Buildings

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For modding-related information, see Building modding

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

Building slots[edit | edit source]

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.[1]

The number of slots a province provides is mostly influenced by terrain and total development of the province:[2]

Possible number of buildings.png Conditions
+2 Base
+1 Terrain is farmlands, grasslands, or drylands
+1 Has a Latin university.png university
+1 Has a Latin courthouse.png courthouse
+1 Has a Latin town hall.png town hall
+1 Has a level 3 center of trade in any province of this area
+1 Per 10 Development.png development in province, rounded down.
+1 Birthplace of Manufactories Industrialization
−1 Climate is Arctic.png 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 (prior to Patch 1.15 the player would have had to remove a building, build the University, and then rebuild the original building).

Example: If Paris is a city, a core of Flag of France France, has farmlands terrain, a temperate climate and Development.png 32 development, then:

Building categories[edit | edit source]

Buildings are built in provinces at the cost of Gold Icon.png ducats. There are three types of building:

Normal buildings[edit | edit source]

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[edit | edit source]

Each province is limited to one manufactory-level building. Manufactories are proto-industrial buildings that increase 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. However, there is no manufactory for gold-producing provinces, while furnaces, which can be built on coal-producing provinces, will increase the production of all trade goods. Other manufactory-level buildings can increase defensiveness, increase soldier or sailor recruitment, or decrease the governing capacity required for all provinces in the state. It is possible to increase the number of possible manufactory-level buildings in a province using the Expand infrastructure mechanic.

Native buildings[edit | edit source]

Native American nations get a unique set of buildings that completely replace the usual buildings as long as they have the Tribal Council 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 will be lost when the government is reformed.

Cost[edit | edit source]

All buildings cost Gold Icon.png 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; though the time requirement is not affected by this.

Construction cost is modified by the following:

Construction cost.png Conditions
−20% with the Native adm ideas.png native administrative idea “Migrative Traditions”
−15% with Jacobins Jacobins faction in power as Government republic.png Revolutionary Republic
−15% with Seize Clerical Holdings action as Government monarchy.png Feudal Theocracy
−10% with Icon of Christ Pantocrator.png Christ Pantocrator as icon (for Orthodoxy Orthodox nations)
−10% with Ganga.png Ganga as personal deity (for Hinduism Hindu nations)
−10% with active ritual 'Dakhma' as Zoroastrianism.png Zoroastrian nation (only with Rights of Man.png)
−10% with Jains.png Jains at Estate influence Influence 60-100 (for Indian technology group Indian technology group)
−10% with Norse Deity Snotra Snotra as personal deity (for Norse.png Norse nations)
−10% with China bureaucrat.png bureaucrats faction in power as Government monarchy.png Celestial Empire
−10% with Guilds guilds faction in power as Government republic.png Merchant Republic
−10% with the Construction cost.png ‘Architectural Visionary’ ruler personality
−5% during Parliament.png parliament issue “Appropriate Land for the State”
−5% after embracing the Renaissance institution
+1% for each percentage point of Yearly inflation reduction.png inflation
+10% with the Obsessive Perfectionist.png ‘Obsessive Perfectionist’ ruler personality

Ideas and policies:

