Buildings and Upgrades

Buildings and upgrades are what define the real strength of each province and thus the kingdom. Both buildings and upgrades provide significant bonuses in the town they are in. They both may require goods, or other buildings/upgrades in order to be started, cost gold and sometimes other resources as well, e.g. books. Once started, it takes time to complete them. It can be quite a lot, especially for the more complex ones. 
There are significant differences between buildings and upgrades, though. The first are part of a province. They can be destroyed or captured and you have to construct them separately in each town in which you want their effects. Upgrades, on the other hand are something your entire kingdom has and, once developed, they will appear in each town in which you have the building they correspond to. They cannot be taken by an enemy and you never lose them. Some buildings may also provide additional "completion bonuses" when all upgrades in the building are completed. 
In order to construct a building you must have all the prerequisites, if any - the required goods, buildings and sometimes religion, as there are buildings and upgrades unique to specific religions. There must also be an available building slot in that town. There are some which are already available at the start of the game, and some that require gold for expanding the city to become available (four slots are available for each town at the start of the game, and another one can be purchased for 2000 gold, with the cost increasing by 2000 for each slot already unlocked). The speed of construction depends on the Production in town and the corresponding "work" needed. If the town is besieged during construction of a building, that building is cancelled. 
== Districts ==
Districts are groups of thematically connected buildings, in which the more advanced ones usually require some of the basic ones. There are four districts, that correspond to the four basic settlement types: military district (castles), population district (villages), religion district (religious settlement), and farming district (crop farms). In addition, sea shore is added if the town of a province is near a sea or an ocean. Buildings and Upgrades in the basic districts very often provide bonuses, based on the count of the corresponding settlement in the province (indicated with a number next to the district's name) and generally it is a good strategy to develop a district where there is at least one, but ideally more settlements of the corresponding type. 
Below these districts, depending of the province features, some other buildings can be available - on the left, those that have upgrades and on the right, those that don't. This is considered to be the crafts and industries district. 
== Military District ==
==== Barracks ====
* Cost: 1500 gold, 1000 production
* +1 Levies per Castle
* +50 Siege defense
* Required for recruiting light units
Upgrades: 
* Town Guards Quarters
** Cost: 1400 gold, 800 production
** +2 Town Guards
* Fletchers
** Cost: 600 gold, 1000 production
** +10 fortifications attrition damage
** Enables recruiting light ranged units
** Required for training all ranged units
* Swordsmiths
** Cost: 800 gold, 1300 production
** Enables recruiting light infantry units 
** Required for recruiting some heavy and elite units 
* Spearmakers
** Cost: 400 gold, 1200 production
** Enables recruiting light defense units
** Required for recruiting some heavy and elite units
* Siege Workshops
** Cost: 4000 gold, 3000 production
** +20 fortifications attrition damage
** Enables constructing siege equipment
* Stables
** Cost: 800 gold, 2000 production
** Required for recruiting horse-riding non-elite cavalry units
==== Royal Armory ====
* Cost: 5000 gold, 5000 production
* Prerequisites: Barracks
* +1 Levies per Settlement
* +1 Town Guards in Town
* +3 Morale in the province
* Required for recruiting heavy and elite units
