
Construction options
This page will contain an overview of the changes to buildings in 2.0 as well as a list and description of every building in-game. This page is up to date with the latest 1.99.01 beta release
Overview
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Non-state actors construct buildings
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As your estates grow in power an wealth, they'll spend their income in a way that will benefit them. For example: They'll build Local Fortifications in rich provinces with high autonomy to protect their interests.
Some buildings can only be built by your estates, see Estate Buildings bellow.
Rural vs. Urban Buildings
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Infrastructure
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Town Development
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Tier Name | Commune Hall (Rank 0) | Town Hall (Rank 1) | City Hall (Rank 2) | Great City Hall (Rank 3) | Mayor's Palace (Rank 4) | City's Law Court (Rank 5) |
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Requirement | 1 Urban Pop | 2 Urban Pop | 3 Urban Pop | 4 Urban Pop | 5 Urban Pop | |
Base Cost | 150 | 225 | 300 | 450 | 600 | 900 |
Base Urban Gravity | +0.5 | +1.0 | +2.0 | +3.0 | +4.0 | +5.0 |
Urban Gravity Modifier | +0% | +5% | +10% | +15% | +20% | +25% |
Local Unrest | -0.10 | -0.25 | -0.50 | -1.00 | -1.50 | -2.00 |
Supply Limit | +0.10 | +0.25 | +0.50 | +1.00 | +1.50 | +2.00 |
Garrison Growth | +5% | +10% | +15% | +20% | +25% | +30% |
Art and Education
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These are centers of of learning and original thought, where the sciences and arts of mankind are extended.
Art Academies
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Tier Name | Art Corporation | Civil Art Academy | World Opera House |
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Requirements | Town Hall (Rank 1)
Admin Tech 5 | Art Corporation
Admin Tech 19 Culture or Humanist idea group | Civil Art Academy
Admin Tech 29 Culture or Humanist idea group |
Base Cost | 200 | 300 | 400 |
Base Urban Gravity | +0.2 | +0.4 | +0.6 |
Urban Gravity Modifier | +5% | +10% | +15% |
Universities
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Universities are critical to achieving a high education level.
Tier Name | Local University | Renowned University | World Famous University |
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Requirements | Town Hall (Rank 1) | Local University
Art Power 6 | Renowned University
Art power 18 |
Base Cost | 200 | 200 | 300 |
Domestic Student Slots | +3 | +4 | +5 |
Prestige Student Slots | - | +2 | +4 |
Base Urban Gravity | +0.5 | +1.5 | +2.5 |
Urban Gravity Modifier | - | +10% | +25% |
Local Unrest | +1 | +2 | +3 |
Tax Income | -1.5 | -3.0 | -10.0 |
Monthly Autonomy Change | +0.05 | +0.10 | +0.20 |
Trade and Economy
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Urban Production
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The Workshop family of buildings increase the Urban Gravity of a city and directly increase the amount of Urban Goods it produces.
Tier Name | Workshop | Corporation Guild | Craftmen's District | Manufactory | Steam Powered Factory |
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Requirements | 1 Urban Pop
Admin Tech 4 | 5 Urban Pop
Workshop Admin tech 5 | 9 Urban Pop
Corporation Guild Admin tech 10 | 9 Urban Pop
Craftmen's District Admin tech 31 | 9 Urban Pop
Manufactory Admin tech 47 |
Base Cost | 200 | 300 | 400 | 600 | 800 |
Base Urban Gravity | +0.15 | +0.30 | +1.00 | +1.50 | +2.00 |
Urban Gravity Modifier | +20% | +30% | +40% | +50% | +50% |
Urban Production Power | The first 4 urban pops produce +1 urban good each; each subsequent pop produces +0.15 each | The first 8 urban pops produce +1 urban good each; each subsequent pop produces +0.25 each | The first 16 urban pops produce +1 urban good each; each subsequent pop produces +0.25 each | The first 20 urban pops produce +1.25 urban good each; each subsequent pop produces +0.35 each | The first 20 urban pops produce +1.5 urban good each; each subsequent pop produces +0.5 each |
Trade
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Tier Name | Marketplace | Merchant Guild | Merchant's Quarter | Customs House |
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Requirements | Diplomacy Tech 4 | 1 Urban Pop
Marketplace Diplomacy Tech 5 | 2 Urban Pop
Merchant's Guild Diplomacy Tech 13 | 3 Urban Pop
Merchant's Quarter Diplomacy Tech 22 |
Base Cost | 150 | 225 | 300 | 450 |
Base Urban Gravity | - | +0.15 | +0.2 | +0.3 |
Urban Gravity Modifier | +25% | +40% | +50% | +60% |
Trade Power Increase | +0.50 | +1.50 | +4.00 | +8.00 |
Local Trade Power Modifier | +15% | +20% | +25% | +30% |
Trade Value Increase | +0.10 | +0.25 | +0.50 | +1.00 |
Financial Buildings
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Note: The Stock Exchange does not obsolete/overwrite the bonuses of the Bank.