Construction cost.png Traditions Ideas Bonuses Policies
−15%
  • Brandenburg traditions
  • Kaurna idea 4: Redgum Shelters
  • Portuguese idea 6: Royal Absolutism
  • Rûmi idea 6: al-Sultan al-Muazzam
  • Tverian idea 4: Tverian Architects
  • Zimbabwe idea 1: Stone Masonry
  • Bukharan ambition
  • Aristocratic-Expansion: Manueline Architecture
  • Expansion-Indigenous: Shared Land
−10%
  • Ajuuraan traditions
  • Bolognese traditions
  • Cascadian traditions
  • Chachapoyan traditions
  • Hanoverian traditions
  • Korean traditions
  • Luccan traditions
  • Nanbu traditions
  • Nizhny Novgorod traditions
  • Shiba traditions
  • Sienese traditions
  • Sligonian traditions
  • Trading City traditions
  • Utsunomiya traditions
  • Infrastructure idea 2: Organized Construction
  • Aachen idea 6: Baroque Architecture
  • Anatolian idea 6: Anatolian Architecture
  • Anhalt idea 4: Anhalt Castle
  • Augsburger idea 5: Elias Holl's Buildings
  • Australian idea 7: Waltzing Matilda
  • Berg idea 5: The Rhineland Market
  • Brunswicker idea 3: Residenzstadt Wolfenbüttel
  • Butua idea 1: Legacy of Zimbabwe
  • Cherokee idea 1: Moundbuilders Legacy
  • Chickasaw idea 1: Moundbuilders Legacy
  • Chimu idea 3: Split Inheritance
  • Colonial idea 3: Manufacturing Center of an Empire
  • Creek idea 1: Moundbuilders Legacy
  • Crimean idea 6: Settle the Crimean Steppe
  • Danish idea 6: Colonial Ventures
  • Desmondian idea 1: The Land of Castles
  • Dortmund idea 1: From the Ashes
  • East India idea 7: Colonial Exploitation
  • Evenk idea 4: Siberian Resources
  • Finnish idea 4: Settle Middle Finland
  • Frisian idea 4: The Zuider Embankments
  • Georgian idea 4: Restoration of Fortresses and Churches
  • Goslar idea 2: Kaiserpfalz
  • Granada idea 5: Alhambra
  • Hausan idea 6: Sarkin Bayi
  • Icelandic idea 6: Resilient Craftsmen
  • Incan idea 5: Mit'a System
  • Ito idea 7: Development of Forestry
  • Kildarean idea 6: A New Seat for the FitzGeralds
  • Kitaran idea 5: Bachwezi Earthworks
  • Ladakh idea 4: Construction of Great Monasteries
  • Mesoamerican idea 6: Pyramid Architecture
  • Mexican idea 1: Rebuilding Mexico
  • Nagpuri idea 3: Send for Artisans
  • Nepalese Princedom idea 1: Continue Temple Construction
  • Orleanaise idea 5: Chateaux of the Loire Valley
  • Ormond idea 7: Entrenchment of the Butler Dynasty
  • Polotskian idea 7: Forest of Europe
  • Pueblo idea 2: Adobe Architecture
  • Rostov idea 5: Rostov Architecture
  • Rothenburg idea 4: The Knights of the Hinterland
  • Sardinian idea 6: Island of Cathedrals
  • Shirvani idea 6: Shirvani Architecture
  • Silesian idea 3: German Settlers
  • Sindhi idea 6: Oversee the Rise of Thatta
  • Southeastern Woodlands idea 5: Mound Builders
  • Sulu idea 6: Coconut Plantations
  • Sundanese idea 4: Elaborate Wooden Architecture
  • Three Leagues idea 5: Independent Cities
  • Tongan idea 5: The Bells of Tongatapu
  • Transylvanian idea 3: Transylvanian Saxons
  • West Indies idea 1: Plantation Economy
  • Client State ambition
  • Liège ambition
  • Montferrat ambition
  • Ulster ambition
  • Court-Divine: Blessed Construction Act
−5%
  • Scandinavian idea 1: Masterful Craftsmanship
  • Swabian idea 5: A Miserly People

Many decisions, missions and events.

Local modifiers[edit | edit source]

Provinces may also have local construction cost modifiers.

Local construction cost.png Conditions
−20% producing Tropical Wood.png tropical wood
−10% in states of the Jesuits.png Jesuits or Qadiri.png Qadiri holy order
−5% in the HRE with the imperial reform “Call for Reichsreform”
+20% in states with assigned Pasha of ‘Ottoman Government

Construction time[edit | edit source]

Buildings need a certain time to be built. The base construction time of normal buildings is 12 months, for forts 30 months and for manufactories 60 months.