Upgrades:
* Master Weaponsmiths 
** Cost: 3000 gold, 2000 production
** +10 fortification attrition damage
** Required for recruiting some elite units 
* War Stables
** Cost: 3000 gold, 3500 production
** +2 Levies per castle 
** Required for recruiting elite cavalry
* Heavy Armorsmiths
** Cost: 2000 gold, 2500 production
** +20 Siege defense 
** Required for recruiting all heavy units
* Master Arnorsmiths
** Cost: 3000 gold, 3000 production
** Prerequisites: Heavy Armorsmiths
** +30 Siege Defense
** Required for recruiting some elite units
==== Lord's Castle ====
* Cost: 2000 gold, 2000 production
* Prerequisites: Barracks
* +2 Levies per Castle
* +1000 Levies capacity in Kingdom, when governed
Upgrades:
* Fiefs
** Cost: 2000 gold, 1800 production
** +1 Gold, +1 Workers per castle
** Militia troops start at at rank 1 and cost 0 gold
* Watch Towers
** Cost: 1500 gold, 2000 production
** +15% Reduced travel speed of enemy armies in province
** +2 Province stability
** +25 Siege defense per castle
* Castle Guards
** Cost: 2000 gold, 1700 production
** +1 Levies per castle
** +10 Fortification attrition damage
** Province guards are improved
* Large Keeps
** Cost: 5000 gold, 3500 production
** Prerequisites: Castle Guards
** Requires: Iron, Furniture, Fine Boots, Carpets
** +1 Levies per castle
** +40 Fame when governed
** +25 Siege defense per castle
* Artillery
** Cost: 3000 gold, 2500 production
** Prerequisites: Lord's Castle, Castle Guards
** Requires: Iron, Gunpowder
** +30 Fortification attrition damage
*** Goods Produced: Cannons
==== Royal Palace ====
* Cost: 10000 gold, 10000 production
* Prerequisites: Lord's Castle
* +1 Levies per Castle
* +1 Town Guards in Town
* +40 Fame, when governed
Upgrades:
* Queens Chambers
** Cost: 2000 gold, 2000 production
** Requires: Christian/Pagan, Jewelry, Silver Ingots, Furniture
** +20 Fame, when governed by King
** +50 cultural power, when governed by King
* Harems
** Cost: 7000 gold, 5000 production
** Requires: Muslim, Jewelry, Gold Ingots, Carpets
** +50 Fame, when governed by King
** +30 cultural power, when governed by King
* Royal Guard Quarters
** Cost: 2000 gold, 2000 production
** Requires: Iron
** +1 Town Guard in Town
** Province guards are improved
* Great Halls:
** Cost: 3000 gold, 3700 production
** Requires: Furniture, Fine Art, Marble, Carpets 
** +20% cheaper hiring of heavy squads in this province
** +20 Fame, when governed
*** Goods Produced: Noblemen
* Seats of Power
** Cost: 4000 gold, 5000 production
** Requires: Parchment, Ink, Wax
** +2 Stability in all neighbors
** +5 Province stability
** +20 Fame, when governed by King
** 20% lower price for hiring Knights, when governed by King
** +20% lower Knights wages, when governed by King
== Population District ==
==== Housings ====
* Cost: 300 gold, 1000 production
* +2 Workers in Town
* +1 Workers per Village
* +20% Population growth
Upgrades:
* Aqueducts
** Cost: 800 gold, 1000 production
** +10% Population growh
** +1 Happiness
* Public Baths
** Cost: 2500 gold, 2000 production 
** Prerequisites: Aqueducts
** +2 Gold in Town
** +2 Happiness
** +10 Fame, when governed
* Brothels
** Cost: 1000 gold, 1200 production
** Requires: Christian / Pagan
** +1 Happiness
** +2 Gold in Town
* Enclosed Gardens
** Cost: 1000 gold, 1500 production
** Requires: Muslim
** +3 Happiness
** +3 Workers in Town
* Large Houses
** Cost: 3000 gold, 3000 production
** +5 Workers in Town
==== Village Militia ====
* Cost: 500 gold, 800 production
* +1 Levies per Village
* Required for training Militia and upgrades province peasant defenders
Upgrades:
* Training Grounds
** Cost: 1000 gold, 1000 production
** +1 Levies in Town
** +1 Levies per Village
* Town Watch
** Cost: 1000 gold, 800 production
** Prerequisites: Training Grounds
** +25 Siege defense in Town
** +25 Siege defense per Village
==== Market Square ====
* Cost: 500 gold, 800 production
* +1 Gold, +1 Commerce in Town
