Economic buildings

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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]

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These plantations focus on growing the fruits and vegetables that are hardy enough to withstand the harsh climate.
— 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[1]
2   150 Gold   Crop Rotation
  •   +0.4 Monthly tax
  •   +1% Holding Taxes
3   200 Gold
  • Holding is at least level 2
  •   Manorialism
  •   +0.55 Monthly tax
  •   +1% Holding Taxes
  +1 Light Cavalry Toughness
4   250 Gold
  •   +0.7 Monthly tax
  •   +2% Holding Taxes
  +1 Light Cavalry Toughness
5   300 Gold
  • Holding is at least level 3
  •   Windmills
  •   +0.85 Monthly tax
  •   +2% Holding Taxes
  •   +200 Supply limit
  +2% Monthly development   +1 Light Cavalry Toughness
6   350 Gold
  •   +1 Monthly tax
  •   +2% Holding Taxes
  •   +400 Supply limit
  +2% Monthly development   +1 Light Cavalry Toughness
7   400 Gold
  • Holding is level 4
  •   Cranes
  •   +1.15 Monthly tax
  •   +2% Holding Taxes
  •   +400 Supply limit
  +5% Monthly development   +1 Light Cavalry Toughness
8   450 Gold
  •   +1.3 Monthly tax
  •   +2% Holding Taxes
  •   +600 Supply limit
  +5% Monthly development   +1 Light Cavalry Toughness

Farms & Fields[編集 | ソースを編集]

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Farms and fields are the backbones of any economy. Fueling man, beast, army, and feast – there is no understating the power of simple grain.
— In-game description
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
  • Holding is at least level 2
  •   Manorialism
  +1.1 Monthly tax
  •   +1% Holding Taxes
  •   +400 Supply limit
4   375 Gold   +1.4 Monthly tax
  •   +1% Holding Taxes
  •   +400 Supply limit
  •   +5% Monthly development
5   450 Gold
  • Holding is at least level 3
  •   Windmills
  +1.7 Monthly tax
  •   +1% Holding Taxes
  •   +400 Supply limit
  •   +5% Supply limit
  •   +5% Monthly development
6   525 Gold   +2 Monthly tax
  •   +1% Holding Taxes
  •   +400 Supply limit
  •   +5% Supply limit
  •   +5% Monthly development
  •   −5% Temple building construction cost
7   600 Gold
  • Holding is level 4
  •   Cranes
  +2.3 Monthly tax
  •   +1% Holding Taxes
  •   +400 Supply limit
  •   +5% Supply limit
  •   +5% Monthly development
  •   −5% Temple building construction cost
  •   +5% Levy reinforcement rate
8   675 Gold   +2.6 Monthly tax
  •   +2% Holding Taxes
  •   +1600 Supply limit[2]
  •   +5% Supply limit
  •   +5% Monthly development
  •   −5% Temple building construction cost
  •   +5% Levy reinforcement rate

Forestries[編集 | ソースを編集]

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Large amounts of lumber, resin, charcoal, and other resources are harvested from these forests, providing an excellent, nearby source of building material for the surrounding towns.
— In-game description
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
  • Holding is at least level 2
  •   Manorialism
  −5% Temple building construction cost   −1% Army Gold Maintenance
4   250 Gold
  •   −5% Temple building construction cost
  •   +300 Supply limit
  −1% Army Gold Maintenance
5   300 Gold
  • Holding is at least level 3
  •   Windmills
  •   −5% Temple building construction cost
  •   +300 Supply limit
  •   +1% Holding Taxes
  −1% Army Gold Maintenance
6   350 Gold
  •   −5% Temple building construction cost
  •   +600 Supply limit
  •   +1% Holding Taxes
  −1% Army Gold Maintenance
7   400 Gold
  • Holding is level 4
  •   Cranes
  •   −5% Temple building construction cost
  •   +600 Supply limit
  •   +2% Holding Taxes
  −1% Army Gold Maintenance
8   450 Gold
  •   −5% Temple building construction cost
  •   +600 Supply limit
  •   +2% Holding Taxes
  •   +2% Monthly development
  −1% Army Gold Maintenance

Hill farms[編集 | ソースを編集]

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The rolling hills of this province stand covered in fields. While farming on a slope helps with keeping crops watered, the limited area means smaller yields.
— In-game description
Construction time
  3 years
Terrain requirements
This building can only be built in   Hills terrain.
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
  • Holding is at least level 2
  •   Manorialism
  +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
  • Holding is at least level 3
  •   Windmills
  +1.15 Monthly tax
  •   +300 Supply limit
  •   +2% Supply limit
  +2 Spearmen Toughness
6   350 Gold   +1.35 Monthly tax
  •   +300 Supply limit
  •   +2% Supply limit
  •   +5% Monthly development
  +2 Spearmen Toughness
7   400 Gold
  • Holding is level 4
  •   Cranes
  +1.55 Monthly tax
  •   +600 Supply limit
  •   +2% Supply limit
  •   +5% Monthly development
  +2 Spearmen Toughness
8   450 Gold   +1.75 Monthly tax
  •   +600 Supply limit
  •   +2% Supply limit
  •   +5% Monthly development
  +2 Spearmen Toughness