Construction time is modified by the following:

Construction time.png Conditions
up to −10% with a neutral or loyal Jains.png Jains estate depending on their influence.

Ideas and policies:

Construction time.png Traditions Ideas Bonuses Policies
−25%
  • Infrastructure idea 7: Regulation Bureau
−10%
  • Anhalt idea 4: Anhalt Castle
  • Dortmund idea 1: From the Ashes
  • Frisian idea 4: The Zuider Embankments
  • Orleanaise idea 5: Chateaux of the Loire Valley

Some missions.

Local construction time[edit | edit source]

Provinces producing Iron.png iron have a Local construction time −20% local construction time modifier.

List of normal buildings[edit | edit source]

Buildings[edit | edit source]

All normal buildings have a base construction time of Time Icon.png 12 months and provide various benefits when completed.

Category Tech Normal buildings (required technology level)
Government Administrative power.png
Latin courthouse.png
Courthouse (8)

  • Local autonomy.png −0.1 Monthly autonomy change
  • State maintenance.png −25% State maintenance
  • Province governing cost.png −25% Province governing cost
  • Possible number of buildings.png +1 Building slot
  • Expenses.png 100 Ducats
Latin town hall.png
Town hall (22)
Upgrades Courthouse

  • Local autonomy.png −0.2 Monthly autonomy change
  • State maintenance.png −50% State maintenance
  • Province governing cost.png −50% Province governing cost
  • Possible number of buildings.png +1 Building slot
  • Expenses.png 200 Ducats
Latin university.png
University (17)

  • Local development cost −20% Local development cost
  • Possible number of buildings.png +1 Building slot
  • Expenses.png 300 Ducats
Production Administrative power.png
Latin workshop.png
Workshop (6)

  • Local production efficiency.png +50% Local production efficiency
  • Expenses.png 100 Ducats
Latin counting house.png
Counting house (24)
Upgrades Workshop

  • Local production efficiency.png +100% Local production efficiency
  • Expenses.png 400 Ducats
Taxation Administrative power.png
Latin temple.png
Temple (4)

  • Local tax modifier.png +40% Local tax modifier
  • Expenses.png 100 Ducats
Latin cathedral.png
Cathedral (19)
Upgrades Temple

  • Local tax modifier.png +60% Local tax modifier
  • Local missionary strength.png +3% Local missionary strength
  • Expenses.png 300 Ducats
Navy Diplomatic power.png
Latin shipyard.png
Shipyard (8)

  • Naval forcelimit.png +2 Naval force limit
  • Local shipbuilding time.png −25% Local shipbuilding time
  • Local ship repair.png +25% Local ship repair
  • Expenses.png 100 Ducats
Latin grand shipyard.png
Grand shipyard (24)
Upgrades Shipyard

  • Naval forcelimit.png +4 Naval force limit
  • Local shipbuilding time.png −50% Local shipbuilding time
  • Local ship repair.png +50% Local ship repair
  • Expenses.png 300 Ducats
Latin dock.png
Dock (6)

  • Local sailors modifier.png +50% Local sailors
  • Expenses.png 100 Ducats
Latin drydock.png
Drydock (19)
Upgrades Dock

  • Local sailors modifier.png +100% Local sailors
  • Expenses.png 300 Ducats
Trade Diplomatic power.png
Latin marketplace.png
Marketplace (4)

  • Local trade power.png +50% Local trade power
  • Expenses.png 100 Ducats
Latin trade depot.png
Trade depot (17)
Upgrades Marketplace

  • Local trade power.png +100% Local trade power
  • Expenses.png 300 Ducats
Latin stock exchange.png
Stock exchange (22)
Upgrades Trade depot

  • Local trade power.png +125% Local trade power
  • Expenses.png 400 Ducats
Coastal Diplomatic power.png
Coastal defence.png
Coastal defence (5)

  • Blockade force required.png +50% Blockade force required
  • Hostile disembark time.png +100% Hostile disembark time
  • Blocks raid coasts Blocks raid coasts
  • Expenses.png 100 Ducats
Naval battery.png
Naval battery (12)
Upgrades Coastal defence

