Economic buildings

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Each type of terrain has a possible selection of economic buildings. Every barony type may build economic buildings suitable to their terrain.

All economic buildings provide monthly tax and have their upgrades unlocked via the following innovations:

Innovation Era Levels
 Crop Rotation Tribal 2+
 Manorialism Early Medieval 3+
 Windmills High Medieval 5+
 Cranes Late Medieval 7+

Note that there are also economic buildings with substantial military bonuses alongside gold.

Desert agriculture[edit | edit source]

Building plantations.png
These plantations focus on growing the fruits and vegetables that are hardy enough to withstand the harsh climate.
— In-game description
Construction time
2 years
Terrain requirements
This building can only be built in the following terrain:
Terrain Able to construct
 Desert Yes
 Desert Mountains
 Drylands Yes
 Farmlands
 Floodplains
 Forest
 Hills
 Jungle
 Mountains
 Oasis Yes
 Plains
 Steppe
 Taiga
 Wetlands
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Small Plantations 100 Gold +0.25 Monthly tax[1]
2 Trading Posts 150 Gold  Crop Rotation
  • +0.4 Monthly tax
  • +1% Holding Taxes
3 Weavers 200 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.55 Monthly tax
  • +1% Holding Taxes
+2% Light Cavalry Toughness
4 Wellsprings 250 Gold
  • +0.7 Monthly tax
  • +2% Holding Taxes
+2% Light Cavalry Toughness
5 Caravanserais 300 Gold
  • Holding is at least level 3
  •  Windmills
  • +0.85 Monthly tax
  • +200 Supply limit
  • +2% Holding Taxes
+2% Monthly development +2% Light Cavalry Toughness
6 Date Groves 350 Gold
  • +1 Monthly tax
  • +400 Supply limit
  • +2% Holding Taxes
+2% Monthly development +2% Light Cavalry Toughness
7 Irrigation 400 Gold
  • Holding is level 4
  •  Cranes
  • +1.15 Monthly tax
  • +400 Supply limit
  • +2% Holding Taxes
+5% Monthly development +2% Light Cavalry Toughness
8 Large Plantations 450 Gold
  • +1.3 Monthly tax
  • +600 Supply limit
  • +2% Holding Taxes
+5% Monthly development +2% Light Cavalry Toughness

Farms & fields[edit | edit source]

Building cereal fields.png
Farms and fields are the backbones of any economy. Fueling man, beast, army, and feast – there is no understating the power of simple grain.
— In-game description
Construction time
3 years
Terrain requirements
This building can only be built in the following terrain:
Terrain Able to construct
 Desert
 Desert Mountains
 Drylands Yes
 Farmlands Yes
 Floodplains Yes
 Forest
 Hills
 Jungle
 Mountains
 Oasis
 Plains Yes
 Steppe
 Taiga
 Wetlands
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Crop Fields 150 Gold +0.5 Monthly tax
2 Hamlets 225 Gold  Crop Rotation +0.8 Monthly tax +1% Holding Taxes
3 Barns & Storehouses 300 Gold
  • Holding is at least level 2
  •  Manorialism
+1.1 Monthly tax
  • +400 Supply limit
  • +1% Holding Taxes
4 Farmsteads 375 Gold +1.4 Monthly tax
  • +400 Supply limit
  • +1% Holding Taxes
  • +5% Monthly development
5 Granaries 450 Gold
  • Holding is at least level 3
  •  Windmills
+1.7 Monthly tax
  • +5% Supply limit
  • +400 Supply limit
  • +1% Holding Taxes
  • +5% Monthly development
6 Granges & Tithe Barns 525 Gold +2 Monthly tax
  • +5% Supply limit
  • +400 Supply limit
  • +1% Holding Taxes
  • +5% Monthly development
  • −5% Temple building construction cost
7 Vast Crop Fields 600 Gold
  • Holding is level 4
  •  Cranes
+2.3 Monthly tax
  • +5% Supply limit
  • +400 Supply limit
  • +5% Levy reinforcement rate
  • +1% Holding Taxes
  • +5% Monthly development
  • −5% Temple building construction cost
8 Grain Silos 675 Gold +2.6 Monthly tax
  • +5% Supply limit
  • +1600 Supply limit[2]
  • +5% Levy reinforcement rate
  • +2% Holding Taxes
  • +5% Monthly development
  • −5% Temple building construction cost