Manor houses[編集 | ソースを編集]

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The Lords and Ladies of the manor employ hundreds of peasants to till their fields and tend to their livestock. The more power they hold, the more land their subjects can work and, most importantly, the more tax they will produce!
— In-game description
Construction time
  5 years
Terrain requirements
This building can only be built in   Farmlands terrain.
Upgrades

Level Cost Requirements Holding effects County effects Realm effects
1   200 Gold   +0.7 Monthly tax
2   300 Gold   Crop Rotation
  •   +1.15 Monthly tax[1]
  •   +500 Supply limit
  •   +15% Supply limit
3   400 Gold
  • Holding is at least level 2
  •   Manorialism
  •   +1.6 Monthly tax
  •   +500 Supply limit
  •   +15% Supply limit
  +2% Monthly development
4   500 Gold
  •   +2.05 Monthly tax
  •   +1000 Supply limit
  •   +15% Supply limit
  +2% Monthly development
5   600 Gold
  • Holding is at least level 3
  •   Windmills
  •   +2.5 Monthly tax
  •   +1000 Supply limit
  •   +15% Supply limit
  •   +5% Levy size
  +2% Monthly development
6   700 Gold
  •   +2.95 Monthly tax
  •   +1000 Supply limit
  •   +15% Supply limit
  •   +5% Levy size
  •   +5% Monthly development
  •   +1% Holding taxes
7   800 Gold
  • Holding is level 4
  •   Cranes
  •   +3.4 Monthly tax
  •   +1000 Supply limit
  •   +15% Supply limit
  •   +5% Levy size
  •   +5% Monthly development
  •   +1% Holding taxes
  •   +0.2 Monthly control
8   900 Gold
  •   +3.85 Monthly tax
  •   +1000 Supply limit
  •   +15% Supply limit
  •   +5% Levy size
  •   +5% Monthly development
  •   +2% Holding taxes
  •   +0.2 Monthly control

Quarries[編集 | ソースを編集]

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The mountains of this province provide local construction with an excellent supply of building material.
— In-game description
Construction time
  2 years
Terrain requirements
This building can only be built in   Desert Mountains and   Mountains terrain.
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
  • Holding is at least level 2
  •   Manorialism
  +2% Monthly development   −1% Men-at-Arms maintenance
4   250 Gold
  •   +2% Monthly development
  •   −5% Building construction gold cost
  −1% Men-at-Arms maintenance
5   300 Gold
  • Holding is at least level 3
  •   Windmills
  •   +2% Monthly development
  •   −5% Building construction gold cost
  −2% Men-at-Arms maintenance
6   350 Gold
  •   +2% Monthly development
  •   −5% Building construction gold cost
  −2% Men-at-Arms maintenance
7   400 Gold
  • Holding is level 4
  •   Cranes
  •   +2% Monthly development
  •   −5% Building construction gold cost
  •   −2% Men-at-Arms maintenance
  •   +1 Heavy Infantry Toughness
  •   +1 Spearmen Toughness
8   450 Gold
  •   +2% Monthly development
  •   −5% Building construction gold cost
  •   −2% Men-at-Arms maintenance
  •   +2 Heavy Infantry Toughness
  •   +2 Spearmen Toughness
  •   +4 Heavy Cavalry Toughness

Tradeport[編集 | ソースを編集]

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Merchant galleys load and off-load their cargo at this port.
— In-game description
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
  • Holding is at least level 2
  •   Manorialism
  +0.75 Monthly tax   +15% Monthly development
4   375 Gold   +0.95 Monthly tax   +20% Monthly development
5   450 Gold
  • Holding is at least level 3
  •   Windmills
  +1.15 Monthly tax   +25% Monthly development
6   525 Gold   +1.35 Monthly tax   +30% Monthly development
7   600 Gold
  • Holding is level 4
  •   Cranes
  +1.55 Monthly tax   +35% Monthly development
8   675 Gold   +1.75 Monthly tax   +40% Monthly development

Wetland farms[編集 | ソースを編集]

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While wetlands will never offer the same opportunities for growing crops as plains, a seasonal glut of vegetation allow for the raising of animals. There are also opportunities for extracting both peat and salt.
— In-game description
Construction time
  3 years
Terrain requirements
This building can only be built in   Wetlands terrain.
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
  • Holding is at least level 2
  •   Manorialism
  •   −5% Building construction gