Buildings

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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]

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.[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 drylands
+1 Terrain is farmlands
+1 Terrain is grasslands
+1 Has a Latin university.png university
+1 Has a level 3 center of trade
+1 Per 10 Development.png development in province, rounded down.
−1 Climate is Arctic 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]

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

Normal buildings[edit]

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]

Manufactories are proto-industrial buildings in that their unique function is the increased 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.

Native buildings[edit]

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]

All buildings cost Time Icon.png time and 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.

Aside from the below global modifiers, provinces may also have local modifiers due to them producing Iron.png Iron (Local construction time −20% Local construction time) or Tropical Wood.png Tropical wood (Local construction cost −20% Local construction cost).

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 Ganga.png Ganga as personal deity (for Hinduism Hindu nations)
−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% with the imperial reform “Call for Reichsreform” (for Imperial authority.png HRE members)
−5% during Parliament.png parliament issue “Appropriate Land for the State”
−5% after embracing the Renaissance institution
+1% for each percentage point of 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%
  • Portuguese idea 5: Royal Absolutism
  • Tverian idea 4: Tverian Architects
  • Aristocratic-Expansion: Manueline Architecture
−10%
  • Ajuuraan traditions
  • Chachapoyan traditions
  • Hanoverian traditions
  • Korean traditions
  • Nanbu traditions
  • Nizhny Novgorod traditions
  • Shiba traditions
  • Sligonian traditions
  • Utsunomiya traditions
  • Economic idea 2: Organized Construction
  • Aachen idea 6: Baroque Architecture
  • Anatolian idea 6: Anatolian Architecture
  • Butua idea 1: Legacy of Zimbabwe
  • Creek idea 1: Moundbuilders Legacy
  • Cherokee idea 1: Moundbuilders Legacy
  • Chickasaw idea 1: Moundbuilders Legacy
  • Chimu idea 3: Split Inheritance
  • Colonial idea 3: Manufacturing Center of an Empire
  • Crimean idea 6: Settle the Crimean Steppe
  • Desmondian idea 1: The Land of Castles
  • Finnish idea 4: Settle Middle Finland
  • Frisian idea 4: The Zuider Embankments
  • Georgian idea 4: Restoration of Fortresses and Churches
  • Granada idea 5: Alhambra
  • Hausan idea 6: Sarkin Bayi
  • Incan idea 5: Mit'a System
  • Ito idea 7: Development of Forestry
  • Kildarean idea 6: A New Seat for the FitzGeralds
  • 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
  • Ormond idea 7: Entrenchment of the Butler Family
  • Polotskian idea 7: Forest of Europe
  • Pueblo idea 2: Adobe Architecture
  • Rostov idea 5: Rostov Architecture
  • Rûmi idea 6: al-Sultan al-Muazzam
  • Shirvani idea 6: Shirvani Architecture
  • Silesian idea 3: German Settlers
  • Sindhi idea 6: Oversee the Rise of Thatta
  • Transylvanian idea 3: Transylvanian Saxons
  • Client State ambition
  • Liège ambition
  • Orleanaise ambition
  • Ulster ambition

Decisions and events:

Construction cost.png Event modifier Trigger Time Icon.png Duration
−20% Golden Age Transylvania Flag of Transylvania Transylvania event (only with Art of War.png Art of War enabled): “Golden Age of Transylvania for 15 years
−20% Fernandino Construction Flag of Tuscany Tuscany event: “The Construction Projects of Fernando I”
Option: ‘Implement the projects in full.’ or ‘Expand the road network and charge high tolls.’
for 10 years
−10% Elizabeth Wilbraham Flag of England England / Flag of Great Britain Great Britain event: “Elizabeth Wilbraham
Option: ‘Her accomplishments will not go unnoticed.’
for 20 years
−10% Hanseatic Economic Reform Flag of Lübeck Lübeck event: “Tagfahrt
Option: ‘Reform the economy’
until ruler changes
−10% Mimar Sinan Flag of Ottomans Ottomans event: “Mimar Sinan's Great Constructions
Option: ‘Appoint him royal architect’
until ruler changes
−10% Srishti Hinduism Hindu event: “Srishti: Creation until ruler changes
−5% Construction Wages Subject colony icon.png Colonial nation event (only with Conquest of Paradise.png Conquest of Paradise enabled): “Wage Laws for Builders
Option: ‘Vote yes, it's a sound idea’
for 3 years
+10% Mint Money Revolution.png Revolution disaster event: “The Road to Bankruptcy
Option: ‘Mint more money’
until end of disaster
+20% Berliner Unwille stopped Flag of Brandenburg Brandenburg event: “Berliner Unwille
Option: ‘Listen to the people’
until ruler changes

