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Province improvements

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This article is accurate for the latest versions of EU3, Napoleon's Ambition, In Nomine, Heir to the Throne, and Divine Wind v5.1.
Please help keep this article up to date with the latest patches.

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.

Note that besides the effects listed here, the presence of some buildings also influence the supply and demand of certain trade goods. These effects are listed here.

Contents

In Divine Wind

The building system is completely reworked in the Divine Wind expansion. All buildings now require a magistrate to build beside money. Many new buildings have been added, some of which where provincal decisions in previous versions, like the canal.

There are now three categories of buildings: normal buildings, manufactories and unique buildings. Manufactories have not changed from Heir to the Throne, except that they cost a magistrate as well. Unique buildings can only be build once in a country, sometimes only when special requirement are met. An example of a unique building is the War College, which no longer needs to be build in the capital.

Normal buildings are all the other buildings. These are grouped into one of five categories, corresponding to the branches of the tech tree: Government, Production, Trade, Naval and Land. There are six buildings in each of these five categories, each with a level. Any building besides level 1 buildings requires that the building of the previous level is present in the province before it can be build. Lastly, it is only possible to build one level 5 and one level 6 building in a province. The presence of any level 5 building will grey out the buy button of any other level 5 building, forcing the player to specialize his provinces.

All buildings except forts of level 1-4 and manufactories are automatically removed when the province changes ownership, unless the new owner has a core on the province.

Normal buildings

Government

Improvement Level Cost Build Time Tech Level Effect
Temple 1 50 12 months Government 4 Stability cost -4d
Courthouse 2 75 12 months Government 8 Province revolt risk -1%
Spy agency 3 100 12 months Government 12 Province spy defense 50%

Stability cost -2d

Town hall 4 150 12 months Government 19 Local tax +25%
College 5 200 24 months Government 23 -2% revolt risk

Spy defense +25
+0.05 spies/year
+0.05 magistrates/year
-1d stability cost

Cathedral 6 300 24 months Government 27 +10d/month stability investment

+25% spy defense
+1% local missionary chance
+0.05 missionaries/year

Land

Improvement Level Cost Build Time Tech Level Effect
Armory 1 50 12 months Land 4 Province regiment recruit time -10%

Province regiment recruit cost -5%
Province manpower +250

Training fields 2 75 12 months Land 8 Province regiment recruit time -10%

Province regiment recruit cost -5%
Province manpower +250

Barracks 3 100 12 months Land 12 Province regiment recruit cost -10%

Province manpower +1000

Regimental camp 4 150 24 months Land 19 Province manpower +20%
Arsenal 5 200 24 months Land 23 Province regiment recruit time -30%

Province manpower +30%

Conscription center 6 300 24 months Land 27 Land force limit +5

Province manpower +5000

Naval

Improvement Level Cost Build Time Tech Level Effect
Dock 1 50 12 months Naval 4 Ship repair speed +25%

Province production efficiency +25%

Drydock 2 75 12 months Naval 8 Province ship recruit time -10%

Naval force limit +1

Shipyard 3 100 12 months Naval 12 Province ship recruit time -10%

Naval force limit +1

Grand shipyard 4 150 12 months Naval 19 Province ship recruit cost -10%

Province ship recruit time -10%

Naval arsenal 5 200 24 months Naval 23 Province ship recruit cost -20%

Province ship recruit time -20%
Naval force limit +5

Naval base 6 300 24 months Naval 27 Province ship recruit cost -20%

Province ship recruit time -20%
Naval force limit +5

Production

Improvement Level Cost Build Time Tech Level Effect
Constable 1 50 12 months Production 4 Direct tax +25%
Workshop 2 75 12 months Production 8 Province tax income +1
Counting house 3 100 12 months Production 13 Province production efficieny +25%
Treasury 4 150 12 months Production 19 Direct tax +25%
Mint 5 200 24 months Production 23 Province tax income +50%
Stock exchange 6 300 24 months Production 27 Province tax income +5

Trade

Improvement Level Cost Build Time Tech Level Effect
Market 1 50 12 months Trade 4 Province trade income +10%
Trade depot 2 75 12 months Trade 8 Province trade income +1
Canal 3 100 12 months Trade 12 Province trade income +10%
Road network 4 150 12 months Trade 19 Province trade income +1

Province movement speed +10%

Post office 5 200 24 months Trade 23 Global trade income +1%
Customs house 6 300 24 months Trade 27 OR

Government 24

Trade efficiency +1%

Unique buildings

Improvement Cost Build Time Technology Requirements Effect
Tax assessor 1000 12 months Government 31 Province is capital OR has base tax of 10 or more Inflation reduction +0.05%
Embassy 500 12 months Government 6 Non-core province, borders foreign province Yearly diplomats +1

Infamy -0.4

Glorious monument 1000 12 months Government 27 None Yearly cultural tradition +1%
March 500 12 months Government 10 Core province, borders foreign province Province defensiveness +200%

Province manpower +500

Grain depot 1000 12 months Production 31 Core province, produces grain Land force limits +20%

Land maintenance costs -20%

Royal palace 1000 12 months Government 32 Capital province, government is a monarchy Yearly Legitimacy +1%
War college 1000 12 months Government 29 Core province, produces grain Yearly army tradition +1%
Admirality 1000 12 months Naval 29 Province has port Yearly navy tradition +1%

Manufactories

Manufactories give the following benefits:

  • A 6 ducat per year bonus to local income. This is doubled in provinces with a bonus resource (see table). The bonus from University and Fine Arts Academy is never doubled.
  • A monthly 5 ducat technology investment bonus to one branch of the tech tree.
  • An increase the population growth of their province by 1%.

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 and like all buildings in Divine Wind require a magistrate.

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 None
Naval Manufactory (Wharf) Naval Naval Supplies Naval 15 None
Weapons Manufactory Land Copper or Iron Land 15 None
Textile Production Wool or Cloth Production 14 None
Fine Arts Academy Stability n/a Government 21 +1% Cultural tradition growth
University Government n/a Government 16 None

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 Fortification 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, 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 may not be correct! If anyone whom still plays Napoleon's Ambition could check the values, it would be greatly appreciated.

Improvement Cost Build Time Tech Level Effect
Temple 75 ducats 24 months Land 7 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.

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 3

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
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