  • Blockade force required.png +100% Blockade force required
  • Hostile disembark time.png +200% Hostile disembark time
  • Hostile fleet attrition +5 Hostile fleet attrition
  • Blocks raid coasts Blocks raid coast
  • Expenses.png 200 Ducats
Army Military power.png
Latin barracks.png
Barracks (6)

  • Local manpower modifier.png +50% Local manpower modifier
  • Expenses.png 100 Ducats
Latin training fields.png
Training fields (16)
Upgrades Barracks

  • Local manpower modifier.png +100% Local manpower modifier
  • Expenses.png 300 Ducats
Latin regimental camp.png
Regimental camp (8)

  • Land forcelimit.png +1 Land force limit
  • Expenses.png 200 Ducats
Latin conscription center.png
Conscription center (22)
Upgrades Regimental camp

  • Land forcelimit.png +2 Land force limit
  • Expenses.png 400 Ducats

Forts[edit | edit source]

Main article: Land warfare#Forts

The defense type building (fort) has a base construction time of Time Icon.png 30 months. Forts resist enemy occupation and must be sieged down. They also hinder enemy movement in the surrounding provinces during war, recapture neighboring unfortified provinces, and reduce devastation in neighboring provinces.

All forts require an ongoing monthly upkeep of Fort maintenance.png Fort maintenance which becomes higher depending on the fort's level. Mothballing a fort gives Fort maintenance.png −50% Fort maintenance for that individual fort.

Category Tech Normal buildings (required technology level)
Defense Military power.png
Latin fort01.png
Castle (1)

  • Fort level.png +2 Fort level
  • Expenses.png 200 Ducats
  • Fort maintenance.png −1Gold Icon.png Monthly fort maintenance
Latin fort02.png
Bastion (14)
Upgrades Castle

  • Fort level.png +4 Fort level
  • Expenses.png 400 Ducats
  • Fort maintenance.png −2Gold Icon.png Monthly fort maintenance
Latin fort03.png
Star fort (19)
Upgrades Bastion

  • Fort level.png +6 Fort level
  • Expenses.png 600 Ducats
  • Fort maintenance.png −3Gold Icon.png Monthly fort maintenance
Latin fort04.png
Fortress (24)
Upgrades Star fort

  • Fort level.png +8 Fort level
  • Expenses.png 800 Ducats
  • Fort maintenance.png −4Gold Icon.png Monthly fort maintenance

Manufactories[edit | edit source]

All manufactories cost Gold Icon.png 500 ducats, have a base construction time of Time Icon.png 60 months. A manufactory can only be built in a province which has its associated trade goods present.

