Building

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A screenshot of the county menu with buildings highlighted.

Each Holding has access to a number of buildings. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply, and can be upgraded once the required level of Development is reached. Only one building may be constructed or upgraded at a time in any Barony. Buildings can be constructed by a Baron, their direct Liege or any Liege higher in hierarchy.

Buildings can also be converted into another building at full price cost with the new building starting always as level 1. Conversions can only be initiated by the direct holder of the barony.

Holding buildings[edit | edit source]

Holding buildings can only be constructed in City or Temple Holdings. All of them require 150  Gold and 3 years to build or upgrade and the same Innovation as the Holding level they require.

Type Building Monthly Tax County effects Realm effects Requirements Description
Guilds
Building guild halls.png
Guild Halls +0.3 +5% Monthly Development Holding city.png Village Center The city provides all major guilds and burgher families with ample locale to organize and practice their crafts.
Carver's Guilds +0.5 +10% Monthly Development Holding city.png Village Center Carvers produce items out of wood or bone, such as frames, decorations or tools. They also carve heraldic shields, making the guild popular among the nobility.
Carpenter's Guilds +0.7 +15% Monthly Development Holding city.png Large City Carpenters work with construction, primarily using timber as their material of choice. Their services are sought-after by both nobles and clergy, especially for the beautiful trim jointery they make for churches and estates.
Hunter's Guilds +0.9 +20% Monthly Development Holding city.png Large City Hunters trade in meat and skins, with their services enabling both butchers and tanners to do their crafts. The finest skins naturally befall the most prestigious noble families.
Mason's Guilds +1.1 +25% Monthly Development Holding city.png City Center Masons work with stone, both for construction and sculpture. Their skill is widely sought after, as their expertise is invaluable when constructing fortifications.
Tailor's Guilds +1.3 +30% Monthly Development Holding city.png City Center Tailors wield needle, thread, and cloth as their weapons of choice. With their unparalleled skills, they produce beautiful garments for the nobility.
Glassworker's Guilds +1.5 +35% Monthly Development Holding city.png Bustling Metropolis Glassworkers create fascinating items out of glass, everything from goblets to window panes. Having items made out of glass is very prestigious, making their services highly desirable.
Artisan's Guilds +1.7 +40% Monthly Development Holding city.png Bustling Metropolis Artisans use a multitude of materials not only to produce works of art but also entirely new innovations. Their ingenuity and refined skill is drawing the attention of high nobles everywhere.
Monasteries
Building monastic schools.png
Prayer Halls +0.2 +0.1 Monthly Control +0.1 Monthly Piety Holding church.png Shrine The prayer halls host sermons and allow for a place of silent contemplation.
Monastic Schools +0.4 +0.2 Monthly Control +0.2 Monthly Piety Holding church.png Shrine This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy.
Libraries +0.5 +0.3 Monthly Control +0.3 Monthly Piety Holding church.png Temple Grounds The monastery library is full of books, ranging from small treatises to vast tomes on theology. Truly a treasure trove of knowledge is held within its walls.
Pilgrim's Quarters +0.7 +0.4 Monthly Control +0.4 Monthly Piety Holding church.png Temple Grounds Vary pilgrims are allowed to stay and rest in the pilgrim's quarters should they seek shelter during their long journeys. Here they are also treated to food, drink, and sometimes even a bath.
Infirmaries +0.8 +0.5 Monthly Control +0.5 Monthly Piety Holding church.png House of Worship In times of war or plague, the infirmaries offer a second chance to poor afflicted victims, presuming they make it there in time.
Copying Chambers +1 +0.6 Monthly Control +0.6 Monthly Piety Holding church.png House of Worship Devoted scribes work all day long copying sacred texts in the copying chambers. Even by night, they work, illuminated by nothing but candles and the moon, all in their quest for knowledge.
Hospices +1.1 +0.7 Monthly Control +0.7 Monthly Piety Holding church.png Grand Temple Hospices offer long-term care for those who would otherwise not make it. The chronically ill, the disabled, and sometimes even those afflicted by demons are welcome.
Cloisters +1.3 +0.8 Monthly Control +0.8 Monthly Piety Holding church.png Grand Temple The cloister forms a solid barrier against the outside world, effectively separating the life of those within its walls from the peasants outside.
Megalith
Building megalith.png
Minor Megalith 0
  • +2% Monthly Development
  • +2 Popular Opinion
+0.2 Monthly Piety
  • Holding church.png Shrine
  • Megalithic Constructions tenet
This great outdoor arrangement of stones operates as a permanent open place of worship. This modest construction made from common rocks in a simple arrangement facilitates a few worshipers.
Megalithic Mausoleum 0
  • +5% Monthly Development
  • +2 Popular Opinion
+0.4 Monthly Piety
  • Holding church.png Shrine
  • Megalithic Constructions tenet
The site has been expanded with multiple stone arrangements to facilitate more worshipers. Along with an expansion of the Megalith itself, an underground Mausoleum has been built nearby to allow important people to be buried at the site.
Megalithic Altars 0
  • +10% Monthly Development
  • +4 Popular Opinion
+0.5 Monthly Piety
  • Holding church.png Shrine
  • Megalithic Constructions tenet
This great outdoor arrangement of stones operates as a permanent open place of worship. This Megalith has been constructed from expensive and exotic stones from all across the locality and has been fitted with altars for use in ceremonies.
Large Megalith 0
  • +15% Monthly Development
  • +4 Popular Opinion
+0.7 Monthly Piety
  • Holding church.png Shrine
  • Megalithic Constructions tenet
Along with numerous altars and ceremonial items, this Megalith has been expanded to include some truly awe-inspiring and large monolithic stones intricately carved with holy symbols.
Legendary Megalith 0
  • +20% Monthly Development
  • +6 Popular Opinion
  • +0.8 Monthly Piety
  • +0.25 Monthly Prestige
  • Holding church.png Shrine
  • Megalithic Constructions tenet
This Megalith has grown to such an extent that its status is something of a local legend. Worshipers claim to feel a deep connection with their faith while standing in this site.

Tribe buildings[edit | edit source]

Tribe holdings have only 4 buildings types of 2 buildings each available, but most buildings benefit the entire Realm. Reforming to feudal grants the same amount of random buildings as previously built in the province.

  • Level 1 buildings cost 75  Gold and 200  Prestige
  • Level 2 buildings cost 100  Gold and 300  Prestige
Type Building Holding effects Realm effects County effects Time Required Innovation Description
Gathering Halls
Building longhouses.png
Longhouses +100 Levies +0.2 Monthly Prestige +0.2 Monthly Control 5 years None Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here.
Grand Halls +175 Levies +0.5 Monthly Prestige +0.4 Monthly Control 5 years  Barracks Grand halls host a central stage, where a chief or warlord can deliver rousing speeches.
Markets
Building market villages.png
Trading Outposts
  • +0.4 Monthly Tax
  • +500 Supply Limit
2 years None Trading outposts offer the opportunity for tribesmen and traders to meet and barter.
Market Villages
  • +0.7 Monthly Tax
  • +1000 Supply Limit
2 years  City Planning By letting traders into their villages, the tribesmen within are able to set up lucrative deals.
Palisades
Building palisades.png
Simple Palisade
  • +2 Defender Advantage
  • +1 Fort Level
  • +100 Levies
  • +150 Garrison
  • +4% Archer Damage
  • +2% Archer Toughness
  • +4% Spearmen Damage
  • +2% Spearmen Toughness
3 years None Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies.
Walls & Ditches
  • +4 Defender Advantage
  • +2 Fort Level
  • +175 Levies
  • +300 Garrison
  • +8% Archer Damage
  • +4% Archer Toughness
  • +8% Spearmen Damage
  • +4% Spearmen Toughness
3 years  Mottes Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges.
War Camps
Building warcamps.png
Sparring Grounds +150 Levies
  • +1 Number of Knights
  • +10% Knight Effectiveness
  • +4% Heavy Infantry Damage
  • +2% Heavy Infantry Toughness
  • +4% Skirmisher Damage
  • +2% Skirmisher Toughness
  • +4% Archer Cavalry Damage
  • +2% Archer Cavalry Toughness
5 years None Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills.
Warrior Lodges +275 Levies
  • +2 Number of Knights
  • +20% Knight Effectiveness
  • +8% Heavy Infantry Damage
  • +4% Heavy Infantry Toughness
  • +8% Skirmisher Damage
  • +4% Skirmisher Toughness
  • +8% Archer Cavalry Damage
  • +4% Archer Cavalry Toughness
5 years  Barracks Only the greatest fighters are allowed into a warrior lodge, their mere presence is inspiring.

Military Camps[edit | edit source]

Military Camps can be constructed in all Castle, City or Temple Holdings. Each building takes 1 year to construct or upgrade.

Building type Level  Levies  Supply Limit Control Levy Reinforcement Archer Skirmisher Skirmisher Archer Skirmisher Light Cavalry Heavy Infantry Cost Required Innovation
Military Camps
Building military camps.png
Hide Tents +100 0 0 0 +4% +2% +2% 0 0 0 0 100 None
Camp Cooks +175 +200 0 0 +6% +4% +4% +2% +2% 0 0 150 None
Training Fields +250 +200 0 0 +8% +6% +6% +2% +2% 0 0 200  Burhs
Watchposts +325 +200 +5% 0 +10% +8% +8% +4% +4% 0 0 250  Burhs
Camp Smiths +400 +200 +5% 0 +12% +10% +10% +4% +4% +2% 0 300  Castle Baileys
Mustering Halls +475 +200 +5% 0 +14% +12% +12% +6% +6% +2% 0 350  Castle Baileys
Militia Barracks +550 +200 +5% +5% +16% +14% +14% +6% +6% +2% 0 400  Royal Armory
Levying Squares +625 +200 +5% +5% +18% +16% +16% +8% +8% +2% +2% 450  Royal Armory

Duchy buildings[edit | edit source]

Duchy buildings can only be constructed by a Feudal or Clan Ruler in the de jure capital of a  Duchy and can only be used if the character holds the associated Duchy Title. All Duchy buildings take 5 years to construct or upgrade and most have 3 levels.

  • Level 1 buildings cost 300  Gold with the exception of the Great Megalith that costs 600
  • Level 2 buildings cost 400  Gold
  • Level 3 buildings cost 500  Gold
Building type Level 1 effects Level 2 effects Level 3 effects Requirements Description
Archery Grounds
Building royal hunting grounds.png
Realm
  • -6% Men-at-Arms Maintenance
  • +15% Archer Damage
  • +5% Archer Toughness
  • +10% Skirmisher Damage
  • +5% Skirmisher Toughness
  • +10% Skirmisher Pursuit
  • +5% Skirmisher Screen
  • +10% Archer Cavalry Damage
  • +5% Archer Cavalry Toughness
  • +10% Archer Cavalry Pursuit
  • +5% Archer Cavalry Screen
Realm
  • -8% Men-at-Arms Maintenance
  • +30% Archer Damage
  • +10% Archer Toughness
  • +20% Skirmisher Damage
  • +10% Skirmisher Toughness
  • +20% Skirmisher Pursuit
  • +10% Skirmisher Screen
  • +20% Archer Cavalry Damage
  • +10% Archer Cavalry Toughness
  • +20% Archer Cavalry Pursuit
  • +10% Archer Cavalry Screen
Realm
  • -10% Men-at-Arms Maintenance
  • +45% Archer Damage
  • +15% Archer Toughness
  • +30% Skirmisher Damage
  • +15% Skirmisher Toughness
  • +30% Skirmisher Pursuit
  • +15% Skirmisher Screen
  • +30% Archer Cavalry Damage
  • +15% Archer Cavalry Toughness
  • +30% Archer Cavalry Pursuit
  • +15% Archer Cavalry Screen
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
Dedicated archery ranges allow the common folk to train with bows, and experienced archers to hone their skills.
Blacksmiths
Building blacksmiths.png
Realm
  • -6% Men-at-Arms Maintenance
  • +5% Heavy Infantry Damage
  • +15% Heavy Infantry Toughness
  • +5% Spearmen Infantry Damage
  • +15% Spearmen Infantry Toughness
Realm
  • -8% Men-at-Arms Maintenance
  • +10% Heavy Infantry Damage
  • +30% Heavy Infantry Toughness
  • +10% Spearmen Infantry Damage
  • +30% Spearmen Infantry Toughness
Realm
  • -10% Men-at-Arms Maintenance
  • +15% Heavy Infantry Damage
  • +45% Heavy Infantry Toughness
  • +15% Spearmen Infantry Damage
  • +45% Spearmen Infantry Toughness
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
Smiths in the employ of the crown forge weapons and armor for the royal guard, ensuring a steady supply of superior armaments.
Jousting Fields
Building jousting lists.png
Realm
  • -6% Men-at-Arms Maintenance
  • +10% Light & Camel Cavalry Damage
  • +10% Light & Camel Cavalry Toughness
  • +10% Light & Camel Cavalry Pursuit
  • +10% Light & Camel Cavalry Screen
  • +15% Heavy & Elephant Cavalry Damage
  • +15% Heavy & Elephant Cavalry Toughness
Realm
  • -8% Men-at-Arms Maintenance
  • +20% Light & Camel Cavalry Damage
  • +20% Light & Camel Cavalry Toughness
  • +20% Light & Camel Cavalry Pursuit
  • +20% Light & Camel Cavalry Screen
  • +30% Heavy & Elephant Cavalry Damage
  • +30% Heavy & Elephant Cavalry Toughness
Realm
  • -10% Men-at-Arms Maintenance
  • +30% Light & Camel Cavalry Damage
  • +30% Light & Camel Cavalry Toughness
  • +30% Light & Camel Cavalry Pursuit
  • +30% Light & Camel Cavalry Screen
  • +45% Heavy & Elephant Cavalry Damage
  • +45% Heavy & Elephant Cavalry Toughness
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
By having dedicated grounds for jousting, more riders and knights are encouraged to train and join the banners.
Leisure Palaces
Building leisure palace.png
Duchy
  • +0.2 Monthly Control
  • +20% Monthly Control

Realm

  • +5% Monthly Prestige
  • +15% Stress Loss
  • +5 Hostile Scheme Success Chance
  • +5 Personal Scheme Success Chance
Duchy
  • +0.3 Monthly Control
  • +40% Monthly Control

Realm

  • +10% Monthly Prestige
  • +25% Stress Loss
  • +10 Hostile Scheme Success Chance
  • +10 Personal Scheme Success Chance
Duchy
  • +0.4 Monthly Control
  • +60% Monthly Control

Realm

  • +15% Monthly Prestige
  • +35% Stress Loss
  • +15 Hostile Scheme Success Chance
  • +15 Personal Scheme Success Chance
  •  Manorialism innovation for level 1
  •  Windmills innovation for level 2
  •  Cranes innovation for level 3
While staying in one lavishly luxuriant castle is fine, having a few more to choose between never hurts.
Marches
Building march.png
Duchy
  • +1 Fort Level
  • +4 Defender Advantage
  • +25% Supply Limit
  • +25% Garrison Size
  • +25% Levy Reinforcement Rate
  • +20% Hostile Raid Time
Duchy
  • +2 Fort Level
  • +6 Defender Advantage
  • +50% Supply Limit
  • +50% Garrison Size
  • +50% Levy Reinforcement Rate
  • +30% Hostile Raid Time
Duchy
  • +3 Fort Level
  • +8 Defender Advantage
  • +100% Supply Limit
  • +100% Garrison Size
  • +100% Levy Reinforcement Rate
  • +40% Hostile Raid Time
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
Marcher lords protect the borders with fortifications and local garrisons.
Military Academies
Building military academy.png
Realm
  • -2.5% Army Maintenance
  • +2 Number of Knights
  • +25% Knight Effectiveness
Realm
  • -3.5% Army Maintenance
  • +4 Number of Knights
  • +50% Knight Effectiveness
Realm
  • -5% Army Maintenance
  • +6 Number of Knights
  • +75% Knight Effectiveness
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
Dedicated facilities for training officers and knights, improving their efficiency in combat.
Royal Armories
Building royal armory.png
Duchy
  • +20% Levy Size
Duchy
  • +30% Levy Size
Duchy
  • +40% Levy Size
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
By having the crown provide weapons and armor to its soldiers, more peasants can 'volunteer' for the levy.
Royal Reserves
Building royal forest.png
Duchy
  • +5 Popular Opinion
  • +10% Monthly Development

Holding

  • +0.8 Monthly Tax
Duchy
  • +10 Popular Opinion
  • +20% Monthly Development

Holding

  • +1.1 Monthly Tax
Duchy
  • +15 Popular Opinion
  • +30% Monthly Development

Holding

  • +1.4 Monthly Tax
  •  Manorialism innovation for level 1
  •  Windmills innovation for level 2
  •  Cranes innovation for level 3
  • NoTerrain desert.png Desert terrain
  • NoTerrain mountains.png Mountains terrain
  • NoTerrain oasis.png Oasis terrain
  • NoTerrain steppe.png Steppe terrain
  • NoTerrain wetlands.png Wetlands terrain
A royal forest is a valuable source of wealth, allowing you to override the law of the land in a province, strip rights from the locals, then sell them back. Needless to say, the hunting is also excellent.
Siege Works
Building siege works.png
Duchy
  • +1 Fort Level

Realm

  • Unit stat siege progress.png +20% Siege Weapon Effectiveness
  • +2 Siege Weapon Toughness
Duchy
  • +2 Fort Level

Realm

  • Unit stat siege progress.png +30% Siege Weapon Effectiveness
  • +4 Siege Weapon Toughness
Duchy
  • +3 Fort Level

Realm

  • Unit stat siege progress.png +30% Siege Weapon Effectiveness
  • +6 Siege Weapon Toughness
  •  Burhs innovation for level 1
  •  Castle Baileys innovation for level 2
  •  Royal Armory innovation for level 3
Dedicated siege works allow the ruler to field and maintain superior-quality siege weapons.
Tax Offices
Building tax assessor.png
Duchy
  • +10% Holding Taxes
Duchy
  • +15% Holding Taxes
Duchy
  • +20% Holding Taxes
  •  Manorialism innovation for level 1
  •  Windmills innovation for level 2
  •  Cranes innovation for level 3
Collecting money from the peasantry is a 'taxing' venture. By assigning offices to a cohort of tax-collecting officials, we are sure to get what's due!
Royal Gardens
Building royal forest.png
Duchy
  • +5 Popular Opinion

Holding

  • +0.8 Monthly Tax

Realm

  • +5% Monthly Prestige
  • -10% Stress Gain
  • Grandeur.png +4 Court Grandeur
Duchy
  • +10 Popular Opinion

Holding

  • +1.1 Monthly Tax

Realm

  • +10% Monthly Prestige
  • -20% Stress Gain
  • Grandeur.png +8 Court Grandeur
Duchy
  • +15 Popular Opinion

Holding

  • +1.4 Monthly Tax

Realm

  • +15% Monthly Prestige
  • -30% Stress Gain
  • Grandeur.png +12 Court Grandeur
  • Yes Garden Architects tradition
  •  Manorialism innovation for level 1
  •  Windmills innovation for level 2
  •  Cranes innovation for level 3
Few places allow people to relax and socialize as well as a beautiful garden. While a small and personal garden would suffice for most, only the most spectacular of creations is good enough for the wealthy and powerful!
Great Megalith
Building megalith.png
Duchy
  • +15% Development Growth
  • +10 Popular Opinion

Holding

  • +1.1 Monthly Tax

Realm

  • +5% Monthly Renown
  • +0.2 Monthly Piety
  • Learning lifestyle.png +10% Monthly Learning Lifestyle Experience
  • +10% Naval Speed
No No Yes Megalithic Constructions tenet An extremely ambitious version of the Megalith, the Great Megalith project involves covering the landscape of the countryside in small Megalithic constructions centered around a single gargantuan construction.

Historical duchy buildings[edit | edit source]

Historical duchy buildings start already constructed. If so desired they can be replaced by other duchy buildings as well as rebuilt afterwards.

Building Holding effects County effects Realm effects Barony Description
Aurelian Walls
Structure aurelian walls.png
  • +3 Fort Level
  • +50% Garrison Size
  • +500 Garrison
  • +10% Monthly Development
  • +0.2 Monthly Development
  • +50% Hostile Raid Time
  • +15% Duchy Levy Size
  • +15% Duchy Holding Taxes
Rome The Aurelian Walls were built during the reign of the Roman Emperors Aurelian and Probus. To this day they provide formidable defense, completely enclosing the seven hills of Rome.
Theodosian Walls
Structure theodosian walls.png
  • +5 Fort Level
  • +100% Garrison Size
  • +1000 Garrison
  • +300% Holding Taxes
  • +20% Monthly Development
  • +0.3 Monthly Development
  • +50% Hostile Raid Time
  • +300% Levy Size
  • +15% Duchy Levy Size
  • +15% Duchy Holding Taxes
Constantinople The Theodosian Walls were built during the reign of Emperor Theodosius II in the early 5th century, but they still remain some of the most formidable fortifications built by human hands.

Holy buildings[edit | edit source]

Holy buildings can only be constructed in a Faith's holy sites by Feudal or Clan Rulers and can only be used if the county owner's faith considers the barony a holy site. All holy buildings require 1000  Gold and 6 years to be completed.

Building Holding effects County effects Realm effects Religion Description
Grand Cathedral
Structure cologne cathedral.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.25 Monthly Piety
  • +5% Monthly Renown
  • +5% Monthly Control
  • -15% Holy Order Hire Cost
  • +5 Clergy Opinion
Christianity The Holy Site in this area attracts Christian pilgrims from all around the known world. The grand cathedral is not just a marvel of engineering and beauty, but also a safe haven for travelers and a prestigious monument to its sponsor.
Grand Mosque
Structure cathedral muslim.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • Icon piety islam 01.png +0.25 Monthly Piety
  • +5% Monthly Renown
  • +5% Monthly Control
  • +15% Levy Reinforcement Rate (same Faith)
  • +15% Domain Taxes (different Faith)
Islam The Holy Site in this area is a popular destination for devout pilgrims. The grand mosque gives them a place to pray, rest and pay homage before continuing their journey. Its beautiful domes and great intricate spires signal the greatness of god for all to see.
Grand Temple
Structure cathedral pagan.png
  • +1 Monthly Tax
  • +500 Levies
  • +10% Levy Size
  • +10% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • Icon piety pagan 01.png +0.25 Monthly Piety
  • +5% Monthly Renown
  • +15% Knight Effectiveness
  • +10% Levy Reinforcement Rate
  • +5% Monthly Control
All Pagan The Holy Site in this area attracts the faithful in droves. The grand temple is covered in ornate carvings displaying heroic deeds by gods and demi-gods alike. Massive bonfires send plumes of smoke upwards to the gods themselves, with holy men administering blessings to all who venerate the spirits.
Grand Temple
Structure cathedral indian.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • Icon piety eastern 01.png +0.25 Monthly Piety
  • +5% Monthly Renown
  • +5 Different Faith Opinion
  • +5% Monthly Control
  • -15% Different Faith Popular Opinion
Icon piety eastern 01.png Buddhism, Hinduism or Jainism The Holy Site in this area attracts scores of humble pilgrims seeking to cleanse their souls. The grand temple is covered from foundation to spire with statues and idols to the gods, retelling ancient legends and the lifes of noble prophets.
Grand Temple
Structure cathedral zoroastric.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • Icon piety pagan 01.png +0.25 Monthly Piety
  • +5% Monthly Renown
  • +5% Monthly Control
  • -2.50% Men-at-Arms Maintenance
  • -10% Short Reign Opinion
All others The Holy Site in this area is a meeting point for the devout and dedicated. The grand temple stands as a noble tribute to the higher powers, its walls and domes smoothed and painted in resplendent colors that honor the divine.

Historical holy buildings[edit | edit source]

Historical holy buildings are constructed in the place of regular holy buildings in certain baronies.

Building Holding effects County effects Realm effects Barony Constructed Religions Description
Great Mosque of Mecca
Structure great mosque of mecca.png
+3 Monthly Tax
  • +20% Holding Taxes
  • +35% Monthly Development
  • +0.3 Monthly Development
  • +1 Monthly Piety
  • +5% Monthly Renown
  • +5 Same Faith Opinion
  • -10% Men-at-Arms Maintenance
  • +10% Monthly Control
Mecca Yes Islam The Great Mosque of Mecca is a massive and ancient structure whose walls surround the holy Kaaba. Many great Sultans have expanded upon the mosque and its surroundings since its construction. Every Muslim is supposed to visit this site when on the Hajj.
The Prophetic Mosque
Structure cathedral muslim.png
  • +15% Holding Taxes
  • +75% Monthly Development
  • +0.2 Monthly Development
  • +100% Supply Limit
  • +0.5 Monthly Piety
  • +20% Knight Effectiveness
  • -15% Holy Order Hire Cost
  • +5 Popular Opinion
Al-Madina Yes Islam The Prophetic Mosque, or the Al-Masjid an-Nabawi, is an open-air style mosque established by the prophet Muhammad himself. It was one of the first mosques that he constructed, and the site was close to where he had his residence.
Imam Ali Mosque
Structure imam ali mosque.png
+3 Monthly Tax
  • +20% Holding Taxes
  • +30% Monthly Development
  • +0.2 Monthly Development
  • +1 Monthly Piety
  • +5% Monthly Renown
  • +5 Same Faith Opinion
  • -10% Men-at-Arms Maintenance
  • +10% Monthly Control
An-Najaf Yes Islam (Shia doctrine) The Imam Ali Mosque houses the tomb of Ali, cousin of Muhammad and the first Shi'ite Imam after him. Thousands of pilgrims come to pay tribute each year, greeted by the magnificent green dome of the mosque.
Mahabodhi Temple
Structure mahabodhi temple.png
+3 Monthly Tax
  • +20% Holding Taxes
  • +30% Monthly Development
  • +0.2 Monthly Development
  • +1 Monthly Piety
  • +5% Monthly Renown
  • +20% Different Faith Popular Opinion
  • +5 Different Faith Opinion
  • +10 Religious Vassal Opinion
  • +2 Learning per Level of Devotion
Gaya Yes Buddhism The Mahabodhi Temple marks the location where the Buddha is said to have attained enlightenment. The site is a significant destination for pilgrimage by both Buddhists and Hindus. The construction of the temple was started around the year 200 by Emperor Ashoka, and has since been improved and restored multiple times.
Great Mosque of Djenne
Structure great mosque of djenne.png
  • +15% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Development
  • +15% Levy Size
  • +1 Monthly Piety
  • +5% Monthly Renown
  • -15% Building Construction Cost
Jenne-Jeno No
  • Mandé
  • Akan
The Great Mosque of Djenne stands on the bank of the Bani River. Constructed entirely out of mudbrick it requires a lot of care, which the faithful are more than willing to provide. Every year, large gatherings of people converge to repair and improve the mosque.

Historical buildings[edit | edit source]

Historical buildings are unique buildings, both ancient and those built during the middle ages which have to be constructed, located in predetermined Baronies on the map. Some historical buildings are represented with 3D models on the map. Some historical buildings may only be constructed by characters of a certain religion and become disabled if captured by someone of another religion.

