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Europa Universalis IV Game Guide by gamepressure.com

Europa Universalis IV Game Guide

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Buildings | The Budget EU IV Guide

Last update: 11 May 2016

You can only build one type of special buildings in a province. - Buildings - The Budget - Europa Universalis IV - Game Guide and Walkthrough
You can only build one type of special buildings in a province.

There are four types of buildings in the game - regular, special, unique and manufactories. When it comes to the regular buildings,, they all can be erected in each province. They are divided into six categories - Government, Army, Navy, Production, Trade and Fort, four in each section. Special buildings are two additional upgrades for the regular buildings. In each province there can be only one such building so, if you build the arsenal from the Army division in a province, you will not be able to build e.g. the Post Office from the Trade division.

Unique buildings, on the other hand, can be erected only once on the whole map. Manufactories can be built one per each province.

While erecting buildings, try to think ahead, so you do not lose your freshly-built manufactories at war. First of all, you should be developing the richest provinces that are far away from borders.

Regular buildings

The building time of each building is 12 months. You can only build one in each province and in the pre-determined order ( you cannot build a courthouse if you do not have the temple). The effect of these buildings holds only in the province in which they were erected.

Government

Temple

Requirements - 5 Administrative level. 10 AMP. 50 Ducats.

Increases the base tax level by 1

Courthouse

Requirements - 8 Administrative level. 10 AMP. 75 Ducats.

Decreases revolt risk by1

Spy Agency

Requirements - 11 Administrative level. 10 AMP. 100 Ducats.

Local spy defense +25. Local defensiveness +10%.

Town Hall

Requirements - 14 Requirements 10 AMP. 150 Ducats.

Local tax modifier +20%. Local defensiveness +10%.

Army

Armory

Requirements - 4 Military level 10 MMP. 50 Ducats

Manpower +25. Local regiment cost-5%, Local regiment time -10%.

Training Fields

Requirements - 8 Military level 10 MMP. 75 Ducats.

Manpower +25. Local regiment cost-5%, Local regiment time -10%

Barracks

Requirements - 11 Military level 10 MMP. 100 Ducats.

Manpower +50. Local regiment cost -5%.

Regimental Camp

Requirements - 13 Military level 10 MMP. 150 Ducats.

Manpower modifier +20%

Navy

Dock

Requirements - 4 Diplomatic level. 10 DMP. 50 Ducats.

Trade power +0,33. Local ship repair +25%

Drydock

Requirements - 8 Diplomatic level. 10 DMP. 75 Ducats.

Local shipbuilding time -10%. Local ship repair +10%.

Shipyard

Requirements - 11 Diplomatic level. 10 DMP. 100 Ducats.

Naval Force Limit +2

Grand Shipyard

Requirements - 13 Diplomatic level. 10 DMP. 150 Ducats.

Local shipbuilding time and their cost -10%.

Production

Constable

Requirements - 5 Diplomatic level. 10 AMP. 50 Ducats.

Local tax modifier +20%

Workshop

Requirements - 8 Diplomatic level. 10 AMP. 75 Ducats.

Produced goods +20%

Counting House

Requirements - 11 Diplomatic level. 10 AMP. 100 Ducats.

Local production efficiency +25%

Treasury

Requirements - 14 Diplomatic level. 10 AMP. 150 Ducats.

Produced goods +20%

Local tax modifier +20%

Trade

Marketplace

Requirements - 4 Diplomatic level. 10 DMP. 50 Ducats.

Trade power +1

Trade Depot

Requirements - 8 Diplomatic level. 10 DMP. 75 Ducats.

Trade power +25%, Trade value +1

Canal

Requirements - 11 Diplomatic level. 10 DMP. 100 Ducats.

Trade power +1. Trade value modifier +25%.

Road Network

Requirements - 13 Diplomatic level. 10 DMP. 150 Ducats.

Trade power +25%. Local movement speed +10%

Fort

Earth Rampart

Requirements - 3 Military Level 10 MMP. 50 Ducats.

Local missionary strength +0,1. Supply limit +0,5%. Fort level +1

Star Fort

Requirements - 9 Military Level 10 MMP. 75 Ducats.

Local missionary strength +0,1. Supply limit +0,5%. Fort level +1

Tenaille

Requirements - 14 Military Level 10 MMP. 100 Ducats.

Local missionary strength +0,1. Supply limit +0,5%. Fort level +1

Star Bastion

Requirements - 20 Military Level 10 MMP. 150 Ducats.

Local missionary strength +0,1. Supply limit +0,5%. Fort level +1

Special Buildings

Special buildings can only be built after you have erected all four of the regular buildings of a given type. There can be only one type of special buildings per province. The construction time is 24 months. The effect of these buildings holds only in the province in which they were erected.

Government

College

Requirements - 16 Administrative level 10 AMP. 250 Ducats.