* +2 Happiness
Upgrades:
* Scribes Offices
** Cost: 500 gold, 700 production, 50 books
** +1 Gold, +1 Books in Town
* Tax Collectors
** Cost: 1000 gold, 1200 production
** Prerequisites: Scribes Office
** +3 Gold in Town
** +1 Gold per Village
** -4 Happiness
* Inns
** Cost: 500 gold, 800 production
** +1 Commerce, +2 Workers in Town
** +2 Happiness
* Court Houses
** Cost: 1500 gold, 1800 production
** +2 Commerce in Town
** +3 Province stability
** +20 Fame, when governed
==== Artisans ====
* Cost: 3000 gold, 3000 production
* Prerequisites: Market Square
* +2 Gold, +2 Production, +4 Commerce in Town
Upgrades:
* Tailoring Shops
** Cost: 4000 gold, 4200 production
** Requires: Wool, Linen, Dyes
** +2 Gold in Town
** +1 Gold, +1 Commerce per Village
** +5 Cultural power
*** Goods Produced: Fine Clothing
* Shoemaking Shops
** Cost: 2500 gold, 2200 production
** Requires: Leather, Furs, Oils
** +1 Gold in Town
** +1 Gold, +1 Commerce per Village
** +2 Happiness
*** Goods Produced: Fine Boots
* Rug Weavers
** Cost: 2500 gold, 2200 production
** Requires: Dyes, Wool
** +6 Commerce in Town
** +3 Happiness
*** Goods Produced: Carpets
* Jewelry Shops
** Cost: 4000 gold, 3200 production
** Requires: Silver Ingots, Gold Ingots, Amber, Minerals
** +4 Gold, +4 Commerce in Town
** +3 Happiness
*** Goods Produced: Jewelry
==== Merchant's Guild ====
* Cost: 10000 gold, 5000 production, 500 books
* Prerequisites: Artisans
* +6 Commerce in Town
* +2 Gold per Settlement
* +20 Fame, when governed
Upgrades (Christian/Pagan):
* Auction Markets
** Cost: 3000 gold, 2000 production
** Requires: Christian/Pagan, Glass, Draft Oxen, Wool
** +2 Gold, +3 Workers in Town 
** +2 Gold per Village
* Town Charters
** Cost: 5000 gold, 8000 production
** Prerequisites: Auction Markets
** Requires: Christian/Pagan, Ink, Silver Ingots, Parchment
** +20 Fame, when governed
** +30% Population Growth
* Trade Fairs
** Cost: 5000 gold, 4500 production
** Requires: Christian/Pagan, Ale, Sausages
** +10 Fame, when governed
*** Goods Produced: Traders 
* Merchant Banks
** Cost: 6000 gold, 6000 production
** Prerequisites: Trade Fairs
** Requires: Christian/Pagan, Silver Ingots, Gold Ingots
** Inflation is reduced by 5%, when governed
Upgrades (Muslim):
* Auction Markets
** Cost: 3000 gold, 2000 production
** Requires: Muslim, Glass, Trained Camels, Linen
** +2 Gold, +3 Workers in Town
** +2 Gold per Village
* Muhtasibs
** Cost: 5000 gold, 8000 production
** Prerequisites: Auction Markets
** Requires: Muslim, Ink, Silver Ingots, Parchment
** +20 Fame, when governed
** +30% Population growth
** +4 Province stability
* Bazaars
** Cost: 4000 gold, 4000 production
** Requires: Muslim, Fine Clothing, Jewelry, Spices
** +5 Happiness
* Caravanserai
** Cost: 6000 gold, 5500 production
** Requires: Muslim, Spices, Carpets
** +10 Fame, when governed
*** Goods Produced: Traders
== Religion ==
==== Church / Masjid ====
Church:
* Cost: 300 gold, 800 production
* Requires: Christian
** +1 Faith in Monastery
** +1 Books, +1 Faith in Town
** +2 Happiness if the local population is Christian (with a different Kingdom religion)
Masjid
* Cost: 300 gold, 800 production
* Requires: Muslim
** +1 Faith in Mosque
** +1 Books, +2 Faith in Town
** +2 Happiness if the local population is Muslim (with a different Kingdom religion)
Upgrades (for both Church and Masjid):
* Orphanages
** Cost: 1000 gold, 800 production
** +2 Faith, +2 Workers in Town
** +1 Faith per Monastery/Mosque
* Schools
** Cost: 3000 gold, 2000 production, 200 faith
** Prerequisites: Orphanages
** +1 Books in Town
** +1 Books per Monastery/Mosque
** +1 Books per Village
** +2 Happiness
** +5 Cultural power, when governed
* Ink Makers
** Cost: 2000 gold, 1500 production, 400 faith
** Requires: Charcoal, Wine, Herbs
** +1 Books per Monastery/Mosque
*** Goods Produced: Ink
* Libraries
** Cost: 2000 gold, 1200 production, 200 faith
** Prerequisites: Ink Makers
** Requires: Candles
** +1 Books in Town
** +1 Books per Monastery/Mosque/Shrine
==== Cathedral / Great Mosque ====