Forestries[edit | edit source]

Building logging camps.png
Large amounts of lumber, resin, charcoal, and other resources are harvested from these forests, providing an excellent, nearby source of building material for the surrounding towns.
— In-game description
Construction time
3 years
Terrain requirements
This building can only be built in the following terrain:
Terrain Able to construct
 Desert
 Desert Mountains
 Drylands
 Farmlands
 Floodplains
 Forest Yes
 Hills
 Jungle Yes
 Mountains
 Oasis
 Plains
 Steppe
 Taiga Yes
 Wetlands
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Logging Camps 100 Gold
  • +0.35 Monthly tax[1]
  • −2.5% Building construction time[3]
2 Resin Collectors 150 Gold  Crop Rotation
  • +0.55 Monthly tax
  • −5% Building construction time
−5% Temple building construction cost
3 Charcoal Burners 200 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.75 Monthly tax
  • −7.5% Building construction time
−5% Temple building construction cost −1% Army Gold Maintenance
4 Wood Pastures 250 Gold
  • +0.95 Monthly tax
  • −10% Building construction time
  • +300 Supply limit
  • −5% Temple building construction cost
−1% Army Gold Maintenance
5 Tilled Fields 300 Gold
  • Holding is at least level 3
  •  Windmills
  • +1.15 Monthly tax
  • −12.5% Building construction time
  • +300 Supply limit
  • +1% Holding Taxes
  • −5% Temple building construction cost
−1% Army Gold Maintenance
6 Honey Pastures 350 Gold
  • +1.35 Monthly tax
  • −15% Building construction time
  • +600 Supply limit
  • +1% Holding Taxes
  • −5% Temple building construction cost
−1% Army Gold Maintenance
7 Forest Glassworks 400 Gold
  • Holding is level 4
  •  Cranes
  • +1.55 Monthly tax
  • −17.5% Building construction time
  • +600 Supply limit
  • +2% Holding Taxes
  • −5% Temple building construction cost
−1% Army Gold Maintenance
8 Sawmills 450 Gold
  • +1.75 Monthly tax
  • −20% Building construction time
  • +600 Supply limit
  • +2% Holding Taxes
  • +2% Monthly development
  • −5% Temple building construction cost
−1% Army Gold Maintenance

Hill farms[edit | edit source]

Building hill farms.png
The rolling hills of this province stand covered in fields. While farming on a slope helps with keeping crops watered, the limited area means smaller yields.
— In-game description
Construction time
3 years
Terrain requirements
This building can only be built in  Hills terrain.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Hillside Fields 100 Gold +0.35 Monthly tax[1]
2 Fell Pastures 150 Gold  Crop Rotation
  • +0.55 Monthly tax
  • +1 Defender advantage
+2% Skirmisher Toughness
3 Root Cellars 200 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.75 Monthly tax
  • +1 Defender advantage
+300 Supply limit +2% Skirmisher Toughness
4 Vegetable Fields 250 Gold
  • +0.95 Monthly tax
  • +2 Defender advantage
+300 Supply limit +4% Skirmisher Toughness
5 Lynchets 300 Gold
  • Holding is at least level 3
  •  Windmills
  • +1.15 Monthly tax
  • +2 Defender advantage
  • +2% Supply limit
  • +300 Supply limit
+4% Skirmisher Toughness
6 Roads & Stairs 350 Gold
  • +1.35 Monthly tax
  • +2 Defender advantage
  • +2% Supply limit
  • +300 Supply limit
  • +5% Monthly development
+4% Skirmisher Toughness
7 Winter Granaries 400 Gold
  • Holding is level 4
  •  Cranes
  • +1.55 Monthly tax
  • +2 Defender advantage
  • +2% Supply limit
  • +600 Supply limit
  • +5% Monthly development
+4% Skirmisher Toughness
8 Apple Orchards 450 Gold
  • +1.75 Monthly tax
  • +2 Defender advantage
  • +2% Supply limit
  • +600 Supply limit
  • +10% Monthly development
+4% Skirmisher Toughness

