Economic buildings
ナビゲーションに移動
検索に移動
Crusader Kings III
Each type of terrain has a possible selection of economic buildings. Every barony type may build economic buildings suitable to their terrain.
All economic buildings provide monthly tax and have their upgrades unlocked via the following innovations:
Innovation | Era | Levels |
---|---|---|
Crop Rotation | Tribal | 2+ |
Manorialism | Early Medieval | 3+ |
Windmills | High Medieval | 5+ |
Cranes | Late Medieval | 7+ |
Note that there are also economic buildings with substantial military bonuses alongside gold.
Desert agriculture[編集 | ソースを編集]
100px |
|
- Construction time
- 2 years
- Terrain requirements
- This building can only be built in the following terrain:
Terrain | Able to construct |
---|---|
Desert | |
Desert Mountains | — |
Drylands | |
Farmlands | — |
Floodplains | — |
Forest | — |
Hills | — |
Jungle | — |
Mountains | — |
Oasis | |
Plains | — |
Steppe | — |
Taiga | — |
Wetlands | — |
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 100 Gold | — | +0.25 Monthly tax[1] | — | — |
2 | 150 Gold | Crop Rotation |
|
— | — |
3 | 200 Gold |
|
— | +1 Light Cavalry Toughness | |
4 | 250 Gold | — |
|
— | +1 Light Cavalry Toughness |
5 | 300 Gold |
|
+2% Monthly development | +1 Light Cavalry Toughness | |
6 | 350 Gold | — |
|
+2% Monthly development | +1 Light Cavalry Toughness |
7 | 400 Gold |
|
+5% Monthly development | +1 Light Cavalry Toughness | |
8 | 450 Gold | — |
|
+5% Monthly development | +1 Light Cavalry Toughness |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Small Plantations | plantations_01 | Despite the lack of water, these small plantations succeed in growing particularly hardy fruit. |
2 | Trading Posts | plantations_02 | Hardy desert nomads travel between trading posts, bringing food with them to wherever it is needed the most. |
3 | Weavers | plantations_03 | Weavers spin cloth in their workshops, which they then trade to the desert nomads. |
4 | Wellsprings | plantations_04 | With limited water, a new well is sure to make the area prosper. Several such springs have been discovered, and proper wells have been constructed. |
5 | Caravanserais | plantations_05 | Larger trade caravans need a place to stay so that their animals can rest. The caravanserai provides the space they need and is also an excellent place to tax their goods. |
6 | Date Groves | plantations_06 | With more land being suitable for plantations, date groves are being cultivated. The sweet dates last for a long time, and are a valuable good for traders. |
7 | Irrigation | plantations_07 | By flooding fields with water from the wells, they can support something more than pure subsistence farming. This is a large task however, making the desert bloom is not easy. |
8 | Large Plantations | plantations_08 | These plantations now produce a definite surplus, which can be traded and sold for a profit. |
Farms & Fields[編集 | ソースを編集]
100px |
|
- Construction time
- 3 years
- Terrain requirements
- This building can only be built in the following terrain:
Terrain | Able to construct |
---|---|
Desert | — |
Desert Mountains | — |
Drylands | |
Farmlands | |
Floodplains | |
Forest | — |
Hills | — |
Jungle | — |
Mountains | — |
Oasis | — |
Plains | |
Steppe | — |
Taiga | — |
Wetlands | — |
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 150 Gold | — | +0.5 Monthly tax | — | — |
2 | 225 Gold | Crop Rotation | +0.8 Monthly tax | +1% Holding Taxes | — |
3 | 300 Gold | +1.1 Monthly tax |
|
— | |
4 | 375 Gold | — | +1.4 Monthly tax |
|
— |
5 | 450 Gold | +1.7 Monthly tax |
|
— | |
6 | 525 Gold | — | +2 Monthly tax |
|
— |
7 | 600 Gold | +2.3 Monthly tax |
|
— | |
8 | 675 Gold | — | +2.6 Monthly tax |
|
— |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Crop Fields | cereal_fields_01 | Crop fields, the backbone of the feudal economy, each manned by a small but generous family of peasants – all but willing to surrender most of what they produce in tithe to the crown! |
2 | Hamlets | cereal_fields_02 | The construction of more hamlets means that more peasants can be put to work in the fields. And as we all know, more peasants mean more taxes! |
3 | Barns & Storehouses | cereal_fields_03 | The erection of barns and larger storehouses allows peasants to preserve hay and straw, gives them a place to store their tools, and acts as an impromptu place to house traveling armies (or vagabonds...). |
4 | Farmsteads | cereal_fields_04 | Larger farmsteads support larger peasant families. When families have space to grow, they will produce children that can be put to toil in the fields – as is the natural order of things! |