Cathedral:
* Cost: 4500 gold, 4500 production, 500 faith
* Prerequisites: Church
* Requires: Christian
** +5 Faith in Town
** +2 Faith per Monastary
** +4 Happiness
** +50 Fame, when governed by Cleric
** +20 Cultural power, when governed by Cleric
Great Mosque:
* Cost: 4500 gold, 5000 production, 500 faith
* Prerequisites: Masjid
* Requires: Muslim
** +5 Faith in Town
** +2 Faith per Mosque
** +4 Happiness
** +50 Fame, when governed by Cleric
** +20 Cultural power, when governed by Cleric
Upgrades (for both Cathedral and Great Mosque):
* Apothecaries
** Cost: 2500 gold, 1400 production
** Requires: Spirits, Herbs
** +2 Workers in Town
** +1 Worker per Village
** +25% Population growth
*** Goods Produced: Medicine
* Hospitals
** Cost: 5000 gold, 3000 production, 500 faith
** Prerequisites: Apothecaries
** Requires: Furniture
** +1 Workers per Settlement
** +75% Population Growth
* Ceremonies (Christian)
** Cost: 1700 gold, 2000 production, 300 faith
** Requires: Christian, Candles
*** Goods Produced: Clergy
* Ceremonies (Muslim)
** Cost: 1700 gold, 2000 production, 300 faith
** Requires: Muslim, Carpets
*** Goods Produced: Clergy
* Decorations (Christian)
** Cost: 2000 gold, 2500 production, 200 faith
** Requires: Christian, Glass, Silver Ingots, Marble
** +5 Happiness
** +10 cultural power, when governed
* Decorations (Muslim)
** Cost: 2000 gold, 2500 production, 200 faith
** Requires: Muslim, Gold Ingots, Lime, Carpets
** +5 Happiness
** +10 cultural power, when governed
* Art Schools:
** Cost: 5500 gold, 4000 production, 700 faith
** Prerequisites: Ceremonies, Decorations
** Requires: Christian/Muslim, Canvas, Minerals, Sculptures, Oils
** +3 Happiness
** +20 Fame, when governed
** +10 cultural power, when governed
*** Goods Produced: Fine Art, Artists
==== University / Madrasah ====
University
* Cost: 6000 gold, 6000 production, 700 books, 700 faith
* Prerequisites: Cathedral
* Requires: Christian
** +5 Books in Town
** +2 Books per Monastary/Mosque
** +75 Fame, when governed
** +200 Books Capacity in kingdom, when governed
** +20 Cultural power, when governed
Madrasah
* Cost: 8000 gold, 8000 production, 700 books
* Prerequisites: Great Mosque
* Requires: Muslim
** +5 Books in Town
** +2 Books per Monastary/Mosque
** +75 Fame, when governed
** +200 Books Capacity in kingdom, when governed
** +20 Cultural power, when governed
Upgrades (for both University and Madrasah):
* Translator's Chambers
** Cost: 4000 gold, 3000 production, 200 books, 700 faith
** Requires: Parchment, Ink
** +2 Books in Town
** +1 Books per Monastery/Mosque
** +5 Cultural power, when governed
*** Goods produced: Scholars
* Great Library
** Cost: 6500 gold, 6500 production, 1000 books
** Prerequisites: Translator's Chambers
** Requires: Leather, Furniture
** +3 Books in Town
** +25 Fame, when governed
** +300 Books Capacity in kingdom, when governed
** +5 Cultural power, when governed
*** Goods Produced: Illustrated Books
* Observatories
** Cost: 5000 gold, 5000 production, 300 books
** Requires: Lodestone
** +5 Gold in Town
*** Goods Produced: Compasses
* Alchemist Labs
** Cost: 4500 gold, 3500 production, 400 books
** Requires: Saltpeter, Sulfur
** +5 Gold in Town
*** Goods Produced: Gunpowder
==== Temple ====
* Cost: 100 gold, 500 production. Requires: Pagan
* +1 Books, +1 Faith in Town
* +1 Faith per Shrine
* +1 Happiness, if the local population is Pagan (with a different Kingdom religion)
Upgrades:
* Ink Makers
** Cost: 2000 gold, 1500 production, 400 faith
** Requires: Charcoal, Wine, Herbs
** +1 Books per Monastery/Mosque
*** Goods Produced: Ink
* Libraries
** Cost: 2000 gold, 1200 production, 200 faith
** Prerequisites: Ink Makers
** Requires: Candles
** +1 Books in Town
** +1 Books per Monastery/Mosque/Shrine
* Apothecaries
