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Buildings

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[]

Non-state actors construct buildings[]

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[]

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)
Requirement 10k Urban Pop 20k Urban Pop 30k Urban Pop

Administrative Tech Lvl 7

40k Urban Pop

Administrative Tech Lvl 18

50k Urban Pop

Administrative Tech Lvl 27

Base Cost 150 225 300 450 600 900
Base Urban Gravity +5 +10 +20 +30 +40 +50
Urban Gravity Modifier +0% +5% +10% +15% +20% +25%
Local Unrest -0.10 -0.25 -0.50 -1 -1.5 -2
Supply Limit +0.1 +0.25 +0.5 +1 +1.5 +2
Garrison Growth +5% +10% +15% +20% +25% +30%

Art and Education[]

These are centers of of learning and original thought, where the sciences and arts of mankind are extended.

Art Academies[]

Tier Name Art Corporation Civil Art Academy Opera House
Requirements Town Hall (Rank 1)

Administrative Tech Lvl 5

Art Corporation

Administrative Tech Lvl 19

Culture or Humanist idea group

Civil Art Academy

Administrative Tech Lvl 29

Culture or Humanist idea group

Base Cost 200 300 400
Art Power +2 +6 +6
Art Power Modifier +10% +15% +20%
Art Power From Upper Class +100% +200% +300%
Base Urban Gravity +2 +4 +6
Urban Gravity Modifier +5% +10% +15%

Universities[]

Universities educate upper class pops and are critical to achieving a high education level.

Tier Name Local University Renowned University World Famous University
Requirements Town Hall (Rank 1) Local University

5 Art Power

Renowned University

10 Art Power

Base Cost 200 200 300
Domestic Student Slots +3 +4 +5
Prestige Student Slots - +2 +4
Art Power +0.5 +1 +2
Base Urban Gravity +5 +15 +25
Urban Gravity Modifier - +10% +25%
Local Unrest +1 +2 +3
Tax Income -1.5 -3 -10
Monthly Autonomy Change +0.05 +0.1 +0.2

Trade and Economy[]

Urban Production[]

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
Requirements 10k Urban Pop

Administrative Tech Lvl 4

50k Urban Pop

Workshop

Administrative Tech Lvl 5

90k Urban Pop

Corporation Guild

Administrative Tech Lvl 10

90k Urban Pop

Craftmen's District

Administrative Tech Lvl 31

90k Urban Pop

Manufactory or Warehouse

Administrative Tech Lvl 47

Base Cost 200 300 400 600 800
Base Urban Gravity +1.5 +3 +10 +15 +20
Urban Gravity Modifier +20% +30% +40% +50% +50%
Urban Production Power The first 40k urban pops produce +0.9 urban good each; each subsequent pop produces +0.05 each The first 80k urban pops produce +0.95 urban good each; each subsequent pop produces +0.1 each The first 160k urban pops produce +1 urban good each; each subsequent pop produces +0.2 each The first 200k urban pops produce +1.25 urban good each; each subsequent pop produces +0.3 each The first 200k urban pops produce +1.5 urban good each; each subsequent pop produces +0.5 each

Trade[]

Tier Name Market Place Merchant Guild Merchant's Quarter Customs House
Requirements Diplomatic tech Lvl 4 10k Urban Pop

Market Place

Diplomatic tech Lvl 5

20k Urban Pop

Merchant's Guild

Diplomatic tech Lvl 13

30k Urban Pop

Merchant's Quarter

Diplomatic tech Lvl 22

Base Cost 150 225 300 450
Base Urban Gravity - +1.5 +2 +3
Urban Gravity Modifier +25% +40% +50% +60%
Trade Power Increase +0.25 +0.35 +0.5 +0.75
Local Trade Power Modifier +15% +20% +25% +30%
Trade Value Increase +0.1 +0.25 +0.5 +1
Trade Power Increase From Urban Population The first 40k urban pops produce +0.5 Trade Power each; each subsequent pop produces +0.2 each The first 80k urban pops produce +0.6 Trade Power each; each subsequent pop produces +0.2 each The first 120k urban pops produce +0.8 Trade Power each; each subsequent pop produces +0.2 each The first 160k urban pops produce +1 Trade Power each; each subsequent pop produces +0.2 each

Financial Buildings[]

Note: The Stock Exchange does not obsolete/overwrite the bonuses of the Bank.

Tier Name Bank Stock Exchange
(country unique)
Requirements 40k Urban Pop

Great City Hall (rank 3)

Trade idea group

Diplomatic tech Lvl 23

80k Urban Pop

Bank

Indian Trading Company

Diplomatic tech Lvl 42

Base Cost 400 500
Base Urban Gravity +1 +1
Urban Gravity Modifier +25% +25%
Local Trade Power Modifier +20% +30%
Local Production Efficiency +10% +20%
Tax Income +1 +4
Trade Value - +2

Foreign Trade Post[]

Tier Name Foreign Trading Post Foreign Trading Company
Base Cost 100 200
Local Trade Power +0.25 +0.5
Local Trade Power +30% +40%
Local Defensiveness +25% +30%
Local Unrest -5 -5
Monthly Autonomy Change +0.25 +0.25

Rural Prosperity and Mines[]

Mines[]

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
Base Cost 100 150 200 300 400
Base Urban Gravity +1 +2 +3 +4 +5
Mine Productivity +0.6 +1.2 +1.8 +2.4 +3

Warehouses[]

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
Requirements Diplomatic tech Lvl 4 40k Urban Pop

Warehouse Diplomatic tech Lvl 10

Base Cost 150 250
Urban Production Power +15% +30%
Base Urban Gravity +1.5 +2.5
Urban Gravity Modifier +5% +15%
Local Trade power +7.5% +15%

Docks and Shipbuilding[]

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.