5 | Granaries | cereal_fields_05 | Granaries allow farmers to store grain, vegetables, and fruit for long periods. Of course, the farmers are happy to give it all up for our soldiers, should they happen to march on through! |
6 | Granges & Tithe Barns | cereal_fields_06 | Tithe barns act as a place for farmers to put the portion of their produce that should befall the clergy – of course, this also makes it easier for us to tax them. |
7 | Vast Crop Fields | cereal_fields_07 | By 'encouraging' our grateful peasant subjects to till more and larger fields closer to each other's lands, we are sure to get a higher yield. Of course, this encroaching on each other's lands might bring conflict between the farmers – alas, it is a sacrifice we are willing to make! |
8 | Grain Silos | cereal_fields_08 | These massive silos aim to store grain in vast quantities throughout the entire year. There's so much that no single army can consume it all, of course, that is presuming that no rats enter the silos... |
Forestries[編集 | ソースを編集]
100px |
|
- Construction time
- 3 years
- Terrain requirements
- This building can only be built in the following terrain:
Terrain | Able to construct |
---|---|
Desert | — |
Desert Mountains | — |
Drylands | — |
Farmlands | — |
Floodplains | — |
Forest | |
Hills | — |
Jungle | |
Mountains | — |
Oasis | — |
Plains | — |
Steppe | — |
Taiga | |
Wetlands | — |
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 100 Gold | — |
|
— | — |
2 | 150 Gold | Crop Rotation |
|
−5% Temple building construction cost | — |
3 | 200 Gold |
|
−5% Temple building construction cost | −1% Army Gold Maintenance | |
4 | 250 Gold | — |
|
|
−1% Army Gold Maintenance |
5 | 300 Gold |
|
|
−1% Army Gold Maintenance | |
6 | 350 Gold | — |
|
|
−1% Army Gold Maintenance |
7 | 400 Gold |
|
|
−1% Army Gold Maintenance | |
8 | 450 Gold | — |
|
|
−1% Army Gold Maintenance |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Logging Camps | logging_camps_01 | Woodcutters have set up camp along the outskirts of the forest, working long days with cutting down trees. |
2 | Resin Collectors | logging_camps_02 | All along the forest resin is being collected for use as an adhesive, or to be sold to the clergy for use in various rites. |
3 | Charcoal Burners | logging_camps_03 | The charcoal burners work tirelessly through smoke and smog to produce the valuable material that is so sought after by blacksmiths. |
4 | Wood Pastures | logging_camps_04 | Among the trees pastures can be found, with the animals feeding on the naturally occurring seeds and nuts. For a few months in particular each year, a glut of nuts fatten the animals up for the winter. |
5 | Tilled Fields | logging_camps_05 | Where trees once stood, fields now lie. Former forest makes for formidable farmland. |
6 | Honey Pastures | logging_camps_06 | On the edge of the forest, apiaries are placed to capitalize on the now-abundant amount of wildflowers that have appeared where the forest once stood. |
7 | Forest Glassworks | logging_camps_07 | The forest makes the perfect place for the glassblower to work. With easy access to most materials they need, valuable glass can be produced and traded with. |
8 | Sawmills | logging_camps_08 | While axes and simple saws have served us so far, the sawmill is to those like god is to men. Now the forest can be consumed in almost no time, with its valuable wood fueling our cities and towns. |
Hill farms[編集 | ソースを編集]
100px |
|
- Construction time
- 3 years
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 100 Gold | — | +0.35 Monthly tax[1] | — | — |
2 | 150 Gold | Crop Rotation | +0.55 Monthly tax | — | +1 Spearmen Toughness |
3 | 200 Gold | +0.75 Monthly tax | +300 Supply limit | +1 Spearmen Toughness | |
4 | 250 Gold | — | +0.95 Monthly tax | +300 Supply limit | +2 Spearmen Toughness |
5 | 300 Gold | +1.15 Monthly tax |
|
+2 Spearmen Toughness | |
6 | 350 Gold | — | +1.35 Monthly tax |
|
+2 Spearmen Toughness |
7 | 400 Gold | +1.55 Monthly tax |
|
+2 Spearmen Toughness | |
8 | 450 Gold | — | +1.75 Monthly tax |
|
+2 Spearmen Toughness |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Hillside Fields | hill_farms_01 | Along the sides of the many hills there are numerous small fields, growing crops and sustaining a small peasant population. |
2 | Fell Pastures | hill_farms_02 | Cattle is brought to the uncultivated uplands, or fells, and allowed to graze on the plentiful grasses that grow there. |
3 | Root Cellars | hill_farms_03 | Root cellars allow for year-round storage of vegetables, something that is of dire importance in the sparsely-fertile hills. |
