Province improvements
This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.
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.
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 provincial 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
Land
Production
Trade
Forts
Tech Level | Improvement | Level | Cost | Build Time | Effect |
---|---|---|---|---|---|
3 | Fort 1 | 1 | 50![]() |
12 months | Garrison size 1000 Supply limit +0.5 Missionary chance +0.4% |
16 | Fort 2 | 2 | 75![]() |
12 months | Garrison size 2000 Supply limit +0.5 Missionary chance +0.7% |
25 | Fort 3 | 3 | 100![]() |
12 months | Garrison size 3000 Supply limit +0.5 Missionary chance +1.0% |
31 | Fort 4 | 4 | 150![]() |
12 months | Garrison size 4000 Supply limit +0.5 Missionary chance +1.4% |
40 | Fort 5 | 5 | 200![]() |
24 months | Garrison size 5000 Supply limit +1.0 Missionary chance +1.7% |
50 | Fort 6 | 6 | 300![]() |
24 months | Garrison size 6000 Supply limit +1.0 Missionary chance +2.0% |
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 | Land 29 | Core province, produces grain | Yearly army tradition +1% |
Admiralty | 1000 | 12 months | Naval 29 | Province has port | Yearly navy tradition +1% |
Manufactories
Manufactories give the following benefits:
- A 6
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
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 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. Only one manufactory can be built per province.
There are generic missions for each manufactory to build one.
Manufactory | Tech Investment | Bonus Resources | Tech Level | Additional Effects |
---|---|---|---|---|
Refinery | Trade | Wine or Sugar | Trade 14 | None |
Naval equipment manufactory | Naval | Naval Supplies | Naval 15 | None |
Weapons manufactory | Land | Copper or Iron | Land 15 | None |
Textile manufactory | 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 |
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 who 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
Manufactories give the following benefits:
- A 6
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
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 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. Only one manufactory can be built per province.
There are generic missions for each manufactory to build one.
Manufactory | Tech Investment | Bonus Resources | Tech Level |
---|---|---|---|
Refinery | Trade | Wine or Sugar | Trade 6 |
Naval equipment manufactory | Naval | Naval Supplies | Naval 7 |
Weapons manufactory | Land | Copper or Iron | Land 7 |
Textile manufactory | Production | Wool or Cloth | Production 6 |
Fine arts academy | Stability | n/a | Government 13 |
University | Government | n/a | Government 8 |