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Buildings

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

Contents

Building slotsEdit

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]

 

  Conditions
+2 Base
+1 Terrain is drylands
+1 Terrain is farmlands
+1 Terrain is grasslands
+1 Has a   university
+1 Has a level 3 center of trade
+1 Per 10   development in province, rounded down.
−1 Climate is   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   France, has farmlands terrain, a temperate climate and   32 development, then:

 

Building categoriesEdit

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

Normal buildingsEdit

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.

ManufactoriesEdit

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 buildingsEdit

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.

CostEdit

All buildings cost   time and   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 (  −20% Local construction time) or   Tropical wood (  −20% Local construction cost).

Construction cost is modified by the following:

  Conditions
−20% with the   native administrative idea “Migrative Traditions”
−15% with   Jacobins faction in power as   Revolutionary Republic
−15% with Seize Clerical Holdings action as   Feudal Theocracy
−10% with   Ganga as personal deity (for   Hindu nations)
−10% with   Snotra as personal deity (for   Norse nations)
−10% with   bureaucrats faction in power as   Celestial Empire
−10% with   guilds faction in power as   Merchant Republic
−10% with the   ‘Architectural Visionary’ ruler personality
−5% with the imperial reform “Call for Reichsreform” (for   HRE members)
−5% during   parliament issue “Appropriate Land for the State”
−5% after embracing the Renaissance institution
+1% for each percentage point of   inflation
+10% with the   ‘Obsessive Perfectionist’ ruler personality

Ideas and policies:

  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:

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

List of normal buildingsEdit

BuildingsEdit

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

Category Tech Normal buildings (tech required)
Government   Courthouse (8)

  •   −0.1 Local autonomy
  •   −25% State maintenance
  •   100 Ducats
Town hall (22)
Upgrades Courthouse

  •   −0.2 Local autonomy
  •   −50% State maintenance
  •   200 Ducats
University (17)

  •   −20% Local development cost
  •   +1 Building slot
  •   300 Ducats
Production   Workshop (6)

  •   +50% Local production efficiency
  •   100 Ducats
Counting house (24)
Upgrades Workshop

  •   +100% Local production efficiency
  •   400 Ducats
Taxation   Temple (4)

  •   +40% Local tax modifier
  •   100 Ducats
Cathedral (19)
Upgrades Temple

  •   +60% Local tax modifier
  •   +3% Local missionary strength
  •   300 Ducats
Navy   Shipyard (8)

  •   +2 Naval force limit
  •   −25% Local shipbuilding time
  •   +25% Local ship repair
  •   100 Ducats
Grand shipyard (24)
Upgrades Shipyard

  •   +4 Naval force limit
  •   −50% Local shipbuilding time
  •   +50% Local ship repair
  •   300 Ducats
Dock (6)

  •   +50% Local sailors
  •   100 Ducats
Drydock (19)
Upgrades Dock

  •   +100% Local sailors
  •   300 Ducats
Trade   Marketplace (4)

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

  •   +100% Local trade power
  •   300 Ducats
Stock exchange (22)
Upgrades Trade depot

  •   +125% Local trade power
  •   400 Ducats
Army   Barracks (6)

  •   +50% Local manpower modifier
  •   100 Ducats
Training fields (16)
Upgrades Barracks

  •   +100% Local manpower modifier
  •   300 Ducats
Regimental camp (8)

  •   +1 Land force limit
  •   200 Ducats
Conscription center (22)
Upgrades Regimental camp

  •   +2 Land force limit
  •   400 Ducats

FortsEdit

Main article: Land warfare#forts

The Defense type building (fort) has a base construction time of   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 which becomes higher depending on the fort's level. Mothballing a fort gives   −50% Fort maintenance for that individual fort.

Category Tech Normal buildings (tech required)
Defense   Castle (1)

  •   +2 Fort level
  •   200 Ducats
  •   −1 / month Fort maintenance
Bastion (14)
Upgrades Castle

  •   +4 Fort level
  •   400 Ducats
  •   −2 / month Fort maintenance
Star fort (19)
Upgrades Bastion

  •   +6 Fort level
  •   600 Ducats
  •   −3 / month Fort maintenance
Fortress (24)
Upgrades Star fort

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

ManufactoriesEdit

All manufactories cost   500 ducats, have a base construction time of   60 months and provide   +1 local goods produced (except Furnace) or   +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   6   Grain,   Livestock,   Wine
  Naval Equipment Manufactory   11   Fish,   Naval Supplies,   Salt
  Textile Manufactory   11   Cloth,   Dyes,   Silk,   Wool
  Weapons Manufactory   11   Copper,   Iron
  Plantation   14   Cocoa,   Coffee,   Cotton,   Sugar,   Tea,   Tobacco
  Trade Station   14   Fur,   Incense,   Ivory,   Slaves,   Spices
  Mill   16   Chinaware,   Gems,   Glass,   Paper,   Tropical Wood
  Furnace   21   Coal

List of native buildingsEdit

All native buildings cost 50   ducats and have a base construction time of   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 buildingsEdit

Building Effect
  Earthwork   +25% Local defensiveness
  Great Trail   +50% Local manpower modifier
  Irrigation   +50% Local tax modifier
  Palisades
  •   +1 Fort level
  •   −0.5 / month Fort maintenance
  Storehouse   +50% Local production efficiency
  Three-Sisters Field   +50% Local goods produced

Unique native buildingsEdit

Building Effect
  Ceremonial Fire Pit   −50% Advisor cost
  Fortified House   +10 Land force limit
  Longhouse   +1 Tax income
  Sweat Lodge   +1 Diplomatic reputation

Building strategyEdit

General considerationsEdit

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 and couple it with policies to reduce the building costs.
  • It's good to remember that besides   local autonomy, province income can also be affected by the province's   culture and religion (if different than the state religion).
  • Space is limited. The number of buildings can only be increased by increasing the   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 prioritizationEdit

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 values, low   local autonomy, and targeted to increase the province's strength(s), e.g., trade buildings in provinces with modifiers benefiting   local trade power (such as   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 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 and   Dhimmi boost trade power and local tax respectively.
  • Manufactories increase   local goods produced, which in turn also increase both the province   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   trade income.
  • Prioritize building forts in provinces with defensive terrain or those with low   supply limit to couple them with the   local defensiveness and high   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.

AvoidanceEdit

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, 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 buildingsEdit

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 worthwhileEdit

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 costsEdit

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                                
build price 100   200   300   400   500  
Years before break-even Required monthly income increase  
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  100% goods produced modifier,  100% trade share and  0% trade efficiency
Price of trade good 5.0   4.0   3.5   3.0   2.5   2.0  
Years before break-even Required monthly income increase  
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  100% goods produced modifier,  50% trade share and  0% trade efficiency
Price of trade good 5.0   4.0   3.5   3.0   2.5   2.0  
Years before break-even Required monthly income increase  
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  100% goods produced modifier,  100% trade share and  75% trade efficiency
Price of trade good 5.0   4.0   3.5   3.0   2.5   2.0  
Years before break-even Required monthly income increase  
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.

ReferencesEdit

  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