4 | Vegetable Fields | hill_farms_04 | Large fields of vegetables provide the sparse farms with much-needed food. |
5 | Lynchets | hill_farms_05 | By diverting water from a nearby stream into a terrace, the hillside fields can be kept fertile for longer. |
6 | Roads & Stairs | hill_farms_06 | By connecting the spread-out farms and hamlets with proper roads and stairs, we increase our efficiency at taxing them. |
7 | Winter Granaries | hill_farms_07 | During the harsher months of the year, there's not much for animals to eat, something which the winter granary solves. |
8 | Apple Orchards | hill_farms_08 | The rolling hills provide the perfect environment for orchards, particularly of the apple variety. |
Manor houses[編集 | ソースを編集]
100px |
|
- Construction time
- 5 years
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 200 Gold | — | +0.7 Monthly tax | — | — |
2 | 300 Gold | Crop Rotation |
|
— | — |
3 | 400 Gold |
|
+2% Monthly development | — | |
4 | 500 Gold | — |
|
+2% Monthly development | — |
5 | 600 Gold |
|
+2% Monthly development | — | |
6 | 700 Gold | — |
|
|
— |
7 | 800 Gold |
|
|
— | |
8 | 900 Gold | — |
|
|
— |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Mansions | farm_estates_01 | Mansions house land-owning families, their staff, and the peasants who work their fields. |
2 | Gardens & Vegetable Plantations | farm_estates_02 | Attached to the manors are large gardens and fields of ripe vegetables, making them essentially self-sustainable. |
3 | Farm Estates | farm_estates_03 | Farm estates hold jurisdiction over the fields, forests, and outbuildings that surround them. |
4 | Hundred-acre Fields | farm_estates_04 | The massive hundred-acre fields employ scores of peasants, and brings vast wealth upon the family who owns the land. |
5 | Freeholds | farm_estates_05 | Freeholds are massive, with vast lands surrounding them — as they are passed on in a hereditary fashion, the families they house have ample time to optimize the yield of their lands. |
6 | Windmills | farm_estates_06 | Windmills take most of the labor out of grinding flour, massively increasing efficiency. |
7 | Consolidated Landholdings | farm_estates_07 | Several different manors, all run as one — by letting the most productive families take the reins from the less productive ones, we guarantee excellent results. |
8 | Grand Estates | farm_estates_08 | Vast estates of a scale rarely seen, these grand complexes can maintain a household of thousands. |
Quarries[編集 | ソースを編集]
100px |
|
- Construction time
- 2 years
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 100 Gold | — |
|
— | — |
2 | 150 Gold | Crop Rotation |
|
— | −1% Men-at-Arms maintenance |
3 | 200 Gold |
|
+2% Monthly development | −1% Men-at-Arms maintenance | |
4 | 250 Gold | — |
|
|
−1% Men-at-Arms maintenance |
5 | 300 Gold |
|
|
−2% Men-at-Arms maintenance | |
6 | 350 Gold | — |
|
|
−2% Men-at-Arms maintenance |
7 | 400 Gold |
|
|
| |
8 | 450 Gold | — |
|
|
|
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Simple Stone Quarries | quarries_01 | Easily-accessible quarried stone provides building materials for nearby constructions. |
2 | Shallow Ore Mines | quarries_02 | Simple mines line the foot of the mountain, collecting ore from easily accessible surface ore deposits. |
3 | Watermills | quarries_03 | By routing water to the mining sites, its power can be harnessed by water mills to power tools which help in the excavation. |
4 | Large Stone Quarries | quarries_04 | As the demand for building materials goes up, the quarries attract more and more workers. The quarries are growing larger and deeper by the passing year. |
5 | Large Mines | quarries_05 | The need for metals keeps growing, and new techniques aren't everything – production must be scaled up, and more mines are opening! |
6 | Massive Stone Quarries | quarries_06 | Several enormous open-pit mines see workers carve blocks of stone on an almost industrial level. Exhausted quarries lie like gaping mouths all over the province, their contents now forming numerous castles and walls. |
7 | Shaft Mines | quarries_07 | With the advent of new techniques, workers can reach deeper metals hidden beyond the surface. The most important of which is a new way of draining flooded shafts. |
8 | Blast Furnaces | quarries_08 | Blast furnaces run hot day-round, smelting iron, lead, and copper. The quality of the metal they produce is beyond excellent. |
Tradeport[編集 | ソースを編集]
100px |
|
- Construction time
- 2 years
- Terrain requirements
- テンプレート:Terrain requirement/Any terrain However, the province must be coastal.