** Cost: 2500 gold, 1400 production
** Requires: Spirits, Herbs
** +2 Workers in Town
** +1 Worker per Village
** +25% Population growth
*** Goods Produced: Medicine
* Rituals
** Cost: 600 gold, 750 production, 50 faith
** Requires: Pagan, Draft Oxen
** +2 Faith in Town
== Farming ==
==== Crop Farming ====
* Cost: 500 gold, 500 production
* +2 Food in Town
* +1 Food per Crop Farm
* +100 Food Storage
Upgrades:
* Crop Rotation
** Cost: 1000 gold, 1500 production
** +1 Food in Town
** +1 Food per Crop Farm
* Manure Pits
** Cost: 1500 gold, 1500 production
** Prerequisites: Crop Rotation
** +1 Food in Town
** +1 Food per Crop Farm
** +2 Gold in Cattle Farm
* Heavy Ploughs
** Cost: 2000 gold, 1800 production
** Prerequisites: Manure Pits
** Requires: Iron, Draft Oxen
** +1 Food in Town
** +1 Food per Crop Farm
** +3 Commerce in Cattle Farm
==== Windmill ====
* Cost: 1000 gold, 2000 production
* Prerequisites: Crop Farming
* +1 Gold, +1 Food per Crop Farm
* +100 Food Storage
Upgrades:
* Granaries
** Cost: 1000 gold, 800 production
** +100 Food Storage
* Drying Ovens
** Cost: 2000 gold, 2000 production
** Prerequisites: Granaries
** Required: Charcoal
** +2 Gold in Town
** +1 Food per Crop Farm
* Grain trade
** Cost: 3000 gold, 3000 production
** Prerequisites: Drying Ovens
** Requires: Trained Horses, Barrels
** +2 Gold in Town
** +2 Commerce per Crop Farm
==== Food Market ====
* Cost: 4000 gold, 2500 production
* Prerequisites: Windmill, Market Square
* Requires: Barrels
* +4 Gold, +3 Workers in Town
* +2 Commerce per Crop Farm
Upgrades:
* Taverns
** Cost: 2000 gold, 2000 production
** Requires: Furniture
** +2 Gold in Town
** +1 Gold per Village
** +3 Happiness
* Bakeries
** Cost: 3500 gold, 2500 production
** Prerequisites: Taverns
** Requires: Raisins, Spices, Salt
** +3 Gold in Town
** +3 Happiness
*** Goods Produced: Pastries
* Breweries
** Cost: 3500 gold, 2500 production
** Prerequisites: Taverns
** Requires: Barrels, Herbs
** +3 Gold in Town
** +1 Gold per Monastery
** +3 Happiness
*** Goods Produced: Ale
== Sea Shore ==
==== Harbor ====
* Cost: 1000 gold, 800 production
* +2 Food, +2 Commerce in Town
Upgrades:
* Docks 
** Cost: 2000 gold, 1300 production
** +1 Food per Coastal Settlement
** +2 Commerce
* Warehouses
** Cost: 2000 gold, 1500 production
** Prerequisites: Docks
** Requires: Barrels
** +2 Commerce in Town
** +100 Food Storage
* Fish Markets
** Cost: 2500 gold, 2000 production
** Prerequisites: Docks
** Requires: Salt, Barrels
** +3 Food in Town
** +1 Commerce per Coastal Settlement
*** Goods Produced: Salted Fish
==== Admiralty ====
* Cost: 3000 gold, 5000 production, 200 books
* Prerequisites: Harbor
* +50 Siege Defense
* +20 Fame, when governed
* +15% More profit from Colonies, when governed
* +1 Ship Level, when governed
* Enables 'Expedition' action for all merchants
Upgrades:
* Cartographers
** Cost: 3200 gold, 2300 production
** Requires: Ink, Parchment
** +4 Commerce in Town
** +1 Commerce per Coastal Settlement
*** Goods Produced: Maps
* Artillery
** Cost: 3000 gold, 2500 production
** Prerequisites: Admiralty
** Requires: Iron, Gunpowder
** +30 Fortification attrition damage
*** Goods Produced: Cannons
* Coastal Guard
** Cost: 2000 gold, 1500 production
** Prerequisites: Artillery
** +1 Levies per Coastal Settlement
** +50 Siege Defense
** +25 Siege Defense per Coastal Settlement
==== Shipyard ====
* Cost: Cost: 5000 gold, 3000 production
* Prerequisites: Harbor
* +6 Commerce in Town
Upgrades:
* Ship Joiners
** Cost: 1500 gold, 2000 production
** Requires: Timber, Oils
** +4 Gold in Town
* Wooden Crane
** Cost: 1000 gold, 1500 production
** Prerequisites: Ship Joiners
** Requires: Ropes
** +2 Commerce in Town
* Sailmakers
** Cost: 2000 gold, 1400 production
** Requires: Tar, Canvas
** +3 Gold in Town
*** Goods Produced: Sails
==== Trade Port ====
* Cost: 15000 gold, 10000 production, 500 books
* Prerequisites: Admiralty, Shipyard
* +3 Gold per Coastal Settlement
* +2 Commerce per Settlement
* +100 Fame, when governed
Upgrades: 
* Trade Companies
