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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 Edit

Non-state actors construct buildings Edit

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.

Rural vs. Urban Buildings Edit

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Infrastructure Edit

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Financial BuildingsEdit

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

Tier Name Bank Stock Exchange
(country unique)
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%

Town Development / Urban InfrastructureEdit

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 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 & EducationEdit

Affects Art & Intellectual Center?

Art Academies Edit

Tier Name Art Corporation Civil Art Academy World Opera House
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 Edit

Tier Name Local University Renowned University World Famous University
Requriements 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 EconomyEdit

Urban Production Edit

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 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 +0.25 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 Edit

Tier Name Marketplace Merchant Guild Merchant's Quarter Customs House
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

Mine Complex Edit

Enables minerals to be extracted from a province. 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 +0.1 +0.2 +0.3 +0.4 +0.5
Mine Productivity +2.00 +2.25 +2.50 +2.75 +3.00

WarehouseEdit

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 Diplomacy Tech 4 4 Urban Pop

Warehouse

Diplomacy Tech 10

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%

Naval BuildingsEdit

These are buildings that can only be built on provinces with a port.

Trade Harbours also reduce travel time for Communication Efficiency via sea.

Fishing PortEdit

This is the base naval building.

Base Cost 150
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 Edit

Tier Name Trade Wharf Trade Dockland Port's Warehouse Great Port and Lighthouse
Requirements Commune Hall (Rank 0)

No "Lack of Natural Harbour" modifier

Diplomacy Tech 4

Town Hall (Rank 1)

No "Lack of Natural Harbour" modifier

No Delta Estuary

Diplomacy tech 6

City Hall (Rank 2)

No "Lack of Natural Harbour" modifier

No Delta Estuary

Diplomacy tech 22

Great City Hall (Rank 3)

Natural Harbour

Diplomacy tech 40

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 Edit

Tier Name Shipwright Naval Drydock Naval Arsenal Naval Base
Requirements No "Lack of Natural Harbour" modifier

Diplomacy Tech 3

Natural Harbour

Diplomacy Tech 6

Natural Harbour

Diplomacy Tech 19

Great Natural Harbour

Diplomacy Tech 40

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 BuildingEdit

Tier Name Temple
Base Cost 100
Local Unrest -2
Local Missionary Strength -5%

Roads, Forts, and CapitolsEdit

Roads, Forts, 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 Edit

Roads are built through the Province Interaction button or by building the "Upgrade Roads" building for 0 ducats in the province, which should take 0 days.

Each level of roads also have an effect on overland Communication Efficiency, decreasing the runners' travel times by 0.25, 0.5, 0.75, and 1.5 days for each tier.

Roads take 5 years to build.

Tier Name Road Network Paved Road Network Highway Network Road and Railway Network
Requirements Diplomacy Tech 4 Diplomacy Tech 9 Diplomacy Tech 20 Diplomacy Tech 50
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%

Forts Edit

Forts take 2.5 years to build.

Tier Name Castle Modern Castle Bastion Star Fort Fortress
Requirements Military Tech 3 Military Tech 15 Military Tech 20 Military Tech 35 Military Tech 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

Capitols Edit

Tier Name Rank 1 Capitol

Rank 2 Capitol

Rank 3 Capitol Rank 4 Capitol Rank 5 Capitol
Base Urban Gravity +0.5 +1.0 +2.0 +3.0 +4.0
Urban Gravity Modifier +25% +35% +50% +75% +100%
Local Construction Cost +50% +125% +250% +400% +600%
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

Foreign Trade PostEdit

Tier Name Foreign Trading Post Foreign Trading Company
Base Cost 100 200
Local Trade Power +2.5 +5.0
Local Trade Power +20% +40%

Estate Buildings Edit

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

Local Fortifications Edit

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

Farm Estates Edit

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 Edit

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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