Manufactory Tech Level Required trade good Modifier
Farm estate.png Farm estate Administrative technology.png 6 Grain.png Grain, Livestock.png Livestock, Wine.png Wine Local goods produced +1 Local goods produced
Latin march.png Ramparts Administrative technology.png 6 all trade goods
  • Attrition for enemies.png +1 Attrition for enemies
  • Local defensiveness.png +15% Local defensiveness
  • Local defender dice roll bonus.png +1 Local defender dice roll bonus
Latin college.png Impressment offices Diplomatic technology.png 7 Salt.png Salt, Fish.png Fish, Naval supplies.png Naval supplies, Tropical Wood.png Tropical wood
  • Local sailors modifier.png +500 Sailor increase
  • Local shipbuilding time.png −20% Local shipbuilding time
  • Local ship cost.png −10% Local ship cost
remaining trade goods
  • Local sailors modifier.png +250 Sailor increase
  • Local shipbuilding time.png −10% Local shipbuilding time
  • Local ship cost.png −5% Local ship cost
Textile manufactory.png Textile manufactory Administrative technology.png 11 Cloth.png Cloth, Dyes.png Dyes, Silk.png Silk, Wool.png Wool Local goods produced +1 Local goods produced
Weapons manufactory.png Weapons manufactory Military technology.png 11 Copper.png Copper, Iron.png Iron Local goods produced +1 Local goods produced
Latin royal palace.png State house Administrative technology.png 12 Paper.png Paper, Glass.png Glass, Gems.png Gems
  • State governing cost.png −40% Statewide governing cost
  • Province governing cost.png −30% Province governing cost
  • Province governing cost.png −20 Province governing cost
  • Minimum local autonomy −10% Minimum local autonomy
  • Possible number of buildings.png +1 Possible number of buildings
remaining trade goods
  • State governing cost.png −20% Statewide governing cost
  • Province governing cost.png −15% Province governing cost
  • Province governing cost.png −10 Province governing cost
  • Minimum local autonomy −5% Minimum local autonomy
  • Possible number of buildings.png +1 Possible number of buildings
Plantation.png Plantation Administrative technology.png 14 Cocoa.png Cocoa, Coffee.png Coffee, Cotton.png Cotton, Sugar.png Sugar, Tea.png Tea, Tobacco.png Tobacco Local goods produced +1 Local goods produced
Trade company.png Trade station Diplomatic technology.png 14 Cloves.png Cloves, Fur.png Fur, Incense.png Incense, Ivory.png Ivory, Slaves.png Slaves, Spices.png Spices Local goods produced +1 Local goods produced
Latin constable.png Soldier's households Administrative technology.png 15 Grain.png Grain, Fish.png Fish, Livestock.png Livestock, Wine.png Wine Local manpower modifier.png +1500 Manpower increase
remaining trade goods Local manpower modifier.png +750 Manpower increase
Mill.png Mill Administrative technology.png 16 Chinaware.png Chinaware, Gems.png Gems, Glass.png Glass, Paper.png Paper, Tropical Wood.png Tropical Wood Local goods produced +1 Local goods produced
Furnace.png Furnace Administrative technology.png 21 Coal.png Coal Goods produced modifier.png +5% Goods produced modifier[3]

List of native buildings[edit | edit source]

All native buildings have a base construction time of Time Icon.png 12 months. All native buildings are lost after reforming the government.

Normal native buildings[edit | edit source]

All normal native buildings cost 100 Gold Icon.png ducats, except for Irrigation and Palisades, which cost 200 Gold Icon.png.

Building Effect
Native earthwork.png Earthwork
  • Local defensiveness.png +25% Local defensiveness
  • Hostile movement speed.png −25% Hostile movement speed
Native great trail.png Great Trail Local manpower modifier.png +50% Local manpower modifier
Native irrigation.png Irrigation +0.01 Tribal development growth
Native palisade.png Palisades
  • Fort level.png +1 Fort level [4]
  • Fort maintenance.png −0.5Gold Icon.png Monthly fort maintenance
Native storehouse.png Storehouse Local production efficiency.png +50% Local production efficiency
Native three sisters field.png Three-Sisters Field Local goods produced modifier +50% Local goods produced
Native longhouse.png Longhouse
  • Reform progress growth.png +0.1 Monthly reform progress
  • Province governing cost.png −25% Province governing cost

Unique native buildings[edit | edit source]

All unique native buildings cost 200 Gold Icon.png ducats. It is only possible to build one of each unique building per nation.

Building Effect
Native ceremonial fire pit.png Ceremonial Fire Pit Advisor cost.png −50% Advisor cost
Reform progress growth.png +0.2 Monthly reform progress
Native fortified house.png Fortified House Land forcelimit.png +5 Land force limit
Native sweat lodge.png Sweat Lodge Diplomatic reputation.png +1 Diplomatic reputation

Building strategy[edit | edit source]

Strategy The below is one of many player suggested strategies for Buildings. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

General considerations[edit | edit source]

There are some general rules of thumb that should be taken to heart when investing in buildings:

  • Money should be invested in buildings only if it isn't needed for something more important.
  • 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.[5]
  • When considering a large building spree, it might be advisable to invest in the Economic idea group.png Economic idea group and couple it with policies to reduce the building costs.
  • It's good to remember that besides Local autonomy.png local autonomy, province income can also be affected by the province's Culture icon.png culture and religion (if different than the state religion).
  • Space is limited. The number of buildings can only be increased by increasing the Development.png development level, or Dharma.pngraising a center of trade to level three (only in states and trade companies), if one exists in the province. (Corollary: increase development to open more spaces.)