** Cost: 2500 gold, 2000 production
** Requires: Traders
** +4 Commerce in Town
** +15% Reduction of trade spread penalty overseas, when governed
* Expeditions
** Cost: 3000 gold, 3000 production
** Prerequisites: Trade Companies
** Requires: Compasses 
** +5 Commerce in Town
** +2% Increased chance for successful expedition, when governed
*** Goods Produced: Explorers
* Trade Colonies
** Cost: 5000 gold, 5000 production
** Prerequisites: Trade Companies
** Requires: Maps, Gunpowder
** +5 Commerce in Town
** +15% more profits from Colonies, when governed
** +5 Chance to establish Trade Colony, when governed
== Crafts and Industries ==
==== Hill Fort ====
* Cost: 1000 gold, 1500 production
* Requires: Hills and Mountains
* +1 Levies per Castle
* +50 Siege defense
* +200 Levies capacity in Kingdom, when governed
Upgrades:
* Watch Towers
** Cost: 1500 gold, 2000 production
** +15% Reduced travel speed of enemy armies in province
** +2 Province stability
** +25 Siege defense per castle
* Mountain Pass Guards
** Cost: 2000 gold, 2000 production
** Prerequisites: Watch Towers
** +4 Province Stability
** +15 Fortification attrition damage
* Fletchers
** Cost: 600 gold, 1000 production
** +10 fortifications attrition damage
** Enables recruiting light ranged units
** Required for training all ranged units
* Mountain Hamlets
** Cost: 2000 gold, 2000 production
** +3 Food, +2 Workers in Town
==== Pirate Haven ====
* Cost: 1500 gold, 2000 production
* Prerequisites: Harbor
* Requires: Pirates
* +2 Gold, +2 Commerce in Town
* +2 Gold, +1 Commerce per Coastal Settlement
* -2 Province Stability
Upgrades:
* Filthy Taverns
** Cost: 500 gold, 800 production
** Requires: Spirits
** +3 Gold in Town
* Hostage Towers
** Cost: 1500 gold, 1500 production
** +1 Town Guards, +2 Levies in Town
** +1 Gold per Castle
* Slave Markets
** Cost: 3500 gold, 2500 production
** Prerequisites: Hostage Towers
** +2 Gold, +3 Production, +2 Commerce in Town
** +5% Lower building costs, when governed
==== Flax Growing ====
* Cost: 500 gold, 1000 production
* Requires: Flax Field
* +2 Commerce in Flax Field
* +1 Commerce per Crop Farm
* +2 Happiness
Upgrades:
* Oil Presses
** Cost: 1500 gold, 1500 production
** +2 Food in Flax Field
*** Goods Produced: Oils
* Flax Weavers
** Cost: 1800 gold, 1500 production
** +2 Gold in Flax Field
*** Goods Produced: Linen
* Canvas Makers
** Cost: 2500 gold, 2500 production
** Prerequisites: Flax Weavers
** +2 Gold, +1 Commerce in Flax Field
*** Goods Produced: Canvas
* Ropewalks
** Cost: 3000 gold, 3000 production
** Prerequisites: Flax Weavers
** Requires: Tar
** +3 Commerce in Flax Fields
*** Goods Produced: Ropes
==== Herb Gardening ====
* Cost: 500 gold, 1000 production
* Requires: Herb Garden
* +2 Gold in Herb Garden
* +1 Gold in Crop Farm
* +10% Population Growth
Upgrades:
* Herbalist Shack
** Cost: 1000 gold, 1000 production
** +10% Population Growth
*** Goods Produced: Herbs
* Spice Shops
** Cost: 3000 gold, 2500 production
** Prerequisites: Herbalist Shack
** +4 Commerce in Herb Garden
*** Goods produced: Spices
* Dye Workshops
** Cost: 2500 gold, 2000 production
** Prerequisites: Herbalist Shack
** Requires: Minerals
** +2 Gold in Herb Garden
** +3 Happiness
* Apiaries
** Cost: 2000 gold, 1500 production
** +2 Food in Herb Garden
*** Goods produced: Wax
* Candle Makers
** Cost: 1800 gold, 1800 production
** Prerequisites: Apiaries
** Requires: Linen
** +2 Faith in Herb Garden
** +1 Gold per Monastary
** +2 Happiness
*** Goods Produced: Candles
==== Viticulture ====
* Cost: 500 gold, 1000 production
* Requires: Vineyard
* +1 Gold, +2 Food in Vineyard
* +1 Food per Crop Farm
Upgrades:
* Grape Sun Drying
** Cost: 1500 gold, 1000 production
** +1 Food, +1 Commerce in Vineyard
*** Goods Produced: Raisins
* Grape Press
** Cost: 1000 gold, 1200 production
** +2 Gold in Vineyard
* Wineries
