# Buildings

(تغییرمسیر از University)
پرش به ناوبری پرش به جستجو

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 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]

$$\text{Number of Buildings} = 2 \text{ } + \text{ Terrain } + \text{ Climate } + \text{ University } + \text{ Center of Trade } +\, \lfloor 0.1\cdot \text{ Development } \rfloor$$

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 , has farmlands terrain, a temperate climate and 32 development, then$\text{Number of Buildings} = 2\, +\, 0\, +\, 1\, +\, 0\, +\, \lfloor 0.1\cdot 32 \rfloor = 6 \text{ Buildings}$

## Building categories

Buildings are built in provinces at the cost of 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

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

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

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
−15% with Jacobins faction in power as Revolutionary Republic
−15% with Seize Clerical Holdings action as Feudal Theocracy
−10% with Christ Pantocrator as icon (for Orthodox nations)
−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:

−15%
• Portuguese idea 5: Royal Absolutism
• Tverian idea 4: Tverian Architects
• Aristocratic-Expansion: Manueline Architecture
−10%
• 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
• 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
• 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 event (only with Art of War enabled): “Golden Age of Transylvania for 15 years
−20% Fernandino Construction 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 / event: “Elizabeth Wilbraham
Option: ‘Her accomplishments will not go unnoticed.’
for 20 years
−10% Hanseatic Economic Reform event: “Tagfahrt
Option: ‘Reform the economy’
until ruler changes
−10% Mimar Sinan 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 event: “Berliner Unwille
Option: ‘Listen to the people’
until ruler changes

## List of normal buildings

### Buildings

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)

• −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)

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

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

• +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)

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

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

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

• 100 Ducats

• 300 Ducats
Stock exchange (22)

• 400 Ducats
Army
Barracks (6)

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

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

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

• +2 Land force limit
• 400 Ducats

### Forts

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)

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

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

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

### Manufactories

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, File:Wool.png 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 buildings

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 buildings

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

### Unique native buildings

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

## Building strategy

### General considerations

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 (only in states and trade companies), if one exists in the province. (Corollary: increase development to open more spaces.)

### Building prioritization

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 greatly boost a single type of development: 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.

### Avoidance

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, 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

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?

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.

### When will increased income cover building costs?

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.

## References

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
 Management Capital • Core • Culture • Religion • Rebellion • Autonomy • List of provinces
 Economy Development • Tax • Production • Buildings • Manpower • Sailors
 Concepts Buildings • Colonization • Trade • Trade goods • Trade nodes • Trade company • Tariffs • Development • Tax • Production • Overextension • War exhaustion