List of normal buildings[edit]

Buildings[edit]

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

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

  • Local autonomy.png −0.1 Local autonomy
  • State maintenance.png −25% State maintenance
  • Expenses.png 100 Ducats
Latin town hall.png
Town hall (22)
Upgrades Courthouse

  • Local autonomy.png −0.2 Local autonomy
  • State maintenance.png −50% State maintenance
  • 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
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]

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 (tech required)
Defense Military power.png
Latin fort01.png
Castle (1)

  • Fort level.png +2 Fort level
  • Expenses.png 200 Ducats
  • Fort maintenance.png −1 / month Fort maintenance
Latin fort02.png
Bastion (14)
Upgrades Castle

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

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

  • Fort level.png +8 Fort level
  • Expenses.png 800 Ducats
  • Fort maintenance.png −4 / month Fort maintenance

Manufactories[edit]

All manufactories cost Gold Icon.png 500 ducats, have a base construction time of Time Icon.png 60 months and provide Local goods produced +1 local goods produced (except Furnace) or Goods produced.png +5% global goods produced (Furnace). A manufactory can only be built in a province which has its associated trade goods present.

Manufactory Tech Level Required Trade good
Farm estate.png Farm Estate Administrative tech.png 6 Grain.png Grain, Livestock.png Livestock, Wine.png Wine
Naval equipment.png Naval Equipment Manufactory Diplomatic tech.png 11 Fish.png Fish, Naval supplies.png Naval Supplies, Salt.png Salt
Textile manufactory.png Textile Manufactory Administrative tech.png 11 Cloth.png Cloth, Dyes.png Dyes, Silk.png Silk, Wool.png Wool
Weapons manufactory.png Weapons Manufactory Military tech.png 11 Copper.png Copper, Iron.png Iron
Plantation.png Plantation Administrative tech.png 14 Cocoa.png Cocoa, Coffee.png Coffee, Cotton.png Cotton, Sugar.png Sugar, Tea.png Tea, Tobacco.png Tobacco
Trade company.png Trade Station Diplomatic tech.png 14 Fur.png Fur, Incense.png Incense, Ivory.png Ivory, Slaves.png Slaves, Spices.png Spices
Mill.png Mill Administrative tech.png 16 Chinaware.png Chinaware, Gems.png Gems, Glass.png Glass, Paper.png Paper, Tropical Wood.png Tropical Wood
Furnace.png Furnace Administrative tech.png 21 Coal.png Coal

List of native buildings[edit]

All native buildings cost 50 Gold Icon.png ducats and have a base construction time of Time Icon.png 12 months. It is only possible to build one of each unique building per nation. All native buildings are lost after reforming the government.

Normal native buildings[edit]

Building Effect
Native earthwork.png Earthwork Local defensiveness.png +25% Local defensiveness
Native great trail.png Great Trail Local manpower modifier.png +50% Local manpower modifier
Native irrigation.png Irrigation Local tax modifier.png +50% Local tax modifier
Native palisade.png Palisades
  • Fort level.png +1 Fort level
  • Fort maintenance.png −0.5 / month 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

Unique native buildings[edit]

Building Effect
Native ceremonial fire pit.png Ceremonial Fire Pit Advisor cost.png −50% Advisor cost
Native fortified house.png Fortified House Land forcelimit.png +10 Land force limit
Native longhouse.png Longhouse Tax income.png +1 Tax income
Native sweat lodge.png Sweat Lodge Diplomatic reputation.png +1 Diplomatic reputation

Building strategy[edit]

General considerations[edit]

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.[3]
  • 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 raising a center of trade to level three, if one exists in the province. (Corollary: increase development to open more spaces.)

Building prioritization[edit]

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.
  • While less beneficial to all types of development, coupling a building with the right estate can boost a single type of development very high: not only do they negate local autonomy on some modifiers depending on the estate, but some give bonuses to them as long as they're happy. For example, Burghers.png Burghers and Dhimmi.png Dhimmi boost trade power and local tax respectively.
  • 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.

Avoidance[edit]

Considering that 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.
  • If playing as a native tribe and planning to migrate, it is not advisable to build buildings unless necessary for immediate survival, as buildings are destroyed upon migration.

Destroying buildings[edit]

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.

Is borrow-to-build worthwhile[edit]

Is it worthwhile to take out loans in order to construct a certain building? Or, 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.

When will increased income cover building costs[edit]

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]

  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. Forum, ROI on Buildings (spreadsheet), 2017-02-05
Province mechanics