** Cost: 2500 gold, 2500 production
** Prerequisites: Grape Press
** Requires: Barrels
** +2 Commerce in Vineyard
** +1 Commerce per Crop Farm
** +1 Commerce per Monastery
** +3 Happiness
*** Goods Produced: Wine
* Distilleries
** Cost: 3000 gold, 3000 production
** Prerequisites: Wineries
** +3 Commerce in Vineyard
** +2 Happiness
*** Goods Produced: Spirits
==== Sheep Farming ====
* Cost: 500 gold, 1000 production
* Requires: Sheep Farm
* +2 Food, +2 Commerce in Sheep Farm
Upgrades:
* Spinning Mills
** Cost: 1000 gold, 800 production
** +2 Commerce in Sheep Farm
** +2 Happiness
* Wool Weavers
** Cost: 2300 gold, 1700 production
** Prerequisites: Spinning Mills
** +2 Gold in Sheep Farm
** +2 Happiness
*** Goods Produced: Wool
* Butchers
** Cost: 1000 gold, 1200 production
** +2 Food in Sheep Farm
*** Goods Produced: Meat
* Tanneries
** Cost: 2500 gold, 1800 production
** Prerequisites: Butchers
** +2 Gold in Sheep Farm
*** Goods Produced: Leather
* Parchment Makers
** Cost: 2300 gold, 2000 production
** Prerequisites: Tanneries
** +2 Gold in Sheep Farm
** +1 Books per Monastery/Mosque
*** Goods Produced: Parchment
==== Cattle Farming ====
* Cost: 500 gold, 1000 production
* Requires: Cattle Farm
* +2 Food, +1 Commerce in Cattle Farm
* +1 Food per Crop Farm
Upgrades:
* Cattle Markets
** Costs: 1200 gold, 1000 production
** +2 Commerce in Cattle Farm
*** Goods Produced: Draft Oxen
* Dairy Shops
** Costs: 2400 gold, 1500 production
** Requires: Salt
** +1 Food, +2 Commerce in Cattle Farm
*** Goods Produced: Fine Cheese
* Butchers
** Cost: 1000 gold, 1200 production
** +2 Food in Cattle Farm
*** Goods Produced: Meat
* Tanneries
** Cost: 2500 gold, 1800 production
** Prerequisites: Butchers
** +2 Gold in Cattle Farm
** +20% cheaper hiring of light squads in this province
*** Goods Produced: Leather
* Sausage Makers
** Cost: 2800 gold, 2000 product
** Prerequisites: Butchers
** Requires: Salt, Spices
** +2 Gold, +2 Food in Cattle Farm
*** Goods Produced: Sausages
==== Horse Breeding ====
* Cost: 750 gold, 800 production
* Requires: Horse Farm
* +2 Production, +2 Commerce in Horse Farm
* +2 Food per Crop Farm
Upgrades:
* Horse Markets
** Cost: 1500 gold, 1200 production
** +2 Commerce in Horse Farm
*** Goods Produced: Trained Horses
* Farriers
** Cost: 1000 gold, 1000 production
** Prerequisites; Horse Markets
** Requires: Iron
** +2 Production, +1 Commerce in Horse Farm
* Saddling Shops
** Cost: 1500 gold, 1200 production
** Prerequisites: Horse Markets
** Requires: Leather
** +2 Gold in Horse Farm
* Warhorse Breeds
** Cost: 6000 gold, 3800 production
** Prerequisites: Farriers, Saddling Shops
** +5 Commerce in Horse Farm
*** Goods Produced: War Horses
==== Woodworking ====
* Cost: 500 gold, 800 production
* Requires: Deep Forests
* +3 Production, +1 Commerce in Logging Camp
* +5% Cheaper building costs
Upgrades:
* Sawmills
** Cost: 1000 gold, 900 production
** +2 Production in Logging Camp
** +5% Cheaper building costs
*** Goods Produced: Timber
* Cooper Workshops
** Cost: 2000 gold, 1800 production
** Prerequisites: Sawmills
** +2 Commerce in Logging Camp
** +50 Food Storage
*** Goods Produced: Barrels
* Master Joiners
** Cost: 3500 gold, 2500 production
** Prerequisites: Sawmills
** Requires: Oils
** +4 Gold in Logging Camp
** +2 Happiness
*** Goods Produced: Furniture 
* Collier Kilns
** Cost: 1500 gold, 1300 production
** +2 Commerce in Logging Camp
*** Goods Produced: Charcoal
* Tar Pits
** Cost: 1500 gold, 1500 production
** Prerequisites: Collier Kilns
** +2 Gold in Logging Camp
*** Goods Produced: Tar
* Glassworks
** Cost: 3500 gold, 2200 production
** Prerequisites: Collier Kilns
** Requires: Minerals
** +2 Gold in Logging Camp
** +3 Happiness
*** Goods Produced: Glass
==== Stoneworking ====
* Cost: 2000 gold, 1500 production
* Requires: Marble Deposit
* +2 Gold, +2 Production, +2 Commerce in Quarry
* +10% Cheaper building costs
Upgrades:
* Machinery
** Cost: 1500 gold, 1500 production
** +3 Production in Quarry
** +5% Cheaper building costs
* Miner's Shack
