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A Barony is the lowest rank of landed titles and the only rank that is not playable (although they may be held by playable characters). Each county has 1-8 baronies, ownership of which is always tied to the county (baronies will always be in the same realm as the county). Baronies may be sparsely populated or have a holding.

Capital

There are 2 types of capitals which a barony can be:

  1.   The county capital is the primary barony of a county. Its holding can never be destroyed and is always owned by the ruler who holds the county title. County capitals allow the construction of an additional building and have +1   fort level.
  2.   The realm capital is the barony where a ruler and its court resides and is always inherited by the primary heir. The realm capital can only be moved once per lifetime unless it's the de jure capital of the primary title. It also produces an additional +1   tax. Each barony within the same de jure duchy as the realm capital will gain +10%   levies. The realm capital cannot be moved during a war.

Holdings

Each barony may have a holding, which represents the main settlement inside it and is required to be able to use the barony. Constructing a new holding will create a title for that barony, which may be held or given to another character. Baronies you hold that are not the county capital can be granted to a low noble to lower your domain limit. All holdings are constructed at level 1 and can be upgraded up to level 4. Constructing or upgrading a holding takes 5 years.

  • Constructing a feudal/clan holding requires 400   gold
  • Upgrading a feudal/clan holding to level 2 requires 550   gold
  • Upgrading a feudal/clan holding to level 3 requires 700   gold
  • Upgrading a feudal/clan holding to level 4 requires 850   gold
  • Upgrading a tribal holding requires 200   gold and 400   prestige
  • Tribal holdings cannot be constructed but feudal and clan rulers can turn them into Castle ones at the cost of 500   gold

Constructing a Temple holding will raise   Fervor by 1 and grant its county title holder 500   piety regardless of which ruler funded it.

Holding Level   Monthly tax   Levies   Garrison   Fort level   Required innovation Description Can be directly held by
  Castle Motte +0.4 +175 +250 +1   Mottes This small but formidable fortification is situated upon a raised earthwork. Feudal
Clan
Holy Order
Keep +0.7 +325 +750 +4   Battlements The Keep (or Donjon) is a large tower serving as a fortified residence and last line of defense.
Concentric Castle +1 +475 +1250 +8   Hoardings The Concentric Castle is surrounded by two or more walls, the inner one higher than the outer one.
Fortress +1.3 +625 +1750 +13   Machicolations The Fortress is the epitome of defense, able to both repel enemy assaults and house a large military.
  City Village Center +0.8 +75 +150 0   City Planning A populous city which houses a large number of burghers, merchants, and hard-working townsfolk. Republic
Holy Order
Large City +1.4 +125 +300 0   Manorialism This city has attracted the attention of traders and craftsmen from all around, with wealthy merchants setting up shop and diligent craftsmen erecting new houses almost daily.
City Center +2 +175 +450 0   Windmills No longer content with just occupying its original area, the city now subsumes nearby farmland into its prosperous center. The city is vast and full of wealth and opportunity.
Bustling Metropolis +2.6 +225 +1050 0   Cranes This city is known far and wide for the bountiful opportunities that lie within — it is said that even the lowliest peasant can find fortune here. Houses line the streets for as far as the eye can see, with carts and animals busy transporting goods wherever you look.
  Temple Shrine +0.5 +125 +150 0   City Planning A place of worship ruled by the clergy, surrounded by a town of faithful peasants. Theocracy
Lay Clergy
Temple Grounds +0.9 +225 +450 0   Manorialism A temple sits at the center of the village, carefully constructed by local craftsmen to show their dedication to the faith.
House of Worship +1.3 +325 +750 0   Windmills While the temple can take in a lot of worshipers, that is not its only purpose — it also has to house the clergy, support a large library and protect relics. With the addition of the house of worship there's always plenty of room for the faithful to pray.
Grand Temple +1.7 +425 +1050 0   Cranes Not satisfied with a small and modest temple, local artisans and architects have worked together to create a true work of art. This grand temple seemingly calls down the power of heaven itself into any worshiper who enters its glorious halls.
  Tribe Tribal Hold +0.2 +250 +250 +1   None Constructed out of logs and rough-hewn stone, this hold is imposing despite its small size. Tribal
Fortified Tribal Hold +0.5 +400 +500 +2   Planned Assemblies The fortified hold takes its inspiration from feudal castles, adding many new defensive elements.

Giving away a holding that cannot be controlled does not grant   Stress regardless of traits.

Special buildings

メイン記事へ: Special buildings

Many Counties in the game feature slots for Special Buildings. This is in addition to any Building or Duchy Building slot that the county may have. Each Barony in the game only has 1 Special Building.

One of the following grants at most +1 Special building slot:

Duchy buildings

メイン記事へ: Duchy buildings

Duchy buildings can only be constructed by a feudal or clan ruler in the de jure capital of a   Duchy and can only be used if the character holds the associated duchy title. Note that all duchy buildings may be built in any terrain, apart from royal reserves. All duchy buildings take   5 years to construct or upgrade and have 3 levels.

  • Initial construction (level 1) costs   300 gold
  • Upgrading to level 2 costs   400 gold
  • Upgrading to level 3 costs   500 gold

Buildings

Based on the terrain of the Barony, each Holding has access to a number of buildings. Regular buildings primarily focus on increasing taxes and levies, with some secondary effects such as increasing fortifications or increasing supply, and can be upgraded once the required level of Development is reached. Buildings can be constructed by a Baron, its Direct Liege or any Liege higher in hierarchy.

By default, a barony can have up to 3 buildings. County Capitals have 4 buildings, and buildings created by decisions also add an additional slot.

Tribe buildings

Tribes have only 4 buildings types of 2 buildings each available, but most buildings benefit the entire realm [1]. All buildings are lost if the tribe is converted into a Castle holding.

  • Level 1 buildings cost 75   Gold and 200   Prestige
  • Level 2 buildings cost 100   Gold and 300   Prestige
Type Building Holding effects Realm [1] effects County effects Time Required Innovation Description
Gathering Halls
 
Longhouses   +100 Levies   +0.2 Monthly Prestige   +0.2 Monthly Control   5 years None Longhouses are large enough to accommodate important meetings between elders. Laws and policies are determined here.
Grand Halls   +175 Levies   +0.5 Monthly Prestige   +0.4 Monthly Control   5 years   Barracks Grand halls host a central stage, where a chief or warlord can deliver rousing speeches.
Markets
 
Trading Outposts
  •   +0.4 Monthly Tax
  •   +500 Supply Limit
  2 years None Trading outposts offer the opportunity for tribesmen and traders to meet and barter.
Market Villages
  •   +0.7 Monthly Tax
  •   +1000 Supply Limit
  2 years   City Planning By letting traders into their villages, the tribesmen within are able to set up lucrative deals.
Palisades
 
Simple Palisade
  •   +2 Defender Advantage
  •   +1 Fort Level
  •   +100 Levies
  •   +150 Garrison
  •   +4% Archer Damage
  •   +2% Archer Toughness
  •   +4% Spearmen Damage
  •   +2% Spearmen Toughness
  3 years None Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies.
Walls & Ditches
  •   +4 Defender Advantage
  •   +2 Fort Level
  •   +175 Levies
  •   +300 Garrison
  •   +8% Archer Damage
  •   +4% Archer Toughness
  •   +8% Spearmen Damage
  •   +4% Spearmen Toughness
  3 years   Mottes Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges.
War Camps
 
Sparring Grounds   +150 Levies
  •   +4% Light Footmen Damage
  •   +2% Light Footmen Toughness
  •   +4% Armored Footmen Damage
  •   +2% Armored Footmen Toughness
  •   +1 Number of Knights
  •   +10% Knight Effectiveness
  5 years None Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills.
Warrior Lodges   +275 Levies
  •   +8% Light Footmen Damage
  •   +4% Light Footmen Toughness
  •   +8% Armored Footmen Damage
  •   +4% Armored Footmen Toughness
  •   +2 Number of Knights
  •   +20% Knight Effectiveness
  5 years   Barracks Only the greatest fighters are allowed into a warrior lodge, their mere presence is inspiring.

Holding buildings

Holding buildings can only be constructed in City or Temple Holdings. All of them require 225   Gold and 3 years to build or upgrade and the same Innovation as the Holding level they require.