Manor houses[edit | edit source]

Building farm estates.png
The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more tax they will produce!
— In-game description
Construction time
5 years
Terrain requirements
This building can only be built in  Farmlands terrain.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Mansions 200 Gold +0.7 Monthly tax
2 Gardens & Vegetable Plantations 300 Gold  Crop Rotation
  • +1.15 Monthly tax[1]
  • +15% Supply limit
  • +500 Supply limit
3 Farm Estates 400 Gold
  • Holding is at least level 2
  •  Manorialism
  • +1.6 Monthly tax
  • +15% Supply limit
  • +500 Supply limit
+2% Monthly development
4 Hundred-acre Fields 500 Gold
  • +2.05 Monthly tax
  • +15% Supply limit
  • +1000 Supply limit
+2% Monthly development
5 Freeholds 600 Gold
  • Holding is at least level 3
  •  Windmills
  • +2.5 Monthly tax
  • +15% Supply limit
  • +1000 Supply limit
  • +5% Levy size
+2% Monthly development
6 Windmills 700 Gold
  • +2.95 Monthly tax
  • +15% Supply limit
  • +1000 Supply limit
  • +5% Levy size
  • +1% Holding taxes
  • +5% Monthly development
7 Consolidated Landholdings 800 Gold
  • Holding is level 4
  •  Cranes
  • +3.4 Monthly tax
  • +15% Supply limit
  • +1000 Supply limit
  • +5% Levy size
  • +1% Holding taxes
  • +5% Monthly development
  • +0.2 Monthly control
8 Grand Estates 900 Gold
  • +3.85 Monthly tax
  • +15% Supply limit
  • +1000 Supply limit
  • +5% Levy size
  • +2% Holding taxes
  • +5% Monthly development
  • +0.2 Monthly control

Quarries[edit | edit source]

Building quarries.png
The mountains of this province provide local construction with an excellent supply of building material.
— In-game description
Construction time
2 years
Terrain requirements
This building can only be built in  Desert Mountains and  Mountains terrain.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Simple Stone Quarries 100 Gold
  • +0.25 Monthly tax[1]
  • −2.5% Building construction time[3]
2 Shallow Ore Mines 150 Gold  Crop Rotation
  • +0.4 Monthly tax
  • −5% Building construction time
−1% Men-at-Arms maintenance
3 Watermills 200 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.55 Monthly tax
  • −7.5% Building construction time
+2% Monthly development −1% Men-at-Arms maintenance
4 Large Stone Quarries 250 Gold
  • +0.7 Monthly tax
  • −10% Building construction time
  • −5% Building construction gold cost
  • +2% Monthly development
−1% Men-at-Arms maintenance
5 Large Mines 300 Gold
  • Holding is at least level 3
  •  Windmills
  • +0.85 Monthly tax
  • −12.5% Building construction time
  • −5% Building construction gold cost
  • +2% Monthly development
−2% Men-at-Arms maintenance
6 Massive Stone Quarries 350 Gold
  • +1 Monthly tax
  • −15% Building construction time
  • +10% Garrison size
  • −5% Building construction gold cost
  • +2% Monthly development
−2% Men-at-Arms maintenance
7 Shaft Mines 400 Gold
  • Holding is level 4
  •  Cranes
  • +1.15 Monthly tax
  • −17.5% Building construction time
  • +10% Garrison size
  • −5% Building construction gold cost
  • +2% Monthly development
  • −2% Men-at-Arms maintenance
  • +2% Heavy Infantry Toughness
  • +2% Spearmen Toughness
8 Blast Furnaces 450 Gold
  • +1.3 Monthly tax
  • −20% Building construction time
  • +10% Garrison size
  • −5% Building construction gold cost
  • +2% Monthly development
  • −2% Men-at-Arms maintenance
  • +4% Heavy Infantry Toughness
  • +4% Spearmen Toughness
  • +8% Heavy Cavalry Toughness