Map locations of all special buildings
Building Holding effects County effects Realm effects Barony Required innovation Required religion
Buddhas of Bamiyan
Structure buddhas of bamiyan.png
  • +10% Holding Taxes
  • +75% Monthly Development
  • +0.2 Monthly Development
  • Icon piety eastern 01.png +10% Monthly Piety
  • +1 Diplomacy per Level of Devotion
Bamiyan Always constructed Icon piety eastern 01.png Any Eastern
Canterbury Cathedral
Structure canterbury cathedral.png
+3 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.3 Monthly Piety
  • +0.2 Monthly Piety per Powerful Vassal on the Council
  • +5% Monthly Renown
  • +5% Monthly Control
Canterbury Always constructed Christian
City walls of Toledo
Structure toledo.png
  • +2 Fort Level
  • +25% Garrison Size
  • +5 Defender Advantage
  • +10% Holding Taxes
  • +10% Monthly Development
  • +0.2 Monthly Development
  • +30% Hostile Raid Time
Madīnat al-Mulūk Always constructed Any
Danevirke
Building palisades.png
+2 Defender Advantage Hedeby Always constructed Any
Doge's Palace
Structure doges palace.png
  • +3 Fort Level
  • +10 Defender Advantage
  • +100% Levy Size
  • +100% Garrison Size
  • +50% Holding Taxes
  • +30% Monthly Development
  • +0.3 Monthly Development
  • +50% Hostile Raid Time
Venezia Always constructed Any
Farum Brigantium
Structure hercules.png
+1 Monthly Tax
  • -25% Embarkation Cost
  • +25% Naval Speed
A Corunnã Always constructed Any
Great Mosque of Samarra
Structure great mosque of samarra.png
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Development
  • Icon piety islam 01.png +0.3 Monthly Piety
  • -10% Building Construction Time
  • -10% Building Construction Gold Cost
Samarra Always constructed Icon piety islam 01.png Muslim
Hadrian's Wall
Structure hadrians wall.png
-10% Building Construction Gold Cost
  • Bebbanburg
  • Carleol
  • Hexham
  • Whitehaven
Always constructed Any
House of Wisdom
Structure grand library of baghdad.png
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Development
  • +2 Learning per Level of Fame
  • +10 Different Culture Opinion
  • +15% Cultural Fascination Progress
  • Focus invalid.png +15% Monthly Lifestyle Experience
  • -20% Faith Creation and Reformation Cost
Baghdad Always constructed Any
Iron Pillar of Delhi
Structure iron pillar of delhi.png
  • +10% Monthly Development
  • +0.1 Monthly Development
  • +5% Monthly Prestige
  • -5% Army Maintenance
  • +10% Heavy Cavalry Toughness
  • +10% Heavy Infantry Toughness
Indraprastha Always constructed Any
Nalanda University
Structure nalanda.png
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +1 Stewardship per Level of Fame
  • +1 Learning per Level of Fame
  • +0.2 Monthly Renown
  • Focus invalid.png +10% Monthly Lifestyle Experience
Pataliputra Always constructed Any
Offa's Dyke
Building palisades.png
+2 Defender Advantage
  • Chester
  • Clifford
  • Clun
  • Gloucester
  • Hereford
  • Shrewsbury
  • Wigmore
Always constructed Any
Palace of Aachen
Structure palace of achen.png
+0.2 Monthly Development
  • +5% Monthly Renown
  • -20% Tyranny Gain
  • +5 Clergy Opinion
  • +5 Powerful Vassal Opinion
  • +0.1 Monthly Prestige per Powerful Vassal on the Council
Aachen Always constructed Any
Petra
Structure petra.png
+0.8 Monthly Tax
  • +10% Holding Taxes
  • +15% Monthly Development
  • +0.1 Monthly Development
  • +25% Supply Limit
Baidha-Petra Always constructed Any
Rock of Gibraltar
Structure gibraltar.png
  • +1 Fort Level
  • +2 Defender Advantage
+10% Monthly Development
  • +1 Stewardship
  • +20% Diplomatic Range
Algeciras Always constructed Any
Roman Walls of Lugo
Structure lugo walls.png
  • +1 Fort Level
  • +1 Monthly Tax
  • +10% Garrison Size
  • +1 Learning
  • +5% Monthly Renown
  • +1 Learning
  • +5% Monthly Renown
Lugo Always constructed Any
Shwedagon Pagoda
Structure shwedagon pagoda.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Development
  • Icon piety eastern 01.png +0.5 Monthly Piety
  • +5% Monthly Renown
  • +5 Clergy Opinion
  • -10% Tyranny Gain
Dagon Always constructed Icon piety eastern 01.png Any Eastern
Stonehenge
Structure stonehenge.png
  • +2 Learning
  • Learning lifestyle.png +15% Monthly Learning Lifestyle Experience
  • -20% Faith Conversion Cost
Salisbury Always constructed Any
The Colosseum
Structure colosseum.png
-10% Building Construction Time -5% Army Maintenance Rome Always constructed Any
The Friday Mosque
Structure the friday mosque.png
  • +20% Holding Taxes
  • +25% Monthly Development
  • +0.2 Monthly Development
Icon piety islam 01.png +50% Level of Devotion impact Isfahan Always constructed
  • Icon piety islam 01.png Muslim
  • Icon piety zoroastrian 01.png Zoroastrian
The Great Mosque of Cordoba
Structure great mosque of cordoba.png
+3 Monthly Tax
  • +15% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Development
  • +15% Levy Size
  • Icon piety islam 01.png +0.5 Monthly Piety
  • +5% Monthly Renown
  • +5 Different Culture Opinion
  • +0.2 Monthly Development in Realm Capital
Qurtubah Always constructed
  • Christian
  • Muslim
The Pyramids
Structure the pyramids.png
+0.1 Monthly Development
  • +5% Monthly Renown
  • -20% Short Reign Opinion
Gizeh Always constructed Any
Walls of Genoa
Structure walls of genoa.png
  • +2 Fort Level
  • +25% Garrison Size
  • +10% Holding Taxes
  • +10% Monthly Development
  • +0.2 Monthly Development
  • +50% Hostile Raid Time
  • +5 Defender Advantage
Genoa Always constructed Any
Dome of the Rock
Structure dome of the rock.png
+3 Monthly Tax
  • +30% Holding Taxes
  • +30% Monthly Development
  • +0.2 Monthly Development
  • +5% Monthly Renown
  • +20% Knight Effectiveness
  • +10% Monthly Control
  • +3% Monthly Piety per Knight
  • +1 Martial per Level of Devotion
  • Jewish faiths can convert the building to use it
Jerusalem Always constructed
  • Christian
  • Muslim
Hagia Sophia Cathedral
Structure hagia sophia.png
  • +2 Learning
  • +5% Monthly Renown
  • +2 Number of Knights
  • +20% Knight Effectiveness
  • +2 Intrigue per Level of Fame
  • +0.1 Monthly Piety per Knight
  • Muslim faiths can convert the building to use it
Constantinople Always constructed Christian
Al-Azhar University
Structure al-azhar university.png
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.2 Monthly Renown
  • Focus invalid.png +10% Monthly Lifestyle Experience
  • +1 Diplomacy per Level of Fame
  • +1 Learning per Level of Fame
Cairo
  •  Decision
  • Always constructed in 1066
Any
Aljafería
Structure aljaferia.png
  • +4 Fort Level
  • +6 Defender Advantage
  • +500 Garrison
  • +5% Holding Taxes
  • +0.5 Monthly Control
  • +5% Monthly Renown
  • +1 Diplomacy per Level of Fame
Saraqustah
  •  Hoardings
  • Always constructed in 1066
Any
Brihadeeswarar Temple
Structure brihadeeswarar temple.png
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • Icon piety eastern 01.png +0.2 Monthly Piety
  • +5% Monthly Renown
  • +5 Same Faith Opinion
  • +1 Stewardship per Level of Devotion
Tanjavur
  •  Manorialism
  • Always constructed in 1066
Icon piety eastern 01.png Any Eastern
Golden Gate of Kyiv
Structure golden gate of kiev.png
  • +2 Fort Level
  • +2 Defender Advantage
  • +250 Garrison
  • +10% Holding Taxes
  • +10% Monthly Development
  • +0.1 Monthly Development
  • +10% Monthly Piety
  • +10% Monthly Prestige
Kyiv
  •  Battlements
  • Always constructed in 1066
Any
Iron Pillar of Dhar
Structure iron pillar of dhar.png
  • +0.1 Monthly Development
  • +15% Levy Size
  • +5% Monthly Renown
  • +5 Advantage
Dhara
  • None
  • Always constructed in 1066
Any
Temple City
Structure khajuraho temples.png
+1.5 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Development
  • +10 Different Faith Opinion
  • Icon piety eastern 01.png +5% Monthly Piety per Powerful Vassal on the Council
  • Icon piety eastern 01.png -20% Faith Conversion Cost
Chanderi
  • None
  • Always constructed in 1066
Icon piety eastern 01.png Any Eastern
The University of Sankoré
Structure the university of sankore.png
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.2 Monthly Renown
  • Focus invalid.png +10% Monthly Lifestyle Experience
  • +1 Martial per Level of Fame
  • +1 Learning per Level of Fame
Tirakka
  •  Decision
  • Always constructed in 1066
Any
Alcázar of Segovia
Structure alcazar segovia.png
  • +4 Fort Level
  • +6 Defender Advantage
  • +500 Garrison Size
  • +5% Holding Taxes
  • +0.5 Monthly Control
  • +5% Monthly Renown
  • +1 Martial per Level of Fame
Segovia  Hoardings Any
Ananda Temple
Structure shwedagon pagoda.png
+3 Monthly Tax
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +2 Learning
  • Icon piety eastern 01.png +5% Monthly Piety
  • +10% Monthly Control
  • +5 Popular Opinion
Pagan None Icon piety eastern 01.png Any Eastern
Cathedral of Santiago de Compostela
Structure compostela.png
+3 Monthly Tax
  • +30% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.2 Monthly Piety
  • +5% Monthly Renown
  • -15% Holy Order Hire Cost
  • +5 Clergy Opinion
  • +20% Learn Language Scheme Power
Santiago None
  • Christian
  • Icon piety islam 01.png Muslim
Cologne Cathedral
Structure cologne cathedral.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +15% Monthly Piety
  • +0.1 Monthly Piety per Knight
  • +5% Monthly Renown
  • +20% Knight Effectiveness
  • +5% Monthly Control
Cologne  Crop Rotation Christian
Heddal Stave Church
Structure cathedral pagan.png
  • +1 Monthly Tax
  • +10% Holding Taxes
  • +10% Levy Size
  • +10 Popular Opinion
  • +10% Monthly Piety
  • +5% Monthly Renown
  • +20% Knight Effectiveness
  • +1 Number of Knights
Túnsberg  City Planning Any
Lund Cathedral
Structure lund cathedral.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.3 Monthly Piety
  • +5% Monthly Renown
  • +10% Monthly Control
Lund  Crop Rotation Christian
Notre-Dame
Structure notre dame.png
+2 Monthly Tax
  • +20% Holding Taxes
  • +30% Monthly Development
  • +0.2 Monthly Development
  • +5 Popular Opinion
  • +1 Monthly Piety
  • +5% Monthly Renown
  • +1 Stewardship per Level of Devotion
Paris  Windmills Christian
The Tower of London
Structure tower of london.png
  • +6 Fort Level
  • +6 Defender Advantage
  • +750 Garrison
  • +5% Holding Taxes
  • +10% Monthly Development
  • +0.1 Monthly Development
+30% Dread Gain Lunden  Battlements Any
The University of Siena
Structure university of siena.png
  • +20% Monthly Development
  • +0.1 Monthly Development
  • +0.2 Monthly Renown
  • Focus invalid.png +10% Monthly Lifestyle Experience
  • +1 Intrigue per Level of Fame
  • +1 Learning per Level of Fame
Siena  Decision Any
Visby Ringmur
Structure visby ringmur.png
  • +1 Fort Level
  • +25% Garrison Size
  • +15% Holding Taxes
  • +15% Monthly Development
  • +0.2 Monthly Development
  • +50% Hostile Raid Time
  • +5 Defender Advantage
  • +5 Popular Opinion
Visby  Battlements Any
Walls of Benin
Structure walls of benin.png
  • +2 Fort Level
  • +50% Garrison Size
  • +20% Holding Taxes
  • +75% Monthly Development
  • +0.2 Monthly Development
  • +50% Hostile Raid Time
  • +5 Defender Advantage
  • +50% Levy Size
Benin City  Battlements Any

Upgradable historical buildings[edit | edit source]

The following historical buildings can be upgraded.

