt”
||until ruler changes.|
|−10%||Mimar Sinan||Ottoman event: “Mimar Sinan's Great Constructions”
||until ruler changes.|
|−5%||Construction Wages||Colonial nation event (enabled): “Wage Laws for Builders”
||for 3 years.|
|−5%||Srishti||Hinduism event: “Srishti: Creation”||until ruler changes.|
|−20%||Golden Age Transylvania||Transylvanian event (enabled): “Golden Age of Transylvania”||for 15 years.|
|−10%||Elizabeth Wilbraham||English/british event: “Elizabeth Wilbraham”
||for 20 years.|
|+15%||for provinces with tropical climate|
|+15%||for provinces with arid climate|
|+50%||for provinces with arctic climate|
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
Always consider the following when building:
- In your home provinces economy buildings have the highest priority. There is no point of having very high force limit or manpower, if you can't draft and maintain them.
- Tax and Production is frequently more valuable than Trade buildings. Other powers may drag the trade value from you, and you rarely can do anything about it but declaring war. You can protect tax and production.
- Treasury is a limitless stockpile. Ducats can be used in the future. In very seldom cases you may find yourself with more money than you need. But it may not be like in the future.
- 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 prioritizing 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 considered; 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 its 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.
- Most tax, production efficiency, and manpower buildings have reduced efficiency in provinces which do not have an accepted culture, or are overseas. Build force limit or recruitment/shipbuilding speed increasing buildings in these. Manufactories are not affected by autonomy, nor culture, but the total income they generate may still be lower.
- Save a slot for a University in provinces you intend to develop further. Also you may consider removing a cheap building to build it. University is priceless in most cases.
- Forts are excellent on mountainous terrain, because of the defensiveness bonus. Also consider building them in provinces where the supply limit is low and causes high level of attrition to the enemy.
- Forts have very high building and maintenance costs, even when mothballed. However they cannot be dropped one by one. Their construction time is very long.
- Usually a single light ship generates more trade power than even the largest trade building. Only build them if the province has special trade power modifier, i.e.: center of trade, estuary, or a natural harbor. Consider building them in in-land trade zones, where ships are not an alternative.
- specified in terrain.txt and 00_static.modifiers.txt
- specified in defines.lua