** Cost: 1500 gold, 1200 production
** +2 Gold in Quarry
* Stone Cutters
** Cost: 1800 gold, 2000 production
** Prerequisites: Machinery, Miner's Shack
** +3 Commerce in Quarry
*** Goods Produced: Marble
* Sculptures Shop
** Cost: 5000 gold, 3500 production
** Prerequisites: Stone Cutters
** +2 Gold in Quarry
** +2 Happiness
** +20 Fame, when governed
** +3 Cultural power, when governed
*** Goods Produced: Sculptures
* Masons Guilds
** Cost: 2500 gold, 3500 production
** Prerequisites: Stone Cutters
** +5 Production in Town
** +2 Commerce in Quarry
*** Goods Produced: Masons
==== Metalworking ====
* Cost: 3000 gold, 1000 production
* Requires: Iron Ore
* +2 Production, +3 Commerce in Mine
Upgrades:
* Machinery
** Cost: 1500 gold, 1500 production
** +3 Production in Mine
** +5% Cheaper building costs
* Miner's Shacks
** Cost: 1500 gold, 1200 production
** +2 Commerce in Mine
* Blast Furnaces
** Cost: 5000 gold, 5300 production
** Prerequisites: Machinery, Miner's Shack
** Requires: Charcoal
** +3 Production, +4 Commerce in Mine
** +10% cheaper hiring on heavy squads in this province
*** Goods Produced: Iron
==== River Trade ====
* Cost: 2000 gold, 1500 production
* Prerequisites: Market Square
* Requires: Large Rivers
* +2 Gold, +1 Commerce in Town
* +1 Commerce per Village
Upgrades:
* Docks 
** Cost: 2000 gold, 1300 production
** +1 Food per coastal Settlement
** +2 Commerce in Town
* Warehouses
** Cost: 2000 gold, 1500 production
** Prerequisites: Docks
** Requires: Barrels
** +2 Commerce in Town
** +100 Food Storage
* Angler's Huts
** Cost: 500 gold, 800 production
** +1 Food in Town
** +1 Food per Village
* Boatwrights
** Cost: 2500 gold, 1800 production
** Requires: Timber, Tar
** +3 Commerce in Town
** +1 Food per Coastal Settlement
==== Irrigation ====
* Cost: 2000 gold, 1500 production
* Prerequisites: Crop Farming
* Requires: Large Rivers
* +3 Food in Town
* +3 Food, +2 Workers per Crop Farm
==== Lime Trade ====
* Cost: 3500 gold, 2500 production
* Prerequisites: Stoneworking, Market Square
* Requires: Limestone Deposit
* +2 Gold, +4 Commerce in Quarry 
** Goods Produced: Lime
==== Lodestone Trade ====
* Cost: 3000 gold, 3000 production
* Prerequisites: Metalworking, Market Square
* Requires: Lodestone Deposit
* +2 Gold, +4 Commerce in Mine
** Goods Produced: Lodestone
==== Silver Smelting ====
* Cost: 4000 gold, 4000 production
* Prerequisites: Metalworking, Market Square
* Requires: Silver Ore
* +3 Gold, +3 Commerce in Mine
** Goods Produced: Silver Ingots
==== Gold Smelting ====
* Cost: 5000 gold, 5000 production
* Prerequisites: Metalworking, Market Square
* Requires: Gold Ore
* +7 Gold in Mine
** Goods Produced: Gold Ingots
==== Amber Trade ====
* Cost: 2000 gold, 1000 production
* Prerequisites: Market Square
* Requires: Amber Deposit
* +4 Gold, +4 Commerce in Town
** Goods Produced: Amber
==== Mineral Trade ====
* Cost: 2000 gold, 2000 production
* Prerequisites: Market Square
* Requires: Mineral Deposits
* +4 Gold, +4 Commerce in Town
** Goods Produced: Minerals
==== Camels Trade ====
* Cost: 3000 gold, 2000 production
* Prerequisites: Market Square
* Requires: Camels
* +7 Commerce in Town
* +2 Gold in Town
** Goods Produced: Trained Camels
==== Fur Trade ====
* Cost: 2000 gold, 1000 production
* Prerequisites: Market Square
* Requires: Rare Game
* +3 Food, +4 Commerce in Town
** Goods Produced: Furs
==== Salt Trade ====
* Cost: 2000 gold, 1000 production
* Prerequisites: Market Square
* Requires: Salt Deposits, Barrels
* +2 Gold, +2 Food, +4 Commerce in Town
** Goods Produced: Salt
==== Saltpeter Trade ====
* Cost: 2000 gold, 1000 production
* Prerequisites: Market Square
* Requires: Saltpeter Deposits
* +3 Gold, +3 Food, +2 Commerce in Town
** Goods Produced: Saltpeter
==== Sulfur Trade ====
* Cost: 2500 gold, 1000 production
* Prerequisites: Market Square
* Requires: Sulfur Deposits
* +3 Gold, +3 Commerce in Town
* +15% Population Growth
** Goods Produced: Sulfur