Type Building Holding effects County effects Realm effects Required innovation Required religion Description Barony
Alhambra
Structure alhambra.png
Alhambra Fortress Ruins
  • +2 Fort Level
  • +2 Defender Advantage
  • +250 Garrison Size
Always constructed Any The Alhambra is a fortress built upon the remains of an ancient Roman fortification. While it is serviceable as a defensive structure, with the right investments it could be turned into something more... Granada
Royal Palace of Alhambra
  • +8 Fort Level
  • +8 Defender Advantage
  • +1000 Garrison Size
  • +25% Monthly Development
  • +0.2 Monthly Development
  • +1 Monthly Control
  • +10% Monthly Prestige
Hoardings Any The Alhambra has since its days as a mere roman ruin been upgraded to a royal palace befitting an emperor! A shining example of local architecture, the color of the buildings in contrast with the surrounding woods lead poets to describe it as "a pearl set in emeralds".
Citadel of Aleppo
Structure the citadel of aleppo.png
Citadel of Aleppo
  • +2 Fort Level
  • +2 Defender Advantage
  • +250 Garrison Size
+0.1 Monthly Prestige Always constructed Any The Citadel of Aleppo is an ancient fortification, having been in use by numerous powers since it was constructed. The citadel acts as a royal residence, fortified retreat, temple and prison. Halab
Reconstructed Citadel of Aleppo
  • +6 Fort Level
  • +6 Defender Advantage
  • +750 Garrison Size
  • +15% Monthly Development
  • +0.2 Monthly Development
  • +2 Prowess per Level of Devotion
  • +0.3 Monthly Prestige
Hoardings Any After having went through major reconstruction, the Citadel of Aleppo has been significantly fortified and turned into a proper palatial city!
Hotin Fortification
Structure hotin fortress.png
Hotin Fort
  • +2 Fort Level
  • +4 Defender Advantage
  • +250 Garrison Size
+5% Monthly Renown None Any Hotin Fort is a small fort built on the banks of the river Dniester. Its location allows it to protect local trade routes and grants the owner control of the river. Hotin
Hotin Fortress
  • +4 Fort Level
  • +6 Defender Advantage
  • +500 Garrison Size
  • +5% Holding Taxes
  • +0.5 Monthly Control
  • +1 Martial per Level of Devotion
  • +5% Monthly Renown
Hoardings Any An impressive Fortress that makes the old fort pale in comparison. The fortifications have been expanded across the centuries to include high stone walls, a wide moat, and several massive towers. This defensive structure will hold most besiegers at bay with ease.
Temple of Uppsala
Structure temple of uppsala.png
Temple of Uppsala +1 Monthly Tax
  • +10% Levy Size
  • +10% Holding Taxes
  • +20% Monthly Development
  • +0.2 Monthly Piety
  • +5% Monthly Renown
  • −10% Men-at-Arms Maintenance
  • +15% Knight Effectiveness
Always constructed
  • Christian
  • Norse
The temple at Uppsala serves as a religious center for large parts of Scandinavia. A sacred tree stands near the temple, next to a well, similar to that of the legendary Yggdrasil. Sigtuna
Uppsala Cathedral +2 Monthly Tax
  • +15% Levy Size
  • +15% Holding Taxes
  • +25% Monthly Development
  • +0.2 Monthly Piety
  • +2%Prestige per Knight
  • +5% Monthly Renown
  • −10% Men-at-Arms Maintenance
  • +20% Knight Effectiveness
Manorialism
  • Christian
  • Norse
A lofty cathedral built to rival the most splendid constructions of southern Europe, Uppsala Cathedral serves as the burial site for some of the most prominent monarchs of Sweden and contains several saintly relics.

Mines[edit | edit source]

Mines are historical buildings that have 4 levels each. Constructing or upgrading a mine takes 5 years. Mines can only be constructed in Castle, City or Temple holdings by rulers of Feudal or Clan government.

  • Constructing the Mining Settlement requires 400  Gold and the  Crop Rotation Innovation
  • Upgrading to Mine requires 500  Gold and the  Manorialism Innovation
  • Upgrading to Large Mine requires 600  Gold and the  Windmills Innovation
  • Upgrading to Mining Complex requires 700  Gold and the  Cranes Innovation
Mine Mining Settlement effects Mine effects Large Mine effects Mining Complex effects Barony Mining Settlement constructed Description
Holding County Holding County Holding County Holding County
Siderokausia +3 +10% +5 +15% +7 +20% +9 +25% Polygyros Yes The Siderokausia mines are rich in silver and gold, and are exploited by twelve separate villages that each run a part of the mines.
Argentiera +3 +10% +5 +15% +7 +20% +9 +25% Cagliari 1066 only The Argentaria del Sigerro is rich in underground silver veins. With sufficient incentive and development, this area could be exploited for vast quantities of precious silver.
Falun +2
  • +5%
  • +5%
  • +10%
+3.5
  • +10%
  • +10%
  • +20%
+5
  • +15%
  • +15%
  • +30%
+6.5
  • +20%
  • +20%
  • +40%
Falene 1066 only Also known as "Stora Kopparberget" (the Great Copper Mountain) this mine produces vast quantities of copper.
Kutná Hora +3
  • +5%
  • +10%
+5
  • +10%
  • +15%
+7
  • +15%
  • +20%
+9
  • +20%
  • +25%
Čáslav 1066 only The Kutná Hora mine is a large silver mine located on the lands of the Sedlec Monastery. With the support of local Abbots (and German miners) industry in the area is prospering.
Rammelsberg +5
  • +5%
  • +20%
+8
  • +10%
  • +25%
+11
  • +15%
  • +30%
+14
  • +20%
  • +35%
Goslar 1066 only At the foot of Mt. Rammelsberg lies a profitable and ever sought-after silver mine.
Gold Mines of Mali +5
  • +5%
  • +20%
+8
  • +10%
  • +25%
+11
  • +15%
  • +30%
+14
  • +20%
  • +35%
  • Siguiri
  • Yaresnā
  • Niani
No The mines of Mali are truly overflowing with gold. Endless wealth stream from their depths and into the treasuries of the local rulers, who adorn themselves with the precious metal.
Kremnica +3 +5% +5 +10% +7 +15% +9 +20% Turiec/Turóc No The Kremnican mountains are abundant in gold. With blood, sweat, and the assistance of a few hundred experienced German miners, that gold will be minted into Florins in no time!
Kollur +5
  • +10%
  • +20%
+8
  • +15%
  • +25%
+11
  • +20%
  • +30%
+14
  • +25%
  • +35%
Mudigonda No The Kollur mines exploit the largest seam of diamonds in all of the Indian subcontinent. The work is extremely dangerous, but the riches are unimaginable.
Schwaz +3 +10% +5 +15% +7 +20% +9 +25% Innsbruck No The Schwaz silver mine lies at the foot of the Kellerjoch and Eiblschrofen mountains, in the middle of a valley. The opportunity for mining means that a lot of people are drawn to the area.

Decision buildings[edit | edit source]

The following buildings can only be created by certain Decisions. The Parliament will become inactive if the realm capital is moved.

Building County effects Realm effects Decision Location Description
Glass Monument
Building generic house.png
  • +1 Monthly Tax
  • +25% Monthly Development
  • +25 Popular Opinion
  • +1 Monthly Prestige
  • Small Health Boost
Build a Glass Monument Realm capital This building is seemingly excellent for growing vegetables.
Parliament
Building generic house.png
  • +1 Monthly Tax
  • +25% Monthly Development
  • +25 Popular Opinion
  • +1 Monthly Control
+0.7 Monthly Prestige Empower the Sicilian Parliament
  • Palermo
  • Sicily
Representatives of the Three Estates meet regularly at this building to deliberate on the affairs of the realm and advice the current ruler.
University
Building university.png
  • +10% Monthly Development
  • +0.2 Monthly Renown
  • Focus invalid.png +5% Monthly Lifestyle Experience
  • +1 Learning per Level of Fame
Found University
  • Fes
  • Bologna
  • Salamanca
  • Madrid
  • Oxford
  • Cambridge
  • Padua
  • Coimbra
  • Napoli
A university is a place of higher learning, reserved for those of good standing and wealth who are deemed worthy enough. It attracts scholars and scientists who debate, study, scribe, and ultimately pool their knowledge within its walls.

Hall of Heroes[edit | edit source]

The Hall of Heroes is a building chain created on a holy site via the Defenders of Dievas, Defenders of Rod or Defenders of Ukko decisions. Upgrading the Hall of Heroes costs 225  Gold and takes 16 months.

Type Building  Levies  Garrison  Prowess  Knight Effectiveness Icon piety pagan 01.png Piety per Knight Description
Hall of Heroes
Building hall of heroes.png
Level 1 +150 +75 +1 +5% +0.1 A grand hall where heroic warriors can meet and organize.
Level 2 +265 +110 +1 +10% +0.1
Level 3 +375 +150 +2 +15% +0.1
Level 4 +500 +225 +2 +20% +0.1
Level 5 +700 +260 +3 +25% +0.1

The Hall of Heroes can be built multiple times by swapping faiths and remains active for all Baltic, Slavic or Finnish Pagan faiths. The bonuses this building provide stack with eachother, resulting in a possible tripling of the above bonuses.