Type Building Monthly Tax County effects Realm effects Required holding level Description
Guilds
 
Guild Halls +0.3   +5% Monthly Development   Village Center The city provides all major guilds and burgher families with ample locale to organize and practice their crafts.
Carver's Guilds +0.5   +10% Monthly Development   Village Center Carvers produce items out of wood or bone, such as frames, decorations or tools. They also carve heraldic shields, making the guild popular among the nobility.
Carpenter's Guilds +0.7   +15% Monthly Development   Large City Carpenters work with construction, primarily using timber as their material of choice. Their services are sought-after by both nobles and clergy, especially for the beautiful trim jointery they make for churches and estates.
Hunter's Guilds +0.9   +20% Monthly Development   Large City Hunters trade in meat and skins, with their services enabling both butchers and tanners to do their crafts. The finest skins naturally befall the most prestigious noble families.
Mason's Guilds +1.1   +25% Monthly Development   City Center Masons work with stone, both for construction and sculpture. Their skill is widely sought after, as their expertise is invaluable when constructing fortifications.
Tailor's Guilds +1.3   +30% Monthly Development   City Center Tailors wield needle, thread, and cloth as their weapons of choice. With their unparalleled skills, they produce beautiful garments for the nobility.
Glassworker's Guilds +1.5   +35% Monthly Development   Bustling Metropolis Glassworkers create fascinating items out of glass, everything from goblets to window panes. Having items made out of glass is very prestigious, making their services highly desirable.
Artisan's Guilds +1.7   +40% Monthly Development   Bustling Metropolis Artisans use a multitude of materials not only to produce works of art but also entirely new innovations. Their ingenuity and refined skill is drawing the attention of high nobles everywhere.
Monasteries
 
Prayer Halls +0.2   +0.1 Monthly Control +0.1 Monthly Piety   Shrine The prayer halls host sermons and allow for a place of silent contemplation.
Monastic Schools +0.4   +0.2 Monthly Control +0.2 Monthly Piety   Shrine This school teaches many subjects and is a rare center of high learning, but the students enrolled here primarily study to prepare themselves for future careers in the clergy.
Libraries +0.5   +0.3 Monthly Control +0.3 Monthly Piety   Temple Grounds The monastery library is full of books, ranging from small treatises to vast tomes on theology. Truly a treasure trove of knowledge is held within its walls.
Pilgrim's Quarters +0.7   +0.4 Monthly Control +0.4 Monthly Piety   Temple Grounds Vary pilgrims are allowed to stay and rest in the pilgrim's quarters should they seek shelter during their long journeys. Here they are also treated to food, drink, and sometimes even a bath.
Infirmaries +0.8   +0.5 Monthly Control +0.5 Monthly Piety   House of Worship In times of war or plague, the infirmaries offer a second chance to poor afflicted victims, presuming they make it there in time.'
Copying Chambers +1   +0.6 Monthly Control +0.6 Monthly Piety   House of Worship Devoted scribes work all day long copying sacred texts in the copying chambers. Even by night, they work, illuminated by nothing but candles and the moon, all in their quest for knowledge.
Hospices +1.1   +0.7 Monthly Control +0.7 Monthly Piety   Grand Temple Hospices offer long-term care for those who would otherwise not make it. The chronically ill, the disabled, and sometimes even those afflicted by demons are welcome.
Cloisters +1.3   +0.8 Monthly Control +0.8 Monthly Piety   Grand Temple The cloister forms a solid barrier against the outside world, effectively separating the life of those within its walls from the peasants outside.

Terrain buildings

Buildings by terrain

The following table shows building terrain availability. Only generic buildings are included. For the type column, use the following key:

* Tradeports can be built in any terrain as long as province is coastal.

Building Type   Desert  
Desert Mountains
  Drylands   Farmlands   Floodplains   Forest   Hills   Jungle   Mountains   Oasis   Plains   Steppe   Taiga   Wetlands
Barracks M - -     -         -        
Camelry M     - -   - - - -   - - - -
Desert Agriculture E   -   - - - - - -   - - - -
Elephantry EM - - - - - - -   - - - - - -
Farms & Fields E - -       - - - - -   - - -
Forest Forts F - - - - -   - - - - - -   -
Forestries E - - - - -   -   - - - -   -
Hill Farms EM - - - - - -   - - - - - - -
Hill Forts F -   - - - -   -   - - - - -
Hunting Grounds EM - -   - -       - -        
Manor Houses E - - -   - - - - - - - - - -
Military Camps M                            
Orchards EM - - - -   - - - -   - - - -
Outposts M     - - -   -     - -      
Pastoral Lands EM           -             - -
Quarries E -   - - - - - -   - - - - -
Regimental Grounds M - - -     - - - - - - - - -
Tradeport E  *  *  *  *  *  *  *  *  *  *  *  *  *  *
Walls & Towers F - - -   - - - - - -   - -  
Watchtowers F   -   -   - -   -   -   - -
Wetland Farms E - - - - - - - - - - - - -  
Overview on building bonuses

The table shows monthly tax and levies for all buildings within this section at level 1.