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 150 Gold | — | +0.35 Monthly tax[1] | +5% Monthly development | — |
2 | 225 Gold | Crop Rotation | +0.55 Monthly tax | +10% Monthly development | — |
3 | 300 Gold | +0.75 Monthly tax | +15% Monthly development | — | |
4 | 375 Gold | — | +0.95 Monthly tax | +20% Monthly development | — |
5 | 450 Gold | +1.15 Monthly tax | +25% Monthly development | — | |
6 | 525 Gold | — | +1.35 Monthly tax | +30% Monthly development | — |
7 | 600 Gold | +1.55 Monthly tax | +35% Monthly development | — | |
8 | 675 Gold | — | +1.75 Monthly tax | +40% Monthly development | — |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Small Harbor | common_tradeport_01 | A humble harbor sits at the shore, allowing ships to load and off-load their cargo without much effort. |
2 | Fishing Net Weavers | common_tradeport_02 | A workshop where fishing nets are woven has been set up here. Day in and day out nets are made and repaired tirelessly. |
3 | Tradeport | common_tradeport_03 | The harbor has become a hub for trade and travel in the area. Ships from all around the coast come here to trade. |
4 | Shipwrights | common_tradeport_04 | Skillful shipwrights gather at this port to construct and repair ships for the highest bidder. |
5 | Expanded Docks | common_tradeport_05 | No longer will merchant ships have to compete for a spot to load and unload their precious cargo — the abundant space on the dock gives more than enough room for everyone to do business! |
6 | Shipyards | common_tradeport_06 | Several ships lay ready in the yards, waiting for a crew to man them in times of need for the crown. |
7 | Grand Port | common_tradeport_07 | This grand port offers plenty of room for merchants and fishermen to dock and handle their cargo. Travelers from far and wide come here, seeking safety in the haven that is the port. |
8 | Drydocks | common_tradeport_08 | A revolutionary new means of docking ships has arrived in the form of the drydock. The ship is sailed into a narrow passage, where the water is pumped out. The ship is then suspended on blocks of stone, and can then be repaired and maintained with ease. |
Wetland farms[編集 | ソースを編集]
100px |
|
- Construction time
- 3 years
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 100 Gold | — |
|
— | — |
2 | 150 Gold | Crop Rotation |
|
−5% Building construction gold cost | — |
3 | 200 Gold |
|
|
— | |
4 | 250 Gold | — |
|
|
— |
5 | 300 Gold |
|
|
— | |
6 | 350 Gold | — |
|
|
— |
7 | 400 Gold |
|
|
— | |
8 | 450 Gold | — |
|
|
— |
Level | Name | Internal ID | Description |
---|---|---|---|
1 | Cattle Lands | peat_quarries_01 | The fertility of the wetlands makes excellent grazing for pastoral animals of all sizes. |
2 | Peat Quarries | peat_quarries_02 | A significant amount of peat is quarried here. Its presence aids in the development of new farms and fields. |
3 | Hay Meadows | peat_quarries_03 | Around the wetlands themselves a large amount of grass and straw grows, which is harvested and used as feed for the winter. |
4 | Salt Wells | peat_quarries_04 | Workers use large pans to heat water and extract salt from the wetlands. This salt is then used to preserve meat, which is then traded. |
5 | Walled Wetlands | peat_quarries_05 | By walling off the wetlands, the peasants can more easily control the growth of plants, and protect the valuable harvest therein. |
6 | Wetland Fields | peat_quarries_06 | The unique properties of the wetlands allow peasants to successfully grow many plants they wouldn't otherwise be able to, such as hemp or flax. |
7 | Large Peat Quarries | peat_quarries_07 | More and more peat is being quarried here, with most being exported all over as fertilizer. |
8 | Large Wetland Ranches | peat_quarries_08 | Large herds of animals feed on the abundant plant life in the wetlands, growing big and fat. |
References[編集 | ソースを編集]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Tooltip in game rounds down. See
game\common\script_values\00_building_values.txt
. - ↑
00_terrain_specific_buildings.txt
,cereal_fields_08
,supply_limit = 1600
. - ↑ Tooltip in game rounds down. See
game\common\script_values\00_building_values.txt
,@good_build_speed_base = -0.025
. - ↑ Tooltip in game rounds down. See
game\common\script_values\00_building_values.txt
,@good_build_speed_base = -0.025
.