Terrain buildings[edit | edit source]

Terrain buildings can be constructed in all Castle, City and Temple Holdings as long as the Barony has the required terrain.

  • Level 3-4 buildings require at least a level 2 Holding
  • Level 5-6 buildings require at least a level 3 Holding
  • Level 7-8 buildings require a level 4 Holding

Tradeports[edit | edit source]

Tradeports can be constructed in all Coastal Baronies. Constructing or upgrading a Tradeport takes 2 years.

Building type Level Holding Tax  Development Growth Cost Required Innovation Description
Tradeport
Building tradeport.png
Small Harbor +0.35 +5% 150 None A humble harbor sits at the shore, allowing ships to load and off-load their cargo without much effort.
Fishing Net Weavers +0.55 +10% 225 None A workshop where fishing nets are woven has been set up here. Day in and day out nets are made and repaired tirelessly.
Tradeport +0.75 +15% 300  Manorialism The harbor has become a hub for trade and travel in the area. Ships from all around the coast come here to trade.
Shipwrights +0.95 +20% 375  Manorialism Skillful shipwrights gather at this port to construct and repair ships for the highest bidder.
Expanded Dock +1.15 +25% 450  Windmills No longer will merchant ships have to compete for a spot to load and unload their precious cargo — the abundant space on the dock gives more than enough room for everyone to do business!
Shipyards +1.35 +30% 525  Windmills Several ships lay ready in the yards, waiting for a crew to man them in times of need for the crown.
Grand Port +1.55 +35% 600  Cranes This grand port offers plenty of room for merchants and fishermen to dock and handle their cargo. Travelers from far and wide come here, seeking safety in the haven that is the port.
Drydocks +1.75 +40% 675  Cranes A revolutionary new means of docking ships has arrived in the form of the drydock. The ship is sailed into a narrow passage, where the water is pumped out. The ship is then suspended on blocks of stone, and can then be repaired and maintained with ease.

Building details[edit | edit source]

Building type Initial effects Full upgrade effects Terrain Construction time Construction cost
Barracks
Building barracks.png
Holding
  • +125 Levies

Realm

  • +4% Heavy Infantry Damage
  • +4% Spearmen Damage
Holding
  • +825 Levies
  • +5% Levy Reinforcement Rate

County

  • -2 Building Construction Time

Realm

  • +18% Heavy Infantry Damage
  • +18% Spearmen Damage
  • +10% Heavy Infantry Toughness
  • +10% Spearmen Toughness
  •  Drylands
  •  Farmlands
  •  Forest
  •  Hills
  •  Jungle
  •  Mountains
  •  Plains
  •  Steppe
  •  Taiga
  •  Wetlands
3 years 150
Camelry
Building camel farms.png
Holding
  • +75 Levies

Realm

  • +1 Number of Knights
  • +2% Light Cavalry Damage
  • +2% Light Cavalry Pursuit
  • +2% Camel Cavalry Damage
  • +2% Camel Cavalry Pursuit
Holding
  • +425 Levies
  • +0.4 Monthly Tax
  • +20% Hostile Raid Time

County

  • +200 Supply Limit

Realm

  • +4 Number of Knights
  • +5% Knight Effectiveness
  • +2% Archer Damage
  • +16% Light Cavalry Damage
  • +8% Light Cavalry Toughness
  • +16% Light Cavalry Pursuit
  • +8% Light Cavalry Screen
  • +4% Heavy Cavalry Damage
  • +8% Heavy Cavalry Toughness
  • +16% Camel Cavalry Damage
  • +8% Camel Cavalry Toughness
  • +16% Camel Cavalry Pursuit
  • +8% Camel Cavalry Screen
  •  Desert
  •  Desert Mountains
  •  Floodplains
  •  Oasis
3 years 150
Desert Agriculture
Building plantations.png
Holding
  • +0.2 Monthly Tax
Holding
  • +1.3 Monthly Tax
  • +2% Holding Taxes
  • +600 Supply Limit

County

  • +5% Monthly Development

Realm

  • +2% Light Cavalry Toughness
  •  Desert
  •  Drylands
  •  Oasis
2 years 100
Elephantry
Building elephant pens.png
Holding
  • +0.2 Monthly Tax
  • -2% Building Construction Time

Realm

  • +1 Number of Knights
  • +2% Knight Effectiveness
  • +4% Heavy Cavalry Damage
  • +4% Elephant Cavalry Damage
Holding
  • +1.3 Monthly Tax
  • -20% Building Construction Time

County

  • -2% Building Construction Gold Cost
  • +5% Monthly Development

Realm

  • +4 Number of Knights
  • +16% Knight Effectiveness
  • +32% Heavy Cavalry Damage
  • +12% Heavy Cavalry Toughness
  • +32% Elephant Cavalry Damage
  • +12% Elephant Cavalry Toughness
 Jungle 5 years 150
Farms & Fields
Building cereal fields.png
Holding
  • +0.5 Monthly Tax
Holding
  • +2.6 Monthly Tax

County

  • +2% Holding Taxes
  • +5% Supply Limit
  • +1600 Supply Limit
  • +5% Levy Reinforcement Rate
  • +5% Monthly Development
  • -5% Temple Building Construction Cost
  •  Drylands
  •  Farmlands
  •  Floodplains
  •  Plains
3 years 150
Forestry
Building logging camps.png
Holding
  • +0.3 Monthly Tax
  • -2% Building Construction Time
Holding
  • +1.7 Monthly Tax
  • -20% Building Construction Time

County

  • +2% Holding Taxes
  • +2% Monthly Development
  • +600 Supply Limit
  • -5% Temple Building Construction Cost

Realm

  • -1% Army Gold Maintenance
  •  Forest
  •  Jungle
  •  Taiga
3 years 100
Hill Farms
Building hill farms.png
Holding
  • +0.3 Monthly Tax
Holding
  • +1.7 Monthly Tax
  • +2 Defender Advantage

County

  • +2% Supply Limit
  • +600 Supply Limit
  • +10% Monthly Development

Realm

  • +4% Skirmisher Toughness
 Hills 3 years 100
Hunting Grounds
Building hunting grounds.png
Holding
  • +0.2 Monthly Tax
  • +2 Defender Advantage
  • +50 Levies

Realm

  • +2% Light Cavalry Damage
  • +2% Light Cavalry Pursuit
  • +2% Archer Cavalry Damage
  • +2% Archer Cavalry Pursuit
Holding
  • +1.3 Monthly Tax
  • +16 Defender Advantage
  • +30% Hostile Raid Time
  • +225 Levies

County

  • +2% Monthly Development

Realm

  • +16% Light Cavalry Damage
  • +16% Light Cavalry Pursuit
  • +8% Light Cavalry Toughness
  • +8% Light Cavalry Screen
  • +16% Archer Cavalry Damage
  • +16% Archer Cavalry Pursuit
  • +8% Archer Cavalry Toughness
  • +4% Skirmisher Pursuit
  • -1% Men-at-Arms Maintenance
  •  Drylands
  •  Forest
  •  Hills
  •  Jungle
  •  Plains
  •  Steppe
  •  Taiga
  •  Wetlands
2 years 100
Manor Houses
Building farm estates.png
Holding
  • +0.7 Monthly Tax
Holding
  • +3.8 Monthly Tax
  • +2% Levy Size
  • +15% Supply Limit
  • +1200 Supply Limit

County

  • +2% Holding Taxes
  • +5% Monthly Development
  • +2% Monthly Control
 Farmlands 5 years 200
Orchards
Building orchards.png
Holding
  • +0.3 Monthly Tax
  • +75 Levies
Holding
  • +1.7 Monthly Tax
  • +425 Levies
  • +1000 Supply Limit
  • +10% Supply Limit
  • +10% Levy Reinforcements Rate

County

  • +2% Levy Size
  • +5% Monthly Development

Realm

  • +0.1 Monthly Prestige
  •  Floodplains
  •  Oasis
3 years 200
Outposts
Building outposts.png
Holding
  • +50 Levies
  • +2 Defender Advantage
Holding
  • +225 Levies
  • +16 Defender Advantage