Building Income Levies
Barracks   +125 Levies
Camelry   +75 Levies
Desert Agriculture   +0.25 Monthly tax
Elephantry   +0.25 Monthly tax
Farms & Fields   +0.5 Monthly tax
Forest Forts
Forestries   +0.35 Monthly tax
Hill Farms   +0.35 Monthly tax
Hill Forts
Hunting Grounds   +0.25 Monthly tax
Manor Houses   +0.7 Monthly tax
Military Camps   +100 Levies
Orchards
Outposts   +0.35 Monthly tax   +75 Levies
Pastoral Lands   +0.25 Monthly tax   +50 Levies
Quarries   +0.25 Monthly tax
Regimental Grounds   +150 Levies
Tradeport   +0.35 Monthly tax
Walls & Towers
Watchtowers
Wetland Farms   +0.35 Monthly tax

Economic buildings

メイン記事へ: Economic buildings

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.

Economic buildings with military bonuses

Although the following buildings are considered economic buildings in terms of upgrades, they also provide substantial military bonuses in their own right.

Elephantry
   [top]
 
Elephants are kept and trained here. They make excellent beasts of burden, useful for both work and war.
— In-game description
Construction time
  5 years
Terrain requirements
This building can only be built in   Jungle terrain.
Upgrades

Level Cost Requirements Holding effects County effects Realm effects
1   150 Gold
  •   +1 Number of Knights
  •   +2% Knight Effectiveness
  •   +2 Heavy Cavalry Damage
2   225 Gold   Crop Rotation
  •   +1 Number of Knights
  •   +4% Knight Effectiveness
  •   +4 Heavy Cavalry Damage
3   300 Gold
  • Holding is at least level 2
  •   Manorialism
  −2% Building Construction Gold Cost
  •   +2 Number of Knights
  •   +6% Knight Effectiveness
  •   +6 Heavy Cavalry Damage
  •   +4 Heavy Cavalry Toughness
4   375 Gold   −2% Building Construction Gold Cost
  •   +2 Number of Knights
  •   +8% Knight Effectiveness
  •   +8 Heavy Cavalry Damage
  •   +4 Heavy Cavalry Toughness
5   450 Gold
  • Holding is at least level 3
  •   Windmills
  −2% Building Construction Gold Cost
  •   +3 Number of Knights
  •   +10% Knight Effectiveness
  •   +10 Heavy Cavalry Damage
  •   +4 Heavy Cavalry Toughness
6   525 Gold   −2% Building Construction Gold Cost
  •   +3 Number of Knights
  •   +12% Knight Effectiveness
  •   +12 Heavy Cavalry Damage
  •   +6 Heavy Cavalry Toughness
7   600 Gold
  • Holding is level 4
  •   Cranes
  •   −2% Building Construction Gold Cost
  •   +5% Monthly Development
  •   +4 Number of Knights
  •   +14% Knight Effectiveness
  •   +12 Heavy Cavalry Damage
  •   +6 Heavy Cavalry Toughness
8   675 Gold
  •   −2% Building Construction Gold Cost
  •   +5% Monthly Development
  •   +4 Number of Knights
  •   +16% Knight Effectiveness
  •   +16 Heavy Cavalry Damage
  •   +6 Heavy Cavalry Toughness

Level Name Internal ID Description
1 Elephant Pens elephant_pens_01 These sturdy stables can keep even the most unruly elephant secured.
2 Elephant Traps elephant_pens_02 New elephants are collected by trapping them using various means, such as pits or snares. Sometimes a female elephant will even be used as bait.
3 Elephant Training Grounds elephant_pens_03 Elephants are not easy beasts to teach, but in the training grounds, the most experienced trainers do their utmost to provide the crown with beasts of war.
4 Elephant Riding Grounds elephant_pens_04 In the riding grounds, elephants are put to the test, carrying both crew, armor, and equipment.
5 Overseer's Offices elephant_pens_05 The overseers are responsible for the welfare of the elephants, and by constructing proper offices for them, their efficiency is ensured.
6 Elephant Hospitals elephant_pens_06 Specialized elephant hospitals are large enough to accommodate even the largest male, saving the lives of animals that would otherwise surely be lost.
7 Elephant Sanctuaries elephant_pens_07 By designating large areas of the jungle as sanctuaries for the elephants, we ensure that we lose fewer animals to poaching and that the population stays stable.
8 Elephant Breeders elephant_pens_08 The elephant breeders ensure that new calves are born and raised only from the best and most healthy stock.