Tradeport[edit | edit source]

Building tradeport.png
Merchant galleys load and off-load their cargo at this port.
— In-game description
Construction time
2 years
Terrain requirements
This building can be built in any terrain. However, the province must be coastal.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Small Harbor 150 Gold +0.35 Monthly tax[1] +5% Monthly development
2 Fishing Net Weavers 225 Gold  Crop Rotation +0.55 Monthly tax +10% Monthly development
3 Tradeport 300 Gold
  • Holding is at least level 2
  •  Manorialism
+0.75 Monthly tax +15% Monthly development
4 Shipwrights 375 Gold +0.95 Monthly tax +20% Monthly development
5 Expanded Docks 450 Gold
  • Holding is at least level 3
  •  Windmills
+1.15 Monthly tax +25% Monthly development
6 Shipyards 525 Gold +1.35 Monthly tax +30% Monthly development
7 Grand Port 600 Gold
  • Holding is level 4
  •  Cranes
+1.55 Monthly tax +35% Monthly development
8 Drydocks 675 Gold +1.75 Monthly tax +40% Monthly development

Wetland farms[edit | edit source]

Building peat quarries.png
While wetlands will never offer the same opportunities for growing crops as plains, a seasonal glut of vegetation allow for the raising of animals. There are also opportunities for extracting both peat and salt.
— In-game description
Construction time
3 years
Terrain requirements
This building can only be built in  Wetlands terrain.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Cattle Lands 100 Gold
  • +0.35 Monthly tax[1]
  • −1% Building construction time
2 Peat Quarries 150 Gold  Crop Rotation
  • +0.55 Monthly tax
  • −2% Building construction time
−5% Building construction gold cost
3 Hay Meadows 200 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.75 Monthly tax
  • −3% Building construction time
  • +200 Supply limit
  • −5% Building construction gold cost
4 Salt Wells 250 Gold
  • +0.95 Monthly tax
  • −4% Building construction time
  • +5% Supply limit
  • +200 Supply limit
  • −5% Building construction gold cost
5 Walled Wetlands 300 Gold
  • Holding is at least level 3
  •  Windmills
  • +1.15 Monthly tax
  • +10% Hostile raid time
  • −5% Building construction time
  • +5% Supply limit
  • +200 Supply limit
  • −5% Building construction gold cost
6 Wetland Fields 350 Gold
  • +1.35 Monthly tax
  • +10% Hostile raid time
  • −6% Building construction time
  • +5% Supply limit
  • +200 Supply limit
  • −5% Building construction gold cost
  • +5% Monthly development
7 Large Peat Quarries 400 Gold
  • Holding is level 4
  •  Cranes
  • +1.55 Monthly tax
  • +10% Hostile raid time
  • −7% Building construction time
  • +5% Supply limit
  • +200 Supply limit
  • −10% Building construction gold cost
  • +5% Monthly development
8 Large Wetland Ranches 450 Gold
  • +1.75 Monthly tax
  • +10% Hostile raid time
  • −8% Building construction time
  • +5% Supply limit
  • +600 Supply limit
  • −10% Building construction gold cost
  • +5% Monthly development

Economic buildings with military bonuses[edit | edit source]

Although the following buildings are considered economic buildings in terms of upgrades, they also provide substantial military bonuses in their own right.

