Province improvements

From EU3 Wiki

Jump to: navigation, search

Contents

Overview

Province improvements are structures that serve an administrative, military or trade purpose on a provincial level. In game terms, these are represented by constructions that can be built in individual provinces assuming a tech level and cost requirement are met. They come in three forms: buildings, fortifications and manufactories. Province improvement costs, prerequisites and effects can be found in buildings.txt while the required technology levels can be found in the respective tech files.

In Nomine and Heir to the Throne

Buildings and Fortifications

Buildings have effect on a provincial level only, meaning their improvements apply only to actions undertaken in the province they are present in. All buildings, except the War College and Admiralty, can all be built in a single province, assuming the technology and price requirements are met.

Forts are key to holding provinces in Europa Universalis. Without a fort, an enemy or rebel army will immediately occupy a province. If a fort exists then a siege begins. If you have a province without a fort, it is advisable to have some troops stationed there. Your troops will give you some time to respond with reinforcements without losing control of the province. Your provinces without forts can be vulnerable to unexpected revolts.

The garrisons inside forts do not cost military maintenance and do not count towards your nations forcelimit. If a fort is successfully taken, it will begin with a garrison of 100 soldiers. Each month the garrison will increase up to the garrison limit without drawing on your manpower. Forts can be removed via the Fortifications neglected event when the Offensive/Defensive slider is towards the Offensive side.

In In Nomine and Heir to the Throne, the effectiveness of your forts is modified by your province's defensiveness. Defensiveness increases the time between siege checks, and increases the effective fort level of your fort.

Note: The effects of forts are cumulative. The values given are the sum of those effects (e.g. Fort Level 2 does not give an additional 2000 to the garrison but adds 1000 to the Fort Level 1 garrison value).

Improvement Cost Build Time Tech Level Effect
Temple 50 ducats 24 months Government 4 Reduces stability cost by 5 ducats.
Workshop 50 ducats 12 months Production 9 Increases base tax by 2
Regimental Camp 200 ducats 24 months Land 17 Increases local manpower by 25%.
Shipyard 500 ducats 24 months Naval 24 Reduces ship construction time by 50%; only available in coastal provinces.
Constable 50 ducats 12 months Government 20 Increases direct tax by 50%; increases local revolt risk by 2%.
Courthouse 50 ducats 12 months Government 15 Decreases local revolt risk by 2%.
Marketplace 50 ducats 12 months Trade 21 Increases local trade value 2 ducats; increases population growth 1%.
Tax Assessor 50 ducats 12 months Government 31 Reduces inflation 0.5% every year for this province. If all provinces have tax assessors, your national inflation decreases 0.5%.
War College 500 ducats 24 months Land 29 Increases army tradition 1% each year. Must be built in capital; cannot be built if Admiralty already exists.
Admiralty 500 ducats 24 months Naval 29 Increases naval tradition 1% every year. Must be built in capital; cannot be built if War College already exists.
Customs House 50 ducats 12 months Government 24 5% bonus to local tax income.
Fort Level 1 50 ducats 12 months Land 3 Garrison size 1000; Missionary chances +0.7%; Supply limit +0.5
Fort Level 2 100 ducats 12 months Land 16 Garrison size 2000; Missionary chances +2.1%; Supply limit +1.0
Fort Level 3 200 ducats 12 months Land 25 Garrison size 3000; Missionary chances +4.1%; Supply limit +1.5
Fort Level 4 400 ducats 12 months Land 31 Garrison size 4000; Missionary chances +6.8%; Supply limit +2.0
Fort Level 5 800 ducats 12 months Land 40 Garrison size 5000; Missionary chances +10.2%; Supply limit +3.0
Fort Level 6 1600 ducats 12 months Land 50 Garrison size 6000; Missionary chances +14.2%; Supply limit +4.0

Manufactories

Manufactories give a 6 ducat bonus to local income plus a 5 ducat contribution to certain technology investments. The local bonus for all but the University and Fine Arts Academy is doubled to 12 ducats with the presence of certain resources. Manufactory costs begin at 1000 ducats and increases proportional to the amount of manufactories you build. All manufactories have a construction time of 60 months.

Unlike buildings, you may only build one manufactory per province.

Manufactory Tech Investment Bonus Resources Tech Level Additional Effects
Refinery Trade Wine or Sugar Trade 14 +1% Population growth
Naval Manufactory (Wharf) Naval Naval Supplies Naval 15 +1% Population growth
Weapons Manufactory Land Copper or Iron Land 15 +1% Population growth
Textile Production Wool or Cloth Production 14 +1% Population growth
Fine Arts Academy Stability n/a Government 21 +1% Population growth, File:HTTT.png +1% Cultural tradition growth
University Government n/a Government 16 +1% Population growth

Europa Universalis 3 and Napoleon's Ambition

Buildings

Napoleon's Ambition

Warning: These values could be wrong! If you play NA please check them.