Hunting grounds
   [top]
 
Dotted throughout these lands are several large lodges where hunters of wild game can gather and plan their excursions.
— In-game description
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[2]
  •   +2 Defender Advantage
  •   +1 Light Cavalry Damage
  •   +1 Light Cavalry Pursuit
2   150 Gold   Crop Rotation
  •   +0.4 Monthly tax
  •   +4 Defender Advantage
  •   +75 Levies
  •   +2 Light Cavalry Damage
  •   +2 Light Cavalry Pursuit
  •   +1 Light Cavalry Screen
  •   +1 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
3   200 Gold
  • Holding is at least level 2
  •   Manorialism
  •   +0.55 Monthly tax
  •   +6 Defender Advantage
  •   +100 Levies
  •   +10% Hostile raid time
  •   +3 Light Cavalry Damage
  •   +3 Light Cavalry Pursuit
  •   +1 Light Cavalry Screen
  •   +1 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
4   250 Gold
  •   +0.7 Monthly tax
  •   +8 Defender Advantage
  •   +125 Levies
  •   +15% Hostile raid time
  •   +4 Light Cavalry Damage
  •   +4 Light Cavalry Pursuit
  •   +2 Light Cavalry Screen
  •   +2 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
5   300 Gold
  • Holding is at least level 3
  •   Windmills
  •   +0.85 Monthly tax
  •   +10 Defender Advantage
  •   +150 Levies
  •   +15% Hostile raid time
  •   +5 Light Cavalry Damage
  •   +5 Light Cavalry Pursuit
  •   +2 Light Cavalry Screen
  •   +2 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
  •   −1% Men-at-Arms maintenance
6   350 Gold
  •   +1 Monthly tax
  •   +12 Defender Advantage
  •   +175 Levies
  •   +20% Hostile raid time
  •   +6 Light Cavalry Damage
  •   +6 Light Cavalry Pursuit
  •   +3 Light Cavalry Screen
  •   +3 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
  •   −1% Men-at-Arms maintenance
7   400 Gold
  • Holding is level 4
  •   Cranes
  •   +1.15 Monthly tax
  •   +14 Defender Advantage
  •   +200 Levies
  •   +20% Hostile raid time
  +2% Monthly development
  •   +7 Light Cavalry Damage
  •   +7 Light Cavalry Pursuit
  •   +3 Light Cavalry Screen
  •   +3 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
  •   −1% Men-at-Arms maintenance
8   450 Gold
  •   +1.3 Monthly tax
  •   +16 Defender Advantage
  •   +225 Levies
  •   +30% Hostile raid time
  +2% Monthly development
  •   +8 Light Cavalry Damage
  •   +8 Light Cavalry Pursuit
  •   +4 Light Cavalry Screen
  •   +4 Light Cavalry Toughness
  •   +2% Skirmisher Pursuit
  •   −1% Men-at-Arms maintenance

Level Name Internal ID Description
1 Hunter's Lodges hunting_grounds_01 Hunters convene in these lodges to plan their excursions into the wilderness, and they also serve as places to keep trophies and meet up after a successful hunt.
2 Hound Pens hunting_grounds_02 The hound pens breed swift dogs that make excellent companions for the hunt. A whole host of hounds are usually brought along for each hunt.
3 Aviaries hunting_grounds_03 The second most important companion for a hunter is the bird of prey, many of which are kept in the aviaries.
4 Hunting Towers hunting_grounds_04 To track and spot prey, sentinels watch in towers all over the lands, reporting their sightings back to the hunters.
5 Hunter's Stables hunting_grounds_05 A successful hunter is always in need of a fast, though and fearless mount. The hunter's stables provide specialized breeds that do well on long treks.
6 Ranger's Huts hunting_grounds_06 Rangers prowl the hunting grounds in search of prey. While they work along, they are more than capable of taking down smaller prey by themselves.
7 Hunting Reserves hunting_grounds_07 A large swathe of land is designated as a reserve, which prevents non-authorized hunters from hunting within. This ensures that there's always plenty of prey for the official huntsmen, though a few poachers sometimes slip by...
8 Gamekeeper's Lodges hunting_grounds_08 The gamekeepers are responsible for the well-being of the lands and all the animals therein. Whenever nobles decide to go hunting, the gamekeepers know where to send them so that their hunt finds a quarry.