County

  • +5% Garrison Size
  • +0.1 Monthly Control
  • +15% Monthly Control

Realm

  • +4% Archer Damage
  • +2% Skirmisher Damage
  • +2% Skirmisher Toughness
  • +2% Skirmisher Pursuit
  • +2% Skirmisher Screen
  •  Desert
  •  Desert Mountains
  •  Forest
  •  Jungle
  •  Mountains
  •  Steppe
  •  Taiga
  •  Wetlands
2 years 100
Pastoral Lands
Building pastures.png
Holding
  • +0.2 Monthly Tax
  • +50 Levies
Holding
  • +1.3 Monthly Tax
  • +225 Levies
  • +2500 Supply Limit
  • +5% Garrison Size
  • +15% Levy Reinforcements Rate

County

  • +2% Monthly Development
  • +2 Popular Opinion

Realm

  • +2% Light Cavalry Toughness
  • +4% Heavy Cavalry Toughness
  •  Desert
  •  Desert Mountains
  •  Drylands
  •  Farmlands
  •  Floodplains
  •  Hills
  •  Jungle
  •  Mountains
  •  Oasis
  •  Plains
  •  Steppe
2 years 150
Quarries
Building quarries.png
Holding
  • +0.2 Monthly Tax
  • -2% Building Construction Time
Holding
  • +1.3 Monthly Tax
  • -20% Building Construction Time

County

  • +10% Garrison Size
  • -5% Building Construction Gold Cost
  • +2% Monthly Development

Realm

  • -2% Men-at-Arms Maintenance
  • +8% Heavy Cavalry Toughness
  • +4% Heavy Infantry Toughness
  • +4% Spearmen Toughness
  •  Desert Mountains
  •  Mountains
2 years 100
Regimental Grounds
Building regimental grounds.png
Holding
  • +150 Levies
  • +5% Levy Reinforcement Rate

Realm

  • +4% Heavy Cavalry Damage
  • -0.2% Men-at-Arms Maintenance
Holding
  • +1025 Levies
  • +40% Levy Reinforcement Rate
  • +1000 Supply Limit

County

  • +2% Levy Size
  • +5% Monthly Control

Realm

  • -1.6% Men-at-Arms Maintenance
  • -1% Army Gold Maintenance
  • +1 Number of Knights
  • +18% Heavy Cavalry Damage
  • +10% Heavy Cavalry Toughness
  • +6% Heavy Infantry Damage
  • +4% Heavy Infantry Toughness
  • +6% Spearmen Damage
  • +4% Spearmen Toughness
  •  Farmlands
  •  Floodplains
5 years 200
Wetland Farms
Building peat quarries.png
Holding
  • +0.3 Monthly Tax
  • -1% Building Construction Time
Holding
  • +1.7 Monthly Tax
  • -8% Building Construction Time
  • +10% Hostile Raid Time

County

  • +5% Supply Limit
  • +600 Supply Limit
  • +5% Monthly Development
  • -10% Building Construction Gold Cost
 Wetlands 3 years 100

Fort buildings[edit | edit source]

Fort buildings can only be constructed in Castle Holdings built in certain terrain and require the same Innovation as the Holding level they require.

  • Level 1 buildings cost 150  Gold
  • Level 2 buildings cost 225  Gold
  • Level 3 buildings cost 300  Gold and at least Keep holding level
  • Level 4 buildings cost 375  Gold and at least Keep holding level
  • Level 5 buildings cost 450  Gold and at least Concentric Castle holding level
  • Level 6 buildings cost 525  Gold and at least Concentric Castle holding level
  • Level 7 buildings cost 600  Gold and at least Fortress holding level
  • Level 8 buildings cost 675  Gold and at least Fortress holding level
Building type Level  Fort Level  Garrison Defender Advantage Holding effects County effects Realm effects Terrain Construction time
Forest Forts
Building ramparts.png
Log Forts +1 +150 0 +100 Levies
  •  Forest
  •  Taiga
3 years
Earth Ramparts +2 +300 0
  • +175 Levies
  • +2% Holding Taxes
Traps & Ditches +3 +450 +2
  • +250 Levies
  • +2% Holding Taxes
Rampart Walls +4 +600 +2
  • +325 Levies
  • +2% Holding Taxes
+10% Hostile Raid Time
Embrasures +5 +750 +2
  • +400 Levies
  • +2% Holding Taxes
+10% Hostile Raid Time +4% Archer Damage
Fieldworks +6 +900 +4
  • +475 Levies
  • +2% Holding Taxes
+10% Hostile Raid Time
  • +4% Archer Damage
  • +2% Skirmisher Damage
Crenellated Rampart Walls +7 +1050 +4
  • +550 Levies
  • +2% Holding Taxes
+10% Hostile Raid Time
  • +4% Archer Damage
  • +2% Skirmisher Damage
  • +2% Archers Toughness
Forest Fortresses +8 +1200 +4
  • +625 Levies
  • +2% Holding Taxes
+10% Hostile Raid Time
  • +6% Archer Damage
  • +2% Skirmisher Damage
  • +2% Archers Toughness
Hill Forts
Building hill forts.png
Small Hill Fort +2 +250 +2
  •  Desert Mountains
  •  Hills
  •  Mountains
5 years
Simple Earthworks +4 +500 +4 +10% Monthly Control
Ditches +6 +750 +6 +10% Monthly Control +2% Spearmen Toughness
Stockades +8 +1000 +8
  • +10% Monthly Control
  • +2% Levy Size
+2% Spearmen Toughness
Guardhouses +10 +1250 +10
  • +15% Monthly Control
  • +2% Levy Size
+2% Spearmen Toughness
External Walls +12 +1500 +12
  • +15% Monthly Control
  • +2% Levy Size
  • +2% Spearmen Toughness
  • +4% Spearmen Damage
Large Hill Fort +14 +1750 +14
  • +15% Monthly Control
  • +2% Levy Size
  • +4% Spearmen Toughness
  • +4% Spearmen Damage
Complex Earthworks +16 +2000 +16
  • +20% Monthly Control
  • +2% Levy Size
  • +4% Spearmen Toughness
  • +4% Spearmen Damage
Walls & Towers
Building curtain walls.png
Bastions & Curtain Walls +1 +150 0 +0.2 Monthly Tax
  •  Farmlands
  •  Plains
  •  Wetlands
3 years
Bailey +2 +300 0 +0.4 Monthly Tax +300 Supply Limit
Wall Towers +3 +450 0 +0.5 Monthly Tax +300 Supply Limit +2% Archer Damage
Second Curtain Wall +4 +600 0 +0.7 Monthly Tax +300 Supply Limit +2% Archer Damage
Zwinger +5 +750 +4 +0.8 Monthly Tax +300 Supply Limit +2% Archer Damage
Outer Baileys +6 +900 +4 +1 Monthly Tax
  • +300 Supply Limit
  • +2% Supply Limit
+2% Archer Damage
Trace Italienne +7 +1050 +4 +1.1 Monthly Tax
  • +300 Supply Limit
  • +2% Supply Limit
+2% Archer Damage
Ravelins & Cavaliers +8 +1200 +4 +1.3 Monthly Tax
  • +300 Supply Limit
  • +2% Supply Limit
+2% Archer Damage
Watchtowers
Building watchtowers.png
Mudbrick Towers +1 +150 +2
  •  Desert
  •  Drylands
  •  Floodplains
  •  Jungle
  •  Oasis
  •  Steppe
3 years
Tower Houses +2 +300 +4 +10% Hostile Raid Time
Wooden Watchtowers +3 +450 +6 +10% Hostile Raid Time +4% Archer Damage
Small Mudbrick Keeps +4 +600 +8 +300 Supply Limit +10% Hostile Raid Time +4% Archer Damage
Stone Watchtowers +5 +750 +10 +300 Supply Limit +15% Hostile Raid Time +4% Archer Damage
Loopholes +6 +900 +12 +300 Supply Limit
  • +15% Hostile Raid Time
  • +5% Supply Limit
  • +6% Archer Damage
  • +2% Archer Toughness
Peel Towers +7 +1050 +14 +600 Supply Limit
  • +15% Hostile Raid Time
  • +5% Supply Limit
  • +6% Archer Damage
  • +2% Archer Toughness
Domed Towers +8 +1200 +16 +600 Supply Limit
  • +20% Hostile Raid Time
  • +5% Supply Limit
  • +6% Archer Damage
  • +2% Archer Toughness

References[edit | edit source]


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