Local revolt risk-1. Local spy defense +25%.

Cathedral

Requirements - 18 Administrative level 10 AMP. 500 Ducats.

Local revolt risk -1. Local spy defense +10%.

Army

Arsenal

Requirements - 16 Military level 10 MMP. 250 Ducats.

Manpower Modifier+25%, Local spy defense Local recruitment time -25%

Conscription Center

Requirements - 18 Military level 10 MMP. 500 Ducats.

Manpower modifier+25%, Land limit +2

Navy

Naval Arsenal

Requirements - 16 Diplomatic level. 10 DMP. 250 Ducats.

Naval Force Limit +2, Local shipbuilding time -10%

Naval Base

Requirements - 18 Diplomatic level. 10 DMP. 500 Ducats.

Naval Force Limit +2. Local shipbuilding time -10%, local repair time+50%.

Production

Mint

Requirements - 16 Diplomatic level, 10 AMP, 250 Ducats.

Local tax modifier +50%

Stock Exchange

Requirements - 18 Diplomatic level. 10 AMP, 500 Ducats.

Tax income+5

Trade

Post Office

Requirements - 16 Diplomatic level. 10DMP. 250 Ducats.

Local trade power +3 and +50%

Custom House

Requirements - 18 Diplomatic level. 10 DMP. 500 Ducats.

Local trade power +5

Fort

Redoubt

Requirements - 24 Military level 10 MMP. 250 Ducats.

Missionary Strength +0,1. Fort level+2, Local defensiveness +10%.

Fortress

Requirements - 29 Military level 10 MMP. 500 Ducats.

Missionary Strength +0,1. Fort level +2, Local defensiveness +10%.

Unique buildings

One country can only have one unique building of each kind, regardless of its size. Some buildings have special requirements to operate. If the requirements cease to be met after some time, the buildings will be demolished. And you will be able to erect a new one in another province(as long as the requirements are met, of course). The construction time for these buildings is 12 months. Their effects hold all around the country, unless it has been stated otherwise. Furthermore, unique buildings can be erected in the same provinces, even all in the same province.

Tax Assessor

Requirements - 27 administrative level, 10 AMP, 1000 Ducats. It can only be built in the capital, as long as the capital's base tax level is at least 10.

Inflation reduction -0,05 per annum.

Embassy

Requirements - 6 Diplomatic level. 10 DMP. 1000 Ducats.

Additional diplomat. Foreign Core Cost in your core +10%

Glorious Monument

Requirements - 19 Administrative level 10 AMP. 1000 Ducats.

Annual prestige +1

March

Requirements - 8 Military level 10 MMP. 500 Ducats. It needs to be a border core province.

Manpower +500. Local defensiveness +200%.

Grain Depot

Requirements - 24 Administrative level 10 AMP. 1000 Ducats. Only in grain producing core.

Local Army Limit +10%, army maintenance modifier -10%.

Palace

Requirements - 20 Diplomatic level, 10 DMP, 1000 Ducats. Only in the capital and only for monarchy.

Annual Legitimacy +1

War College

Requirements - 19 Military level 10 MMP. 1000 Ducats.

Yearly army tradition +0,5. A Leader without upkeep.

Admiralty

Requirements - 19 Diplomatic level, 10 DMP, 1000 Ducats, only in a coastal province.

Yearly navy tradition+0,5. A Leader without upkeep.

Fine Arts Academy

Requirements - 12 Administrative level 10 AMP. 1000 Ducats.

Stability cost modifier -5%

University

Requirements - 17 Administrative level 10 AMP. 1000 Ducats.

Technology cost -5%

Manufactories

Manufactory increases the production of a province's good by 100%. It requires an appropriate type of good though produced in that province to be built. One province can only have one manufactory and their construction time is 60 months (5 years!) and additionally, cannot be destroyed once built. Before you decide to build a manufactory, you should consider possible changes in economy in future years (e.g. due to new geographic discoveries or wars that will influence the supply of a given ware), the capacity to hold the area and its overall production, to take full advantage of the 100% bonus.

Refinery

Requirements - 20 Diplomatic level. 10 DMP. 500 Ducats. Wine or sugar

Naval Equipment Manufactory

Requirements - 12 Diplomatic level. 10 DMP, 500 Ducats. Naval supplies, fish or salt.

Weapons Manufactory

Requirements - 20 Military level 10 MMP, 500 Ducats. Copper or iron

Textile Manufactory

Requirements - 12 Administrative level 10 AMP, 500 Ducats. Wool or fabrics.

Farm Estate

Requirements - 6 Administrative level 10 AMP, 500 Ducats. grain.

Plantations

Requirements - 13 Administrative level 10 AMP, 500 Ducats. Coffee, cotton, sugar or tobacco.

Trade Company

Requirements - 12 Administrative level10 DMP. 500 Ducats. Ivory, tea, ceramics, slaves spice or fur

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