Elephantry[edit | edit source]

Building elephant pens.png
Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war.
— In-game description
Construction time
5 years
Terrain requirements
This building can only be built in  Jungle terrain.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Elephant Pens 150 Gold
  • +0.25 Monthly tax[1]
  • −2.5% Building construction time[3]
  • +1 Number of Knights
  • +2% Knight Effectiveness
  • +4% Heavy Cavalry Damage
  • +4% Elephant Cavalry Damage
2 Elephant Traps 225 Gold  Crop Rotation
  • +0.4 Monthly tax
  • −5% Building construction time
  • +1 Number of Knights
  • +4% Knight Effectiveness
  • +8% Heavy Cavalry Damage
  • +8% Elephant Cavalry Damage
3 Elephant Training Grounds 300 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.55 Monthly tax
  • −7.5% Building construction time
−2% Building Construction Gold Cost
  • +2 Number of Knights
  • +6% Knight Effectiveness
  • +12% Heavy Cavalry Damage
  • +8% Heavy Cavalry Toughness
  • +12% Elephant Cavalry Damage
  • +8% Elephant Cavalry Toughness
4 Elephant Riding Grounds 375 Gold
  • +0.7 Monthly tax
  • −10% Building construction time
−2% Building Construction Gold Cost
  • +2 Number of Knights
  • +8% Knight Effectiveness
  • +16% Heavy Cavalry Damage
  • +8% Heavy Cavalry Toughness
  • +16% Elephant Cavalry Damage
  • +8% Elephant Cavalry Toughness
5 Overseer's Offices 450 Gold
  • Holding is at least level 3
  •  Windmills
  • +0.85 Monthly tax
  • −12.5% Building construction time
−2% Building Construction Gold Cost
  • +3 Number of Knights
  • +10% Knight Effectiveness
  • +20% Heavy Cavalry Damage
  • +8% Heavy Cavalry Toughness
  • +20% Elephant Cavalry Damage
  • +8% Elephant Cavalry Toughness
6 Elephant Hospitals 525 Gold
  • +1 Monthly tax
  • −15% Building construction time
−2% Building Construction Gold Cost
  • +3 Number of Knights
  • +12% Knight Effectiveness
  • +24% Heavy Cavalry Damage
  • +12% Heavy Cavalry Toughness
  • +24% Elephant Cavalry Damage
  • +12% Elephant Cavalry Toughness
7 Elephant Sanctuaries 600 Gold
  • Holding is level 4
  •  Cranes
  • +1.15 Monthly tax
  • −17.5% Building construction time
  • −2% Building Construction Gold Cost
  • +5% Monthly Development
  • +4 Number of Knights
  • +14% Knight Effectiveness
  • +28% Heavy Cavalry Damage
  • +12% Heavy Cavalry Toughness
  • +28% Elephant Cavalry Damage
  • +12% Elephant Cavalry Toughness
8 Elephant Breeders 675 Gold
  • +1.3 Monthly tax
  • −20% Building construction time
  • −2% Building Construction Gold Cost
  • +5% Monthly Development
  • +4 Number of Knights
  • +16% Knight Effectiveness
  • +32% Heavy Cavalry Damage
  • +12% Heavy Cavalry Toughness
  • +32% Elephant Cavalry Damage
  • +12% Elephant Cavalry Toughness

Hunting grounds[edit | edit source]

