Buildings

This page will contain an overview of the changes to buildings in 2.0 as well as a list and description of every building in-game. This page is up to date with the latest 1.99.01 beta release

## Overview

### Non-state actors construct buildings

As your estates grow in power an wealth, they'll spend their income in a way that will benefit them. For example: They'll build Local Fortifications in rich provinces with high autonomy to protect their interests.

Some buildings can only be built by your estates, see Estate Buildings bellow.

## Art and Education

These are centers of of learning and original thought, where the sciences and arts of mankind are extended.

### Universities

Universities educate upper class pops and are critical to achieving a high education level.

## Trade and Economy

### Urban Production

The Workshop family of buildings increase the Urban Gravity of a city and directly increase the amount of Urban Goods it produces.

### Financial Buildings

Note: The Stock Exchange does not obsolete/overwrite the bonuses of the Bank.

Great City Hall (rank 3)
Trade idea group
 Lvl 23
Bank
Indian Trading Company
 Base Cost
 Base Urban Gravity | +1
 Urban Gravity Modifier
 Local Trade Power Modifier
 Local Production Efficiency
 Tax Income
 Trade Value

### Foreign Trade Post

 Local Trade Power
 Local Trade Power
 Local Defensiveness
 Local Unrest
 Monthly Autonomy Change

## Rural Prosperity and Mines

### Mines

Regions that have rich mineral deposits can be exploited by building a mines. Expanding mine complexes will increase their productivity. Mine Productivity decides the efficiency of extraction, and how quickly a new mineral deposit can be found.

Each Tier only requires the previous tier. Tier 1 requires the mined\_goods flag to be set (That is to say, the province has something to mine).

 Base Urban Gravity | +1
 Mine Productivity

### Warehouses

The 'Warehouse District' is special in that it allows cities that have access to the continental food pool (5 or more Urban Pop) to get a larger share of the food.

 Base Cost
 Urban Production Power | +15%
 Base Urban Gravity | +1.5
 Urban Gravity Modifier
 Local Trade power

## Docks and Shipbuilding

A port is a gateway to the world, bringing an economic benefit and allows shipbuilding. Ports can be built in any coastal province and can be further expanded given suitable conditions. Ports are used by runners to help lower Communications Efficiency.

Fishing Port is the basic building.

### Trade Harbour

Expanding dockyard facilities increases the amount of trade that can be done, and reduce travel time for Communication Efficiency via this port.

### Military Harbour

Expanding shipbuilding facilities allow country to build a bigger navies. They improve naval construction capabilities, naval Forcelimit and sailors..

## Religious Buildings

 Base Cost
 Local Unrest
 Urban Gravity Modifier
 Art Power
 Art Power from Urban Upper Class
 Local Missionary Strength
 Yearly Prestige
 Tolerance of the True Faith
 Yearly Papal Influence

## Roads, Forts, Canals and Capitols

Roads, Forts, Canals, Regional Capitols, and Capitol Buildings are all built through the Province Interaction button, which require the **Common Sense** DLC. For those without Common Sense, Roads can be build with by building the "Upgrade Roads" dummy building, and Forts can be built by the similar "Upgrade Forts" dummy building.

### Roads

Roads connect provinces together and connect disparate and disconnected rural places to urban centers. Constructing roads allows local goods to reach nearby markets, improve local economy and increase urbanisation. They also increase the province Communication Efficiency, ability to support military forces and the movement speed of armies.

Roads take 5 years to build. The cost will vary depending on the terrain type as well as the amount of population living in the province. We can add ducats toward the cost, spend manpower, demand that the estates assist, or we can even tap local wealth in order to complete the road.

### Forts

Forts are defensive structures that provide a variety of benefits. The cost of forts will vary depending on the terrain type. Harsher terrains are costlier to build in, but many of them give superior defensive bonuses.

### Canals

Irrigation canals greatly boost farming efficiency, rural population capacity and famine resistance. They can be built only in provinces encompassing major rivers.

 Farming Efficiency
 Rural Population Capacity
 Rural Population Capacity Multiplier
 Famine Resistance

### Capitols

Updated for v2.02. Capitol building in capital province improves CE everywhere in the country by a specific amount which listed in the table below. In non-capital provinces, they improve CE in nearby provinces by a significant amount, the extent of which is magnified the further the province is from your country's capital. For each build, the cost will be increased by 500 for each rank of total ranks in the empire.

## Estate Buildings

There are a few buildings that can't directly be built by the player, and can only be built by estates.

### Local Fortifications

Local Fortifications are built in places that the estate considers insufficiently defended or which are especially valuable. If you construct enough forts in the province, the estate will begin to disband their fortifications. These are maintained by the local estates and do not cost maintenance to the State.

 Hostile Movement Speed

### Farm Estates

Farm Estates represent the organization of local farming communities into industries capable of export local produce.  While the Farm Estates building doesn't produce more food per se, they represent the local nobility's ability to find a better price for their goods.  Farm Estates effectively sell a province's excess food and exports it to a city elsewhere on the continent which will fetch the highest price.

### Plantations

Plantations grow higher end agricultural products.  While more valuable than Farm Estates, plantations require a greater quantity of rural wealth to build and upgrade.