Improvement Cost Build Time Tech Level Effect
Temple 75 ducats 24 months Land 7 I don't know this one, someone else want to fix it?
Workshop 50 ducats 12 months Production 8 Increases base tax by 2
Regimental Camp 200 ducats 24 months Land 16 Increases supply limit by 2 and cuts regiment recruiting time in half.
Shipyard 1000 ducats 24 months Naval 24 Cuts ship building time in half, only available in coastal provinces.
Constable 50 ducats 12 months Government 20 Increases direct tax by 50%; increases local revolt risk by 2%.
Courthouse 50 ducats 12 months Government 10 Decreases local revolt risk by 1%.
Marketplace 50 ducats 12 months Trade 24 Increases trade value 2 ducats; increases population growth 1%.
Tax Assessor 50 ducats 12 months Government 30 Reduces inflation 0.5% every year for this province. If all provinces have tax assessors, your national inflation decreases 0.5%.
War College 500 ducats 24 months Land 29 Increases army tradition 1% each year. Must be built in capital, cannot be built if Admiralty already exists.
Admiralty 500 ducats 24 months Naval 21 Increases naval tradition 1% every year. Must be built in capital, cannot be built if War College already exists.
Customs House 50 ducats 12 months Government 16 5% bonus to local tax income.

Europa Universalis 3

Improvement Cost Build Time Tech Level Effect
Temple 50 ducats 24 months Government 4 Reduces stability cost by 5 ducats.
Workshop 50 ducats 12 months Production 8 Increases base tax by 2
Regimental Camp 200 ducats 24 months Land 16 Increases supply limit by 2 and cuts regiment recruiting time in half.
Shipyard 1000 ducats 24 months Naval 24 Cuts ship building time in half, only available in coastal provinces.
Constable 50 ducats 12 months Government 20 Increases direct tax by 50%; increases local revolt risk by 2%.
Courthouse 50 ducats 12 months Government 10 Decreases local revolt risk by 1%.
Marketplace 50 ducats 12 months Trade 24 Increases trade value 2 ducats; increases population growth 1%.
Tax Assessor 50 ducats 12 months Government 30 Reduces inflation 0.5% every year for this province. If all provinces have tax assessors, your national inflation decreases 0.5%.
War College 500 ducats 24 months Land 29 Increases army tradition 1% each year. Must be built in capital, cannot be built if Admiralty already exists.
Admiralty 500 ducats 24 months Naval 21 Increases naval tradition 1% every year. Must be built in capital, cannot be built if War College already exists.
Customs House 50 ducats 12 months Government 16 5% bonus to local tax income.

Manufactories

Note: the cost for each manufactory is the cost for the first one of its kind in your country. Each subsequent one goes up by 20% of the base price. So if the first one costs 1000 ducats, the second one will cost 1200, the third will cost 1400, the fourth 1600, etc...

Refinery

  • Costs 1000 ducats
  • Building time is 60 months
  • Increases trade tech investment by 5 ducats per month
  • Increases population growth 1%
  • Gets extra bonus on the provinces which produces wine or sugar
  • Available at Trade Tech 6

Naval Equipment Manufactory

  • Costs 1000 ducats
  • Building time is 60 months
  • Increases naval tech investment by 5 ducats per month
  • Increases population growth 1%
  • Gets extra bonuses on the provinces which produces naval supplies
  • Available at Naval Tech 7

Weapons Manufactory

  • Costs 1000 ducats
  • Building time is 60 months
  • Increases land tech investment by 5 ducats per month
  • Increases population growth 1%
  • Gets extra bonus on the provinces which produces copper or iron
  • Available at Land Tech 7

Textile Manufactory

  • Costs 1000 ducats
  • Building time is 60 months
  • Increases production tech investment by 5 ducats per month
  • Increases population growth 1%
  • Gets extra bonus on the provinces which produces wool or cloth
  • Available at Production Tech 6

Fine Arts Academy

  • Costs 1000 ducats
  • Building time is 60 months
  • Increases stability investment by 5 ducats per month
  • Increases population growth 1%
  • Available at Government Tech 13

University

  • Costs 1000 ducats
  • Building time is 60 months
  • Increases government tech investment by 5 ducats per month
  • Increases population growth 1%
  • Available at Government Tech 8

Fortresses

Fort Level 1

  • Costs 50 ducats
  • Building time is 12 months
  • Increases local garrison by 1000 people(default)
  • Increases supply limit by a factor of 0.5%
  • Increases missionary placement chance by 0.7%
  • Available at Land Tech 1

Fort Level 2

  • Costs 100 ducats
  • Building time is 12 months
  • Increases local garrison by 1000 people(default)
  • Increases supply limit by a factor of 1.0%
  • Increases missionary placement chance by 1.4%
  • Available at Land Tech 8

Fort Level 3

  • Costs 200 ducats
  • Building time is 12 months
  • Increases local garrison by 1000 people(default)
  • Increases supply limit by a factor of 1.5%
  • Increases missionary placement chance by 2.1%
  • Available at Land Tech 17

Fort Level 4

  • Costs 400 ducats
  • Building time is 12 months
  • Increases local garrison by 1000 people(default)
  • Increases supply limit by a factor of 2.0%
  • Increases missionary placement chance by 2.8%
  • Available at Land Tech 23

Fort Level 5

  • Costs 800 ducats
  • Building time is 12 months
  • Increases local garrison by 1000 people(default)
  • Increases supply limit by a factor of 2.5%
  • Increases missionary placement chance by 3.5%
  • Available at Land Tech 32

Fort Level 6

  • Costs 1600 ducats
  • Building time is 12 months
  • Increases local garrison by 1000 people(default)
  • Increases supply limit by a factor of 3.0%
  • Increases missionary placement chance by 4.2%
  • Available at Land Tech 42
Personal tools
Categories
Main site