Orchards
   [top]
 
Thanks to the unique properties of the soil, these orchards produce particularly sweet and delicious fruits and berries.
— In-game description
Construction time
  3 years
Terrain requirements
This building can only be built in {{{Expansion depth limit exceeded}}}   Floodplains and   Oasis terrain.
Upgrades

Level Cost Requirements Holding effects County effects Realm effects
1   200 Gold
  •   +0.35 Monthly tax[2]
  •   +75 Levies
2   300 Gold   Crop Rotation
  •   +0.55 Monthly tax
  •   +125 Levies
  •   +1% Levy reinforcement rate
3   400 Gold
  • Holding is at least level 2
  •   Manorialism
  •   +0.75 Monthly tax
  •   +175 Levies
  •   +1% Levy reinforcement rate
  •   +1% Supply limit
4   500 Gold
  •   +0.95 Monthly tax
  •   +225 Levies
  •   +1% Levy reinforcement rate
  •   +1% Supply limit
  +2% Monthly development
5   600 Gold
  • Holding is at least level 3
  •   Windmills
  •   +1.15 Monthly tax
  •   +275 Levies
  •   +1% Levy reinforcement rate
  •   +1% Supply limit
  •   +2% Monthly development
  •   +2% Levy size
6   700 Gold
  •   +1.35 Monthly tax
  •   +325 Levies
  •   +1% Levy reinforcement rate
  •   +1% Supply limit
  •   +1000 Supply limit
  •   +2% Monthly development
  •   +2% Levy size
7   800 Gold
  • Holding is level 4
  •   Cranes
  •   +1.55 Monthly tax
  •   +375 Levies
  •   +1% Levy reinforcement rate
  •   +1% Supply limit
  •   +1000 Supply limit
  •   +2% Monthly development
  •   +2% Levy size
  +0.1 Monthly prestige
8   900 Gold
  •   +1.75 Monthly tax
  •   +425 Levies
  •   +1% Levy reinforcement rate
  •   +1% Supply limit
  •   +1000 Supply limit
  •   +5% Monthly development
  •   +2% Levy size
  +0.1 Monthly prestige

Level Name Internal ID Description
1 Fruit Orchards orchards_01 The fruit orchards, while small, produce a decent and succulent harvest.
2 Berry Groves orchards_02 Rows of berry bushes break the monotony of fruit-bearing trees.
3 Fruit Tree Plantations orchards_03 A large, neatly spaced out area full of well-pruned trees, all bearing fruit or nuts.
4 Beekeepers orchards_04 By interspersing apiaries among the trees there is not only a yield of honey, but the entire orchard seems to become more fertile.
5 Nut Tree Rows orchards_05 In addition to fruit trees, rows of nut-bearing trees reach into the distance.
6 Mixed Gardens orchards_06 All kinds of trees, both local and imported, are distributed within the orchard — guaranteeing a fruitful yield regardless of circumstance.
7 Grand Orchards orchards_07 As far as the eye can see, there is row upon row of fruit-bearing trees.
8 Grafted Trees orchards_08 By grafting certain trees together, the propagation of slow-growing fruits and nuts is much enhanced.

Pastoral lands
   [top]
 