Building prioritization[edit | edit source]

Buildings' positioning can have great effect on return-on-investment. It is thus recommended to build the following building types in the appropriate provinces:

  • Buildings providing a percentile bonus are best built in state provinces with high Development.png development values, low Local autonomy.png local autonomy, and targeted to increase the province's strength(s), e.g., trade buildings in provinces with modifiers benefiting Local trade power.png local trade power (such as Province trade power value.png centers of trade).
  • Buildings providing a flat bonus are best built in territorial provinces as they won't be affected by the high autonomy, or in state provinces with low Development.png development values.
  • Manufactories increase Local goods produced local goods produced, which in turn also increase both the province Trade value modifier.png trade value and its 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 Tradeview income.png trade income.
  • Prioritize building forts in provinces with defensive terrain or those with low Supply limit.png supply limit to couple them with the Local defensiveness.png local defensiveness and high Attrition attrition bonuses, and to make sure you get a terrain bonus to help break sieges. If possible, they should be built mostly in border provinces and mothballed until needed.
  • Other manufactory level buildings introduced in 1.30 may be more useful than increasing production. For example: Ramparts in a province with a fort improve its defensiveness; Soldiers' Houses greatly increase available manpower if built in Grain provinces, likewise Impressment Offices in Fish provinces, both being trade goods of low value.

Avoidance[edit | edit source]

Since buildings cost money, their cost-benefit ratio should be considered. Thus, an important step is to know when not to invest in a building type:

  • Trade buildings are unnecessary in trade nodes dominated by the nation, and you don't need more trade power propagated upstream.
  • Army/Navy buildings can be avoided if the nation maintains large forces and there are no nations of similar or stronger power.
  • Due to forts' initial high cost and ongoing Fort maintenance.png 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.

Destroying buildings[edit | edit source]

Occasionally it is beneficial to destroy a building:

  • Excess forts cost money to maintain even when mothballed. Forts that aren't strategically useful - those in the interior if the enemy never reaches it, or multiple forts in a small space after annexing several small countries, for example - can be worth destroying.
  • Occasionally a building other than a fort was useful when built, but becomes a waste of a slot due to changing circumstances.
  • when annexing an AI, it could be worth to destroy some non-useful buildings (such as church in low tax income province) to build better one (like manufactories).

Is borrow-to-build worthwhile?[edit | edit source]

Is it worthwhile to take out loans in order to construct a certain building? Equivalently, if there is an on-going loan, should the loan be paid off first before initiating on any construction project? Just like in real life, theoretically, the answer is yes if the income provided by the building per year divided by the sum of build cost and interest accrued during construction is higher than interest per annum. This can be the case for highly developed provinces or for manufactories in a highly productive province that produces expensive trade goods. (For manufactories, the player should also include trade income.) However, the player would also need to make sure there is enough income to pay off the loan before inflation gets out of hand. A player considering using debt to build, however, is cautioned to carefully consider these trade-offs, for in many cases, it is not profitable. A safe guide is whether the income before constructing the building is able to cover the principal part of the loan within a reasonable time frame.

However, if you have a mission to build a basic structure that offers +1 development, then it is definitely worth it because each dev upgrade is about 50 monarch points and that is similar to 50 ducats in comparison.

When will increased income cover building costs?[edit | edit source]

The increase in income is dynamically influenced by provincial and national modifiers such as tax efficiency, production efficiency as well as the development in the province, all of which are bound to increase as technology progresses. Therefore, early game, whether a building will pay for itself is not usually the question. The question is how long and thus if the ducat can be better spent elsewhere. The following table lists the required increase in monthly income (displayed in-game in the building interface) for a certain number of years before the building breaks even.