Tier Name | Bank | Stock Exchange (country unique) |
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Requirements | 4 Urban Pop
Great City Hall (rank 3) or higher Trade Idea Group Diplomacy tech 23 | 8 Urban Pop
Bank |
Base Cost | 1000 | 2000 |
Base Urban Gravity | +0.5 | +1.0 |
Urban Gravity Modifier | +25% | +25% |
Local Trade Power | +15% | +20% |
Local Production Efficiency | +10% | - |
Tax Income | +1 | +5 |
Yearly Inflation Reduction | +25% | - |
Trade Value | +0.5 | - |
Trade Efficiency | - | +2.5% |
Global Trade Power | - | +10% |
Foreign Trade Post
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Tier Name | Foreign Trading Post | Foreign Trading Company |
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Base Cost | 100 | 200 |
Local Trade Power | +2.5 | +5.0 |
Local Trade Power | +20% | +40% |
Rural Prosperity and Mines
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Mines
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Regions that have rich mineral deposits can be exploited by building a mines. Expanding mine complexes will increase their productivity. Mine Productivity decides the efficiency of extraction, and how quickly a new mineral deposit can be found.
Each Tier only requires the previous tier. Tier 1 requires the mined_goods flag to be set (That is to say, the province has something to mine).
Tier name | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 |
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Base Cost | 100 | 150 | 200 | 300 | 400 |
Base Urban Gravity | +0.1 | +0.2 | +0.3 | +0.4 | +0.5 |
Mine Productivity | +2.00 | +2.25 | +2.50 | +2.75 | +3.00 |
Warehouses
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The 'Warehouse District' is special in that it allows cities that have access to the continental food pool (5 or more Urban Pop) to get a larger share of the food.
Tier Name | Warehouse | Warehouse District |
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Requirements | ![]() | ![]() |
Base Cost | 150 | 250 |
Urban Production Power | +15% | +30% |
Base Urban Gravity | +0.15 | +0.25 |
Urban Gravity Modifier | +5% | +15% |
Local Trade power | +10% | +20% |
Docks and Shipbuilding
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A port is a gateway to the world, bringing an economic benefit and allows shipbuilding. Ports can be built in any coastal province and can be further expanded given suitable conditions. Ports are used by runners to help lower Communications Efficiency.
Base Cost | 150 |
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Urban Gravity | +0.10 |
Rural and Urban Wealth Growth | +2.5% |
Local Trade Power | +2.5% |
Local Sailors Modifier | +30% |
Naval Force Limit | +0.5 |
Supply Limit Modifier | +10% |
Trade Harbour
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Expanding doc yard facilities increases the amount of trade that can be done, and reduce travel time for Communication Efficiency via this port.
Tier Name | Trade Wharf | Trade Dockland | Port's Warehouse | Great Port and Lighthouse |
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Requirements | Commune Hall (Rank 0) | Town Hall (Rank 1) No "Lack of Natural Harbour" modifier | City Hall (Rank 2) No "Lack of Natural Harbour" modifier | Great City Hall (Rank 3) Natural Harbour |
Base Cost | 225 | 300 | 450 | 600 |
Base Urban Gravity | +0.20 | +0.25 | +0.30 | +0.50 |
Urban Gravity Modifier | +25% | +30% | +35% | +40% |
Rural and Urban Wealth Growth | +5.0% | +10% | +12.5% | +15% |
Local Trade Power | +0.5/+10% | +1.0/+20% | +2.0/+30% | +3.0/+40% |
Local Sailors Modifier | +60% | +90% | +120% | +150% |
Naval Force Limit | +1.0 | +1.5 | +2.0 | +2.5 |
Supply Limit Modifier | +25% | +40% | +55% | +75% |
Military Harbour
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Expanding shipbuilding facilities allow country to build a bigger navies. They improve naval construction capabilities, naval Forcelimit and sailors..
Tier Name | Shipwright | Naval Drydock | Naval Arsenal | Naval Base |
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Requirements | No "Lack of Natural Harbour" modifier | Natural Harbour | Natural Harbour | Great Natural Harbour No Great Port and Lighthouse |
Base Cost | 250 | 250 | 500 | 600 |
Urban Gravity | +0.25 | +0.50 | +1.00 | +1.50 |
Tax Income | -2.5 | -5.0 | -10.0 | -15.0 |
Sailor Increase | +150 | +300 | +450 | +600 |
Naval Force Limit | +3 | +6 | +12 | +16 |
Local Shipbuilding Time | -15% | -30% | -45% | -60% |
Local Ship Repair | +30% | +60% | +100% | +140% |
Local Ship Cost | -5% | -10% | -15% | -20% |
Local Defensiveness | +2.5% | +5.0% | +10.0% | +20.0% |
Religious Building
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Tier Name | Temple |
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Base Cost | 100 |
Local Unrest | -2 |
Local Missionary Strength | -5% |
Roads, Forts, Canals and Capitols
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Roads, Forts, Canals, Regional Capitols, and Capitol Buildings are all built through the Province Interaction button, which require the Common Sense DLC. For those without Common Sense, Roads can be build with by building the "Upgrade Roads" dummy building, and Forts can be built by the similar "Upgrade Forts" dummy building.
