This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.6.
These are the buildings that the player will construct the most. They not only improve a province in six different sections but they can be built everywhere. Said sections are: government, army, navy, production, trade and fort.
These sections can be further divided into four basic buildings and two special buildings each. While the first kind can be built in conjunction with another section (e.g. province can have both temple and constable) the latter can only be built if there aren't any other kind of special building in said province (e.g. province can have College and Cathedral but not College and Mint). A line on the menu in game denotes the separation between the special, later buildings and the earlier ones.
Manufactories are proto-industrial buildings in that their unique function is the production of a specific good. One example is the farm estate, only constructable on grain-producing provinces. Note that once built, a manufactory cannot be dismantled.
These are unique because any given nation can only have one of them. Similarly to Basic buildings, they can be constructed in the same province. Therefore, if all prerequisites are met and if the player is so inclined, then all unique buildings can be built in one place.
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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:
Ideas which reduces a building's power cost:
List of normal buildings
Note: The icons show buildings in the western style.
List of manufactories
List of unique buildings
Note that if a building no longers meet the requirements (e.g. a March no longer borders another nation), then that building will be dismantled.
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
- Given that most of the effects are cumulative and depend on base tax, one should consider prioritizing the most valuable provinces in terms of buildings construction.
- Trade-based provinces follow a rule similar to the previous one, where construction of diplomatic buildings comes with a great profit the earlier started.
- Fortification of all the provinces might not be the best choice. One should always assess pros and cons before making any decisions.
- 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.
- As of 1.7 it is now possible for Portugal to get a combined -75% reduction to Build cost and -20% to Monarch point cost for buildings through Portugal's national idea (-25%), an economic idea (-20%), along with both expansion build cost policies (both -15%) and, a Quantity idea for Monarch point cost (-20%). This allows for some insanely cheap buildings.
- 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.