Difference between revisions of "Buildings"

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(General advice)
(List of normal buildings: Modification of dock and dry dock with Mare Nostrum (todo: sailors icon))
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| {{icon|western_grand_shipyard}} {{anchor|Grand Shipyard}} Grand Shipyard (19)
| {{icon|western_grand_shipyard}} {{anchor|Grand Shipyard}} Grand Shipyard (19)
|- style="font-size:75%;vertical-align:top"
|- style="font-size:75%;vertical-align:top"
| {{icon|naval forcelimit}}{{green|+2}} Naval force limit <br>
| {{green|+50%}} Sailors<br>
{{icon|ducat}}Cost:200 <br>
{{icon|ducat}}Cost:200 <br>
{{icon|time}}Time:12 months
{{icon|time}}Time:12 months
| Replaces dock  
| Replaces dock  
{{icon|naval forcelimit}}{{green|+4}} Naval force limit <br>
{{green|+100%}} Sailors<br>
{{icon|ducat}}Cost:400 <br>
{{icon|ducat}}Cost:400 <br>
{{icon|time}}Time:12 months
{{icon|time}}Time:12 months

Revision as of 09:32, 6 April 2016

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

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 number of slots a province provides is mostly influenced by terrain and total development of the province:[1]

  • +2 for being a city
  • +1 if terrain is farmlands
  • +1 if terrain is grasslands
  • +1 if terrain is drylands
  • -1 if it's arctic
  • +1 if province has a University
  • +0.1xDevelopment.png total development of province, rounded down (i.e. 1 per full 10)
  • -2 if non-core

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: Paris

  • Total province development is 32Development.png, which gives (32 * 0.1 = 3.2 -> rounded down to 3) 3 additional building slots.
  • Slots = 2 (city) + 1 (farmlands) + 3 (total province development) = 6

The maximum number of building slots a city can have is 12, although there are only 11 possible categories of buildings.[2]


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

Normal 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 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 buildings

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. The cost of the building is reduced by any building already built in the province of the same category. For example the Town Hall costs Gold Icon.png400, but if the province already has a Courthouse, the cost to upgrade it is only Gold Icon.png200.

National modifiers

Construction cost.png Conditions
−20% with the Native adm ideas.png native administrative idea “Migrative Traditions”
−10% with Ganga.png Ganga as personal deity for Hinduism Hindu countries only
−10% with Norse Deity Snotra Snotra as personal deity for Norse.png Norse countries only
−10% with China bureaucrat.png bureaucrats faction in power as celestial empire
−10% with Guilds 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.png parliament issue “Appropriate Land for the State” is enabled
+1% for each percentage point of Inflation reduction.png inflation

Ideas and policies:

Construction cost.png Traditions Ideas Bonuses Policies
The modifier “build cost” was renamed to “construction cost” patch 1.19.

Decisions and events:

Construction cost.png Event modifier Trigger Duration
+10% Mint Money Revolution disaster event: “The Road to Bankruptcy
Option: ‘Mint more money’
until end of Revolution disaster.
+5% Berliner Unwille stopped Brandenburg event: “Berliner Unwille
Option: ‘Listen to the people’
until ruler changes.
−10% Hanseatic Economic Reform Lübeckian event: “Tagfahrt
Option: ‘Reform the economy’
until ruler changes.
−10% Mimar Sinan Ottoman event: “Mimar Sinan's Great Constructions
Option: ‘Appoint him royal architect’
until ruler changes.
−5% Construction Wages Colonial nation event (Conquest of Paradise.pngenabled): “Wage Laws for Builders
Option: ‘Vote yes, it's a sound idea’
for 3 years.
−10% Srishti Hinduism event: “Srishti: Creation until ruler changes.
−20% Golden Age Transylvania Transylvanian event (Art of War.pngenabled): “Golden Age of Transylvania for 15 years.
−10% Elizabeth Wilbraham English/British event: “Elizabeth Wilbraham
Option: ‘Her accomplishments will not go unnoticed.’
for 20 years.

List of normal buildings

Category Type Normal buildings (tech required)
Government Administrative power.png Latin courthouse.png Courthouse (8) Latin town hall.png Town hall (22) Latin university.png University (17)
Local unrest.png-3 Local unrest

Gold Icon.png Cost:200
Time Icon.png Time:12 months

Replaces courthouse

Local unrest.png−5 Local unrest
Gold Icon.png Cost:400
Time Icon.png Time:12 months

Local development cost−20% Local development cost

Gold Icon.png Cost:300
Time Icon.png Time: 12 months
+1 building slot

Army Military power.png Latin barracks.png Barracks (6) Latin training fields.png Training Fields (16) Latin regimental camp.png Regimental Camp (8) Latin conscription center.png Conscription center (22)
Local manpower modifier.png+50% Local manpower modifier

Gold Icon.png Cost:100
Time Icon.png Time:12 months

Replaces barracks

Local manpower modifier.png+100% Local manpower modifier
Gold Icon.png Cost:300
Time Icon.png Time:12 months

Land forcelimit.png+1 land force limit

Gold Icon.pngCost:200
Time Icon.pngTime:12 months

Replaces regimental camp

Land forcelimit.png+2 land force limit
Gold Icon.pngCost:400
Time Icon.pngTime:12 months

Navy Diplomatic power.png Latin dock.png Dock (8) Latin drydock.png Drydock (24) Latin shipyard.png Shipyard (6) Latin grand shipyard.png Grand Shipyard (19)
+50% Sailors