Building hunting grounds.png
Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions.
— In-game description
Construction time
2 years
Terrain requirements
This building can only be built in the following terrain:
Terrain Able to construct
 Desert
 Desert Mountains
 Drylands Yes
 Farmlands
 Floodplains
 Forest Yes
 Hills Yes
 Jungle Yes
 Mountains
 Oasis
 Plains Yes
 Steppe Yes
 Taiga Yes
 Wetlands Yes
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Hunter's Lodges 100 Gold
  • +0.25 Monthly tax[1]
  • +2 Defender Advantage
  • +50 Levies
  • +2% Light Cavalry Damage
  • +2% Light Cavalry Pursuit
2 Hound Pens 150 Gold  Crop Rotation
  • +0.4 Monthly tax
  • +4 Defender Advantage
  • +75 Levies
  • +4% Light Cavalry Damage
  • +2% Light Cavalry Toughness
  • +4% Light Cavalry Pursuit
  • +2% Light Cavalry Screen
  • +4% Skirmisher Pursuit
3 Aviaries 200 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.55 Monthly tax
  • +10% Hostile raid time
  • +6 Defender Advantage
  • +100 Levies
  • +6% Light Cavalry Damage
  • +2% Light Cavalry Toughness
  • +6% Light Cavalry Pursuit
  • +2% Light Cavalry Screen
  • +4% Skirmisher Pursuit
4 Hunting Towers 250 Gold
  • +0.7 Monthly tax
  • +15% Hostile raid time
  • +8 Defender Advantage
  • +125 Levies
  • +8% Light Cavalry Damage
  • +4% Light Cavalry Toughness
  • +8% Light Cavalry Pursuit
  • +4% Light Cavalry Screen
  • +4% Skirmisher Pursuit
5 Hunter's Stables 300 Gold
  • Holding is at least level 3
  •  Windmills
  • +0.85 Monthly tax
  • +15% Hostile raid time
  • +10 Defender Advantage
  • +150 Levies
  • −1% Men-at-Arms maintenance
  • +10% Light Cavalry Damage
  • +4% Light Cavalry Toughness
  • +10% Light Cavalry Pursuit
  • +4% Light Cavalry Screen
  • +4% Skirmisher Pursuit
6 Ranger's Huts 350 Gold
  • +1 Monthly tax
  • +20% Hostile raid time
  • +12 Defender Advantage
  • +175 Levies
  • −1% Men-at-Arms maintenance
  • +12% Light Cavalry Damage
  • +6% Light Cavalry Toughness
  • +12% Light Cavalry Pursuit
  • +6% Light Cavalry Screen
  • +4% Skirmisher Pursuit
7 Hunting Reserves 400 Gold
  • Holding is level 4
  •  Cranes
  • +1.15 Monthly tax
  • +20% Hostile raid time
  • +14 Defender Advantage
  • +200 Levies
+2% Monthly development
  • −1% Men-at-Arms maintenance
  • +14% Light Cavalry Damage
  • +6% Light Cavalry Toughness
  • +14% Light Cavalry Pursuit
  • +6% Light Cavalry Screen
  • +4% Skirmisher Pursuit
8 Gamekeeper's Lodges 450 Gold
  • +1.3 Monthly tax
  • +30% Hostile raid time
  • +16 Defender Advantage
  • +225 Levies
+2% Monthly development
  • −1% Men-at-Arms maintenance
  • +16% Light Cavalry Damage
  • +8% Light Cavalry Toughness
  • +16% Light Cavalry Pursuit
  • +8% Light Cavalry Screen
  • +4% Skirmisher Pursuit

Orchards[edit | edit source]

Building orchards.png
Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries.
— In-game description
Construction time
3 years
Terrain requirements
This building can only be built in  Floodplains and  Oasis terrain.
Upgrades
Level Name Cost Requirements Holding effects County effects Realm effects
1 Fruit Orchards 200 Gold
  • +0.35 Monthly tax[1]
  • +75 Levies
2 Berry Groves 300 Gold  Crop Rotation
  • +0.55 Monthly tax
  • +10% Levy reinforcement rate
  • +125 Levies
3 Fruit Tree Plantations 400 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.75 Monthly tax
  • +10% Supply limit
  • +10% Levy reinforcement rate
  • +175 Levies
4 Beekeepers 500 Gold
  • +0.95 Monthly tax
  • +10% Supply limit
  • +10% Levy reinforcement rate
  • +225 Levies
+2% Monthly development
5 Nut Tree Rows 600 Gold
  • Holding is at least level 3
  •  Windmills
  • +1.15 Monthly tax
  • +10% Supply limit
  • +10% Levy reinforcement rate
  • +275 Levies
  • +2% Levy size
  • +2% Monthly development
6 Mixed Gardens 700 Gold
  • +1.35 Monthly tax
  • +10% Supply limit
  • +1000 Supply limit
  • +10% Levy reinforcement rate
  • +325 Levies
  • +2% Levy size
  • +2% Monthly development
7 Grand Orchards 800 Gold
  • Holding is level 4
  •  Cranes
  • +1.55 Monthly tax
  • +10% Supply limit
  • +1000 Supply limit
  • +10% Levy reinforcement rate
  • +375 Levies
  • +2% Levy size
  • +2% Monthly development
+0.1 Monthly prestige
8 Grafted Trees 900 Gold
  • +1.75 Monthly tax
  • +10% Supply limit
  • +1000 Supply limit
  • +10% Levy reinforcement rate
  • +425 Levies
  • +2% Levy size
  • +5% Monthly development
+0.1 Monthly prestige

