Growth

The growth page is where you can construct buildings and change what buildings you already have. 
== Growth page ==
The first section shows: 
* the cost to build - per acre
* the cost to raze( destroy a building) - per acre
* how much land is barren
* the province's building credits
* he construction time
* the total amount the province can afford to build (using building credits and gc)
* the total amount of buildings you can afford to destroy (using building credits and gc)
The middle section of the growth page has a box for each type of building to enter how many of each to build. 
The bottom section has a button to confirm build orders, an option to Accelerate Construction (halves build speed at increased cost -double cost in most cases) and a toggle button to Use Building Credits ahead of GC (if the province has some available). Below these are the build tool, which allows building ratios to be banned and saved so new acres can be quickly built in the same proportions as your previous land. 
=== Raze tab ===
The Raze tab allows you to destroy your buildings, it has fields for each building so a player can enter the amount of each one to destroy, as well as a confirmation button at the bottom. On the raze page the build tool fills buildings to be razed. 
=== Cancel tab ===
Cancelling a building stops construction that has previously been ordered. The cancel tabs has a field for each building type, to enter how many of each building to cancel, along with a confirmation button at the bottom. A building that is cancelled can be constructed again on the growth time, but this will use additional GC or a build credit and the construction time needed will reset. 
Players need to be cautious about using the build tool on the cancellation page, where it will  fill the buildings you want to construct, rather than the in progress buildings to be cancelled. 
== Construction Time ==
Once orders to construct buildings are placed, the construction will not be finished until the building time (in ticks at the time of ordering construction) has passed. Buildings are built at the start of the tick (start of the hour) when construction time is up and effects only occur once they are completed. 
Construction Time = 16 * Racial Mod * Personality Mod * Builders Boon * Double Speed * Expedient Ritual Mod * Artisan Science Mod
 Construction Time Modifiers
Modifier Name 	Modifier
Builders Boon 	0.75
Double Speed 	0.5
Double Speed in Protection	0.75
Haste Ritual 	0..75 (if at 100% efficiency)
== Building Efficiency ==
Building Efficiency is a measure of how well a province's buildings can operate and is largely dependent on how many workers are available. To reach a province's full BE at least two thirds of jobs must be filled with workers. Building Efficiency only affects Production and and Percentage-Based buildings, fixed rate and capacity buildings are not affected.
Available Workers = Peasants + ROUNDDOWN ( Prisoners / 2 ) 
*The "Current Available Workers" value, provided by the Internal Affairs Adviser page, already takes prisoners into account.
Optimal Workers = ROUNDDOWN ( Total Jobs * 0.67 )
% Jobs Performed = MIN ( Available Workers / Optimal Workers , 1 )
Building Efficiency = (0.5 * (1 + % Jobs Performed)) * Race * Personality * Tools Science * Dragon * Blizzard
 Building Efficiency Modifiers
Modifier Name 	Modifier Effect
Race:dwarf 	1.3
Dragon: Topaz 	0.75
Spell: Blizzard	0.9
Changes in Building Efficiency
Changes in building efficiency happen gradually, similarly to changes in wages.
== Types of Building effects ==
Buildings provide a province with one or more benefits. These benefits are categorised into the below types. One building may provide benefits from more than one type, for example homes provide a capacity and a flat rate bonus. 
Capacity Building effects - These building effects create space for a province to hold things like horses, prisoners or extra peasants. Capacity buildings are not impacted by building efficiency. The capacity only becomes available once the building is complete and can be affected by personality bonuses e.g. artisan. 
Production building effects - This type of building effect provides a set amount of a particular resource each utopian day. The output of these buildings are directly affected by building efficiency. An example of this type is rune production from Towers, which creates runes each utopian day. 
* Production Building effect formula = Base Effect * Number of Buildings * BE * Personality bonus 
Fixed Rate Buildings - This type of building effect produces a fixed amount of something, unaffected by building efficiency. An example is wizard production from guilds. Practically these effects work as a stacking probability, e.g. 0.6 wizards per tick results in a 60% chance of a wizard being produced each tick. 
Percentage-based Buildings - The majority of Utopian buildings effects are percentage-based. These buildings 
provide an effect based on the portion of your land covered by it. For example, having 10% of your
land as Banks will increase your income by a certain percentage. Like flat-rate buildings, these
also require employees to provide full effects. In addition, each additional building you construct
will be less effective. The numbers listed in this section would be for the first building you
construct. Your Internal Affairs Advisor will help you to understand the benefits of your land.