Gold Icon.pngCost:200
Time Icon.pngTime:12 months

Replaces dock

+100% Sailors
Gold Icon.pngCost:400
Time Icon.pngTime:12 months

Local shipbuilding time.png-50% Local shipbuilding time

Local ship cost.png-10% Local ship cost
Local ship repair.png-25% Local ship repair
Gold Icon.pngCost:100
Time Icon.pngTime:12 months

Replaces shipyard

Local shipbuilding time.png-50% Local shipbuilding time
Local ship cost.png-20% Local ship cost
Local ship repair.png-50% Local ship repair
Gold Icon.pngCost:300
Time Icon.pngTime:12 months

Production Administrative power.png Latin workshop.png Workshop (6) Latin counting house.png Counting house (24)
Local production efficiency.png+50% Local production efficiency

Gold Icon.png Cost:100
Time Icon.png Time:12 months

Replaces Workshop

Local production efficiency.png+100% Local production efficiency
Gold Icon.png Cost:400
Time Icon.png Time:12 months

Taxation Administrative power.png Latin temple.png Temple (4) Latin cathedral.png Cathedral (19)
Local tax modifier.png+40% Local tax modifier

Gold Icon.png Cost:100
Time Icon.png Time:12 months

Replaces temple

Local tax modifier.png+60% Local tax modifier
Local missionary strength.png+3% Local missionary strength
Gold Icon.png Cost:300
Time Icon.png Time:12 months

Trade Diplomatic power.png Latin marketplace.png Marketplace (4) Latin trade depot.png Trade Depot (17) Latin stock exchange.png Stock exchange (22)
Local trade power.png+50% Local trade power

Gold Icon.png Cost:100
Time Icon.png Time:12 months

Replaces marketplace

Local trade power.png+100% Local trade power
Gold Icon.png Cost:200
Time Icon.png Time:12 months

Replaces Trade depot

Local trade power.png+125% Local trade power
Gold Icon.png Cost:400
Time Icon.png Time:12 months

Defense Military power.png Latin fort01.png Castle (1) Latin fort02.png Bastion (14) Latin fort03.png Star Fort (19) Latin fort04.png Fortress (24)
Fort level.png+2 Fort level

Gold Icon.pngCost:200
Time Icon.pngTime:30 months
Gold Icon.pngMaintenance: 1/month (50% when Mothballed)

Replaces Castle

Fort level.png+4 Fort level
Gold Icon.pngCost:400
Time Icon.pngTime:30 months
Gold Icon.pngMaintenance: 2/month (50% when Mothballed)

Replaces Bastion

Fort level.png+6 Fort level
Gold Icon.pngCost:600
Time Icon.pngTime:30 months
Gold Icon.pngMaintenance: 3/month (50% when Mothballed)

Replaces Star Fort

Fort level.png+8 Fort level
Gold Icon.pngCost:800
Time Icon.pngTime:30 months
Gold Icon.pngMaintenance: 4/month (50% when Mothballed)

List of manufactories

All manufactories cost 500 Gold Icon.png ducats, take 60 months to build, and provide +1.00 Local goods produced goods produced.

Manufactory Type Tech Trade goods
Naval equipment.png Naval Equipment Manufactory Diplomatic power.png 11 Naval supplies.png Naval Supplies, Fish.png Fish, Salt.png Salt
Weapons manufactory.png Weapons Manufactory Military power.png 11 Copper.png Copper, Iron.png Iron
Textile manufactory.png Textile Manufactory Administrative power.png 11 Wool.png Wool, Cloth.png Cloth, Silk.png Silk, Dyes.png Dyes
Plantation.png Plantations Administrative power.png 14 Coffee.png Coffee, Sugar.png Sugar, Cotton.png Cotton, Tobacco.png Tobacco, Cocoa.png Cocoa, Grain.png Grain
Subject tradecompany icon.png Trade Company Diplomatic power.png 14 Ivory.png Ivory, Tea.png Tea, Chinaware.png Chinaware, Slaves.png Slaves, Spices.png Spices, Fur.png Fur, Wine.png Wine, Tropical Wood.png Tropical Wood

List of native buildings

All native buildings cost 50 Gold Icon.png ducats and take 12 months to build. You can only build one of each unique building per nation.

Normal native buildings

Building Type Effect
Native irrigation.png Irrigation Administrative power.png Local tax modifier.png+50% Local tax modifier
Native storehouse.png Storehouse Administrative power.png Local production efficiency.png+50% Local production efficiency
Native great trail.png Great Trail Diplomatic power.png Local manpower modifier.png+50% Local manpower modifier
Native three sisters field.png Three-Sisters Field Diplomatic power.png Local goods produced modifier+50% Local goods produced modifier
Native earthwork.png Earthwork Military power.png Local defensiveness.png+25% Local defensiveness
Native palisade.png Palisades Military power.png Fort level.png+1 Fort Level

Unique native buildings

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

Building strategy

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 trade value from you, and you rarely can do anything about it but declare war. You can protect tax and production. However, a counterpoint is that returns from Trade can be exponential rather than linear for Tax and Production.
  • Treasury is a limitless stockpile. Ducats can be used in the future. In very rare cases, you may find yourself with more money than you need. But it may not be the case in the future.

General advice

  • 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. Due to the high minimum local autonomy of overseas provinces, serious consideration is advised.
  • Most tax, production efficiency, and Manpower.png manpower buildings have reduced efficiency in provinces which do not have an accepted culture, or are overseas (due to high minimum local autonomy). 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.
  • 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 (especially inland centers of trade), where ships are not an alternative.


  1. specified in terrain.txt and 00_static.modifiers.txt
  2. specified in defines.lua
Province mechanics