Pastoral lands[edit | edit source]

Building pastures.png
A significant portion of this province is dedicated to animal husbandry and as grazing lands for herds of pastoral animals.
— In-game description
Construction time
2 years
Terrain requirements
This building can only be built in the following terrain:
Terrain Able to construct
 Desert Yes
 Desert Mountains Yes
 Drylands Yes
 Farmlands Yes
 Floodplains Yes
 Forest
 Hills Yes
 Jungle Yes
 Mountains Yes
 Oasis Yes
 Plains Yes
 Steppe Yes
 Taiga
 Wetlands
Upgrades
Level Names Cost Requirements Holding effects County effects Realm effects
1 Pastures 150 Gold
  • +0.25 Monthly tax[1]
  • +50 Levies
2 Homesteads 225 Gold  Crop Rotation
  • +0.4 Monthly tax
  • +500 Supply limit
  • +75 Levies
3 Meadows 300 Gold
  • Holding is at least level 2
  •  Manorialism
  • +0.55 Monthly tax
  • +500 Supply limit
  • +10% Levy reinforcement rate
  • +100 Levies
4 Coops 375 Gold
  • +0.7 Monthly tax
  • +500 Supply limit
  • +10% Levy reinforcement rate
  • +125 Levies
  • +2% Monthly development
5 Livestock Pens 450 Gold
  • Holding is at least level 3
  •  Windmills
  • +0.85 Monthly tax
  • +500 Supply limit
  • +5% Garrison size
  • +10% Levy reinforcement rate
  • +150 Levies
  • +2% Monthly development
6 Apiaries 525 Gold
  • +1 Monthly tax
  • +500 Supply limit
  • +5% Garrison size
  • +10% Levy reinforcement rate
  • +175 Levies
  • +2% Monthly development
  • +2 Popular opinion
7 Corrals 600 Gold
  • Holding is level 4
  •  Cranes
  • +1.15 Monthly tax
  • +500 Supply limit
  • +5% Garrison size
  • +10% Levy reinforcement rate
  • +200 Levies
  • +2% Monthly development
  • +2 Popular opinion
  • +2% Light Cavalry Toughness
  • +4% Heavy Cavalry Toughness
8 Cattle Ranches 675 Gold
  • +1.3 Monthly tax
  • +2500 Supply limit[4]
  • +5% Garrison size
  • +15% Levy reinforcement rate
  • +225 Levies
  • +2% Monthly development
  • +2 Popular opinion
  • +2% Light Cavalry Toughness
  • +4% Heavy Cavalry Toughness

Building IDs[edit | edit source]

The table below contains the internal IDs for the buildings in this article. Each level of a building has its own ID in the format of building_name_0x, where x is the building level.

Building ID
Desert agriculture plantations_0x
Farms & fields cereal_fields_0x
Forestries logging_camps_0x
Hill farms hill_farms_0x
Manor houses farm_estates_0x
Quarries quarries_0x
Tradeport common_tradeport_0x
Wetland farms peat_quarries_0x
Elephantry elephant_pens_0x
Hunting grounds hunting_grounds_0x
Orchards orchards_0x
Pastoral lands pastures_0x

References[edit | edit source]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Tooltip in game rounds down. See game\common\script_values\00_building_values.txt.
  2. 00_terrain_specific_buildings.txt, cereal_fields_08, supply_limit = 1600.
  3. 3.0 3.1 3.2 Tooltip in game rounds down. See game\common\script_values\00_building_values.txt, @good_build_speed_base = -0.025.
  4. 00_terrain_specific_buildings.txt, pastures_08, supply_limit = 2500