Building capitalization timetable (assuming no share in trade)
buildings Latin courthouse.png Latin workshop.png Latin temple.png Latin marketplace.png Latin town hall.png Latin cathedral.png Latin trade depot.png Latin counting house.png Latin stock exchange.png Farm estate.png Naval equipment.png Textile manufactory.png Weapons manufactory.png Plantation.png Trade company.png Mill.png
build price 100 Expenses.png 200 Expenses.png 300 Expenses.png 400 Expenses.png 500 Expenses.png
Years before break-even Required monthly income increase Income.png
5 1.67 3.33 5.00 6.67 8.33
10 0.83 1.67 2.50 3.33 4.17
20 0.42 0.83 1.12 1.67 2.08
50 0.17 0.33 0.50 0.67 0.83
100 0.08 0.17 0.25 0.33 0.42

The benefits of manufactories are two-fold: one is through local production; another is through trade collection. Trade collection is influenced by multiple factors: price of trade good, trade company bonus, player's share in trade power where the goods value is collected, and whether there is any transferring bonus (if collected in a downstream trade center). Assuming no trade company and 100% share in trade, the required increase in monthly income (displayed in-game in the building interface) for a certain number of years before the building breaks even is listed as follows.

Manufactory capitalization timetable at Goods produced modifier.png100% goods produced modifier, Trade power.png100% trade share and Trade efficiency.png0% trade efficiency
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 7.92 8.00 8.04 8.08 8.13 8.17
10 3.75 3.83 3.88 3.92 3.96 4.00
20 1.67 1.75 1.79 1.83 1.88 1.92
50 0.42 0.50 0.54 0.58 0.63 0.67
100 0 0.08 0.13 0.17 0.21 0.25

The required income is higher for a given schedule if the player cannot fully collect on the value of the trade goods. At the same time, any trade efficiency bonus reduces the required monthly income increase or bring closer the time the building breaks even.

Manufactory capitalization timetable at Goods produced modifier.png100% goods produced modifier, Trade power.png50% trade share and Trade efficiency.png0% trade efficiency
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 8.13 8.17 8.19 8.21 8.23 8.25
10 3.96 4.00 4.02 4.04 4.06 4.08
20 1.88 1.92 1.94 1.96 1.98 2.00
50 0.63 0.67 0.69 0.71 0.73 0.75
100 0.21 0.25 0.27 0.29 0.31 0.33
Manufactory capitalization timetable at Goods produced modifier.png100% goods produced modifier, Trade power.png100% trade share and Trade efficiency.png75% trade efficiency
Price of trade good 5.0 Gold Icon.png 4.0 Gold Icon.png 3.5 Gold Icon.png 3.0 Gold Icon.png 2.5 Gold Icon.png 2.0 Gold Icon.png
Years before break-even Required monthly income increase Income.png
5 7.60 7.75 7.82 7.90 7.97 8.04
10 3.44 3.58 3.66 3.73 3.80 3.88
20 1.35 1.50 1.57 1.65 1.72 1.79
50 0.10 0.25 0.32 0.40 0.47 0.54
100 0 0 0 0 0.05 0.13

As with other buildings, the increase in income from manufactories also scales with game progress although with the added sensitivity to the price of trade goods. Certain trade goods decrease in value late in the game. See Trade goods strategy.

References[edit | edit source]

  1. Specified in /Europa Universalis IV/common/defines.lua.
  2. Specified in /Europa Universalis IV/map/terrain.txt and /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt respectively.
  3. Note that this is a country-wide modifier.
  4. Palisades are counted as an actual fort by the game. It provides a zone of control in settled provinces and Yearly army tradition.png yearly army tradition, which is required for spawning a certain event
  5. Forum, ROI on Buildings (spreadsheet), 2017-02-05
Mechanics

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