Roads
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Roads connect provinces together and connect disparate and disconnected rural places to urban centers. Constructing roads allows local goods to reach nearby markets, improve local economy and increase urbanisation. They also increase the province Communication Efficiency, ability to support military forces and the movement speed of armies.
Roads take 5 years to build. The cost will vary depending on the terrain type as well as the amount of population living in the province. We can add ducats toward the cost, spend manpower, demand that the estates assist, or we can even tap local wealth in order to complete the road.
Tier Name | Road Network | Paved Road Network | Highway Network | Road and Railway Network |
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Requirements | ![]() | ![]() | ![]() | ![]() |
Base Urban Gravity | +0 | +0.15 | +0.25 | +0.25 |
Urban Gravity | +20% | +30% | +40% | +40% |
Urban Production Power | +5% | +10% | +15% | +25% |
Local Trade Power | +0.25 | +0.50 | +1.00 | +2.00 |
Tax Income | -0.25 | -1.50 | -2.00 | -3.00 |
Supply Limit | +1 | +2 | +3 | +4 |
Friendly Movement Speed | +50% | +100% | +150.0% | +200% |
Hostile Movement Speed | +25% | +50% | +75% | +125% |
Communication Efficiency | -0.25 days | -0.5 days | -0.75 days | -1.5 days |
Forts
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Forts are defensive structures that provide a variety of benefits. The cost of forts will vary depending on the terrain type. Harsher terrains are costlier to build in, but many of them give superior defensive bonuses.
Canals
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Irrigation canals greatly boost farming efficiency, rural population capacity and famine resistance. They can be built only in provinces encompassing major rivers.
Capitols
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Updated for v2.02. Capitol building in capital province improves CE everywhere in the country by a specific amount which listed in the table below. In non-capital provinces, they improve CE in nearby provinces by a significant amount, the extent of which is magnified the further the province is from your country's capital. For each build, the cost will be increased by 500 for each rank of total ranks in the empire.
Tier Name | Rank 1 Capitol | Rank 2 Capitol | Rank 3 Capitol | Rank 4 Capitol | Rank 5 Capitol |
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Base Urban Gravity | +0.5 | +1.0 | +2.0 | +3.0 | +4.0 |
Urban Gravity Modifier | +25% | +35% | +50% | +75% | +100% |
Local Construction Cost | +25% | +50% | +100% | +150% | +250% |
Tax Income | -30 | -60 | -120 | -240 | -500 |
Local Trade Power | -10% | -20% | -25% | -30% | -35% |
Monthly Autonomy Change | -0.10 | -0.125 | -0.150 | -0.20 | -0.20 |
Number of States | +1 | +2 | +3 | +4 | +5 |
CE improvement (capital) | +5% | +7.5% | +10% | +12.5% | +15% |
Base cost | 1500 | 2500 | 5500 | 8500 | 16500 |
Estate Buildings
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There are a few buildings that can't directly be built by the player, and can only be built by estates.
Local Fortifications
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Local Fortifications are built in places that the estate considers insufficiently defended or which are especially valuable. If you construct enough forts in the province, the estate will begin to disband their fortifications. These are maintained by the local estates and do not cost maintenance to the State.
Tier Name | Local Fortifications 1 | Local Fortifications 2 | Local Fortifications 3 |
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Fort Level | +1 | +2 | +3 |
Monthly Autonomy Gain | 0.05 | 0.10 | 0.20 |
Farm Estates
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Farm Estates represent the organization of local farming communities into industries capable of export local produce. While the Farm Estates building doesn't produce more food per se, they represent the local nobility's ability to find a better price for their goods. Farm Estates effectively sell a province's excess food and exports it to a city elsewhere on the continent which will fetch the highest price.
Tier Name | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 | Rank 10 |
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Rural Production Power | +0.05 per rural pop | +0.10 per rural pop | +0.15 per rural pop | +0.20 per rural pop | +0.25 per rural pop | +0.30 per rural pop | +0.35 per rural pop | +0.40 per rural pop | +0.45 per rural pop | +0.50 per rural pop |
Plantations
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Plantations grow higher end agricultural products. While more valuable than Farm Estates, plantations require a greater quantity of rural wealth to build and upgrade.
Tier Name | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 | Rank 7 | Rank 8 | Rank 9 | Rank 10 |
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Rural Production Power | +0.05 per rural pop | +0.10 per rural pop | +0.15 per rural pop | +0.20 per rural pop | +0.25 per rural pop | +0.30 per rural pop | +0.35 per rural pop | +0.40 per rural pop | +0.45 per rural pop | +0.50 per rural pop |