Unless otherwise specified, these buildings have a maximum effect of 25 times the number listed
below. With normal building efficiency, this maximum is reached by dedicating 50% of your land to
that building.
* Percentage Based Buildings = Base Effect * BE * MIN(50%, % of building * personality bonus) * (100% - MIN(50%, % of building * personality bonus))
* In general, the Max Effect of a percentage based building is 25 x Base Effect (exceptions apply, refer to table)
* If your BE is less than 100%, the effect you would have with 50% of that building is the maximum and additional buildings past 50% will have no effect.
Buildings
Building 	Capacity 	Production effect	Fixed rate effect	Percent Base Effect	Percent Max	Description
Barren Land 	-10 peasants	 	 	 	0 	Houses 10 less people than built land
Barren Land 	 	 	2 bushels 	 	 	Produces 2 bushels per Utopian day (Unaffected by BE)
Homes 	10 peasants 	 	 	 	 	Houses 10 additional peasants
Homes 	 	 	0.3 peasants 	 	 	produces 0.3 peasants per Utopian day (Unaffected by BE and production bonuses)
Farms 	 	70 bushels 	 	 	 	Produces 70 bushels per Utopian day
Mills 	 	 	 	4% 	100% 	Decreases Build Costs
Mills 	 	 	 	3% 	75% 	Decreases Gold Exploration Costs
Mills 	 	 	 	2% 	50% 	Decreases Soldier Exploration Costs
Banks 	 	25 gc 	 	 	 	Produces 25gc per day
Banks 	 	 	 	1.25% 	31.25% 	Increase in Income
Training Grounds	 	 	 	1.5% 	37.5% 	Increases Offensive Military Efficiency
Training Grounds	 	 	 	2% 	25% 	Reduces Training Time
Armories 	 	 	 	2% 	50% 	Decreases Draft Costs
Armories 	 	 	 	2% 	50% 	Reduction of Wages
Armories 	 	 	 	1.5% 	37.5% 	Decreases Training Costs
Barracks 	 	 	 	1.5% 	37.5% 	Lowers Attack Time
Barracks 	 	 	 	2% 	50% 	Reduces Mercenary Costs
Forts 	 	 	 	1.5% 	37.5% 	Increases Defensive Military Efficiency
Castles 	 	 	 	2% 	50% 	Decreases Resource (Land, Gold, Food, Runes, Books) Losses when Attacked
Does not protect honor losses from attacks
Castles 	 	 	 	2% 	50% 	Decreases Honor Losses when Attacked
Hospitals 	 	 	 	3% 	75% 	Decreases Military Losses
Hospitals 	 	 	 	3% 	75% 	Daily Chance of Curing the Plague
Hospitals 	 	 	 	2% 	50% 	Increases Birth Rate
Guilds 	 	 	0.02 Wizards 	 	 	Wizards Trained per day (Unaffected by BE)
Guilds 	 	 	 	?% 	?% 	Guilds also increase spell duration (Unaffected by BE) max at 20% guilds
Guilds 	 	 	 	?% 	?% 	Self spell and ritual success rate
Towers 	 	12 Runes 	 	 	 	Produces 12 runes per day
Thieves Dens 	 	 	 	3% 	75% 	Bonus to TPA
Thieves Dens 	 	 	 	3.6% 	90% 	Lowers losses in Thievery Operations
Watch Towers 	 	 	 	2% 	37.5% 	Chance of Catching Enemy Thieves (does not apply to intel operations)
Watch Towers 	 	 	 	3% 	62.5% 	Reduced damage caused by Enemy Thieves
Universities 	 	 	 	1% 	25% 	Increases generation of science books(Unaffected by BE)
Universities 	 	 	 	1.5% 	37.5% 	Increase scientist spawn rate (Unaffected by BE)
Libraries 	 	 	 	1% 	25% 	Increase Science Efficiency (Unaffected by BE)
Stables 	80 Horses 	 	 	 	 	Houses War Horses
Stables 	 	2 Horses 	 	 	 	produces war horses
Dungeons 	30 Prisoners	 	 	 	 	Houses Prisoners of War
== Construction Costs ==
Construction Costs = 0.05* (land + 10000) * Race Mod * Personality Mod * Mills Mod * Double Speed * Ritual Mod * Artisan Science Mod
 Construction Cost Modifiers
Modifier Name	Modifier	Normal
Double Speed 	2 	1
Raze Costs = (300 + (0.05 * land)) * Artisan Science Mod * Race Mod * Personality Mod