Fishing Port is the basic building.
Base Cost 150
Urban Gravity +1
Local Trade Power +5%
Naval Force Limit +0.5
Supply Limit Modifier +10%

Trade Harbour[]

Expanding dockyard 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
Requirements No "Lack of Natural Harbour" modifier

Diplomatic tech Lvl 4

Commune Hall (Rank 0)

No "Lack of Natural Harbour" modifier
No Delta Estuary
Diplomatic tech Lvl 6

Town Hall (Rank 1)

No "Lack of Natural Harbour" modifier
No Delta Estuary
Diplomatic tech Lvl 22

City Hall (Rank 2)

Natural Harbour

No Naval Base
Diplomatic tech Lvl 40

Base Cost 225 300 450 600
Base Urban Gravity +2 +2.5 +3 +5
Urban Gravity Modifier +20% +25% +30% +40%
Local Trade Power +20% +30% +40% +50%
Naval Force Limit +1 +1.5 +2 +2.5
Supply Limit Modifier +25% +40% +55% +75%

Military Harbour[]

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
Requirements No "Lack of Natural Harbour" modifier

Diplomatic tech Lvl 3

Natural Harbour

Diplomatic tech Lvl 6

Natural Harbour

Diplomatic tech Lvl 19

Great Natural Harbour
No Great Port and Lighthouse

Diplomatic tech Lvl 40

Base Cost 250 250 500 600
Urban Gravity +2.5 +5 +10 +15
Naval Force Limit +5 +10 +15 +20
Local Shipbuilding Time -35% -65% -85% -110%
Local Ship Repair +30% +60% +100% +140%
Local Defensiveness +2.5% +5% +10% +20%

Religious Buildings[]

Tier Name Temple Great Temple
Requirements Administrative Tech 31
Base Cost 50 -
Local Unrest -2 -3
Urban Gravity Modifier +10% +25%
Art Power +0,25 +1
Art Power from Urban Upper Class +10% +25%
Local Missionary Strength +0.5% +0.5%
Yearly Prestige - +0.15
Tolerance of the True Faith - +0.1
Yearly Papal Influence - +0.1

Roads, Forts, Canals and Capitols[]

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[]

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
Requirements Administrative Tech Lvl 4 Administrative Tech Lvl 13 Administrative Tech Lvl 33 Administrative Tech Lvl 50
Base Urban Gravity +0 +1.5 +2.5 +2.5
Urban Gravity +20% +30% +40% +40%
Urban Production Power +5% +10% +15% +25%
Local Trade Power +0.25/+10% +0.5/+20% +0.75/+35% +1/+50%
Tax Income -0.25 -0.5 -1 -2
Supply Limit +2 +4 +6 +8
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[]

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.

Tier Name Castle Modern Castle Bastion Star Fort Fortress
Requirements Military tech Lvl 3 Military tech Lvl 15 Military tech Lvl 20 Military tech Lvl 35 Military tech Lvl 41
Base Urban Gravity +0.1 +0.2 +0.3 +0.4 +0.5
Urban Gravity Modifier +10% +15% +20% +25% +30%
Manpower Decrease -1000 -2000 -3000 -4000 -5000
Fort Level +2 +4 +6 +8 +10
Supply Limit +1 +2 +3 +4 +5

Canals[]

Irrigation canals greatly boost farming efficiency, rural population capacity and famine resistance. They can be built only in provinces encompassing major rivers.

Tier Name Irrigation Canals Extensive Irrigation Canals Canals With Dams and Pound Locks
Requirements Administrative Tech Lvl 5 Administrative Tech Lvl 16 Administrative Tech Lvl 40
Farming Efficiency +5% +15% +25%
Rural Population Capacity +3 +6 +8
Rural Population Capacity Multiplier +15% +25% +35%
Famine Resistance +15% +25% +35%

Capitols[]

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
Base Urban Gravity +5 +10 +20 +30 +40
Urban Gravity Modifier +25% +35% +50% +75% +100%
Local Construction Cost +20% +25% +30% +40% +50%
Tax Income -30 -60 -120 -240 -500
Local Trade Power -10% -20% -25% -30% -35%
Monthly Autonomy Change -0.10 -0.125 -0.15 -0.2 -0.3
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[]

There are a few buildings that can't directly be built by the player, and can only be built by estates.

Local Fortifications[]

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
Fort Level +1 +2 +3
Monthly Autonomy Gain 0.05 0.10 0.20
Supply Limit +1 +2 +3
Hostile Movement Speed -20% -40% -60%

Farm Estates[]

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
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[]

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
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
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