A significant portion of this province is dedicated to animal husbandry and as grazing lands for herds of pastoral animals.
— In-game description
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   150 Gold
  •   +50 Levies
  •   +0.25 Monthly tax[2]
2   225 Gold   Crop Rotation
  •   +75 Levies
  •   +0.4 Monthly tax
  •   +500 Supply limit
3   300 Gold
  • Holding is at least level 2
  •   Manorialism
  •   +100 Levies
  •   +0.55 Monthly tax
  •   +500 Supply limit
  •   +10% Levy reinforcement rate
4   375 Gold
  •   +125 Levies
  •   +0.7 Monthly tax
  •   +500 Supply limit
  •   +10% Levy reinforcement rate
  •   +2% Monthly development
5   450 Gold
  • Holding is at least level 3
  •   Windmills
  •   +150 Levies
  •   +0.85 Monthly tax
  •   +500 Supply limit
  •   +10% Levy reinforcement rate
  •   +2% Monthly development
  •   +5% Garrison size
6   525 Gold
  •   +175 Levies
  •   +1 Monthly tax
  •   +500 Supply limit
  •   +10% Levy reinforcement rate
  •   +2% Monthly development
  •   +5% Garrison size
  +2 Popular opinion
7   600 Gold
  • Holding is level 4
  •   Cranes
  •   +200 Levies
  •   +1.15 Monthly tax
  •   +500 Supply limit
  •   +10% Levy reinforcement rate
  •   +2% Monthly development
  •   +5% Garrison size
  +2 Popular opinion
  •   +1 Light Cavalry Toughness
  •   +2 Heavy Cavalry Toughness
8   675 Gold
  •   +225 Levies
  •   +1.3 Monthly tax
  •   +2500 Supply limit[4]
  •   +15% Levy reinforcement rate
  •   +2% Monthly development
  •   +5% Garrison size
  +2 Popular opinion
  •   +1 Light Cavalry Toughness
  •   +2 Heavy Cavalry Toughness

Level Name Internal ID Description
1 Pastures pastures_01 Pastures are used by local peasants to keep smaller animals, such as sheep or goats.
2 Homesteads pastures_02 Homesteads house peasant farmers, who grow grain and keep animals for their own use.
3 Meadows pastures_03 Meadows are used both for grazing, and to produce hay for tougher times.
4 Coops pastures_04 Coops house easy-to-keep fowl, prized for both their eggs and meat.
5 Livestock Pens pastures_05 The livestock pens are sturdy enough to keep larger animals contained and secure.
6 Apiaries pastures_06 Between the forest and the fields, bees housed in apiaries produce much sought-after honey.
7 Corrals pastures_07 The large and spacious corrals make keeping horses and similar beasts of burden simple.
8 Cattle Ranches pastures_08 Ranches are ideal for housing large herds of cattle, providing ample grazing and space to move.

Military buildings

メイン記事へ: Military buildings

Military buildings can be constructed in all castle, city and temple holdings as long as the barony has the required terrain. Military buildings specialize in increasing your levy, making your Men At Arms more powerful, or providing other military advantages. Note that all military buildings have their upgrades unlocked through the following innovations:

Innovation Era Levels
  Barracks Tribal 2+
  Burhs Early Medieval 3+
  Castle Baileys High Medieval 5+
  Royal Armory Late Medieval 7+

Note that there are also economic buildings with substantial military bonuses.

Fort buildings

Fort buildings can only be constructed in Castle Holdings built in certain terrain.

  • Level 1 buildings cost 150   Gold
  • Level 2 buildings cost 225   Gold
  • Level 3 buildings cost 300   Gold
  • Level 4 buildings cost 375   Gold
  • Level 5 buildings cost 450   Gold
  • Level 6 buildings cost 525   Gold
  • Level 7 buildings cost 600   Gold
  • Level 8 buildings cost 675   Gold
Building type Level   Fort Level   Garrison   Defender Advantage Holding effects County effects Realm effects Terrain Construction time
Forest Forts
 
Log Forts +1 +150 0   +100 Levies
  •   Forest
  •   Taiga
  3 years
Earth Ramparts +2 +300 0
  •   +175 Levies
  •   +2% Holding Taxes
Traps & Ditches +3 +450 +2
  •   +250 Levies
  •   +2% Holding Taxes
Rampart Walls +4 +600 +2
  •   +325 Levies
  •   +2% Holding Taxes
  +10% Hostile Raid Time
Embrasures +5 +750 +2
  •   +400 Levies
  •   +2% Holding Taxes
  +10% Hostile Raid Time   +2 Archer Damage
Fieldworks +6 +900 +4
  •   +475 Levies
  •   +2% Holding Taxes
  +10% Hostile Raid Time
  •   +2 Archer Damage
  •   +1 Skirmisher Damage
Crenellated Rampart Walls +7 +1050 +4
  •   +550 Levies
  •   +2% Holding Taxes
  +10% Hostile Raid Time
  •   +2 Archer Damage
  •   +1 Skirmisher Damage
  •   +1 Archer Toughness
Forest Fortresses +8 +1200 +4
  •   +625 Levies
  •   +2% Holding Taxes
  +10% Hostile Raid Time
  •   +3 Archer Damage
  •   +1 Skirmisher Damage
  •   +1 Archer Toughness
Hill Forts
 
Small Hill Fort +2 +250 +2
  •   Desert Mountains
  •   Hills
  •   Mountains
  5 years
Simple Earthworks +4 +500 +4   +10% Monthly Control
Ditches +6 +750 +6   +10% Monthly Control   +1 Spearmen Toughness
Stockades +8 +1000 +8
  •   +10% Monthly Control
  •   +2% Levy Size
  +1 Spearmen Toughness
Guardhouses +10 +1250 +10
  •   +15% Monthly Control
  •   +2% Levy Size
  +1 Spearmen Toughness
External Walls +12 +1500 +12
  •   +15% Monthly Control
  •   +2% Levy Size
  •   +1 Spearmen Toughness
  •   +2 Spearmen Damage
Large Hill Fort +14 +1750 +14
  •   +15% Monthly Control
  •   +2% Levy Size
  •   +2 Spearmen Toughness
  •   +2 Spearmen Damage
Complex Earthworks +16 +2000 +16
  •   +20% Monthly Control
  •   +2% Levy Size
  •   +2 Spearmen Toughness
  •   +2 Spearmen Damage
Walls & Towers
 
Bastion & Curtain Walls +1 +150 0   +0.2 Monthly Tax
  •   Farmlands
  •   Plains
  •   Wetlands
  3 years
Bailey +2 +300 0   +0.4 Monthly Tax   +300 Supply Limit
Wall Towers +3 +450 0   +0.5 Monthly Tax   +300 Supply Limit   +1 Archer Damage
Second Curtain Wall +4 +600 0   +0.7 Monthly Tax   +300 Supply Limit   +1 Archer Damage
Zwinger +5 +750 +4   +0.8 Monthly Tax   +300 Supply Limit   +1 Archer Damage
Outer Baileys +6 +900 +4   +1 Monthly Tax
  •   +300 Supply Limit
  •   +2% Supply Limit
  +1 Archer Damage
Trace Italienne +7 +1050 +4   +1.1 Monthly Tax
  •   +300 Supply Limit
  •   +2% Supply Limit
  +1 Archer Damage
Ravelins & Cavaliers +8 +1200 +4   +1.3 Monthly Tax
  •   +300 Supply Limit
  •   +2% Supply Limit
  +1 Archer Damage
Watchtowers
 
Mudbrick Towers +1 +150 +2
  •   Desert
  •   Drylands
  •   Floodplains
  •   Jungle
  •   Oasis
  •   Steppe
  3 years
Tower Houses +2 +300 +4   +10% Hostile Raid Time
Wooden Watchtowers +3 +450 +6   +10% Hostile Raid Time   +2 Archer Damage
Small Mudbrick Keeps +4 +600 +8   +300 Supply Limit   +10% Hostile Raid Time   +2 Archer Damage
Stone Watchtowers +5 +750 +10   +300 Supply Limit   +15% Hostile Raid Time   +2 Archer Damage
Loopholes +6 +900 +12   +300 Supply Limit
  •   +15% Hostile Raid Time
  •   +5% Supply Limit
  •   +3 Archer Damage
  •   +1 Archer Toughness
Peel Towers +7 +1050 +14   +600 Supply Limit
  •   +15% Hostile Raid Time
  •   +5% Supply Limit
  •   +3 Archer Damage
  •   +1 Archer Toughness
Domed Towers +8 +1200 +16   +600 Supply Limit
  •   +20% Hostile Raid Time
  •   +5% Supply Limit
  •   +3 Archer Damage
  •   +1 Archer Toughness

References

  1. 1.0 1.1 As of patch 1.1 all realm bonuses only apply to the holder's domain, rather their realm and their lieges realm (which their realm is part of) https://forum.paradoxplaza.com/forum/threads/ck-iii-canterbury-cathedral-realm-bonus-not-applied-release-version-1-03.1424999/
  2. 2.0 2.1 2.2 2.3 Tooltip in game rounds down. See game\common\script_values\00_building_values.txt.
  3. Tooltip in game rounds down. See game\common\script_values\00_building_values.txt, @good_build_speed_base = -0.025.
  4. 00_terrain_specific_buildings.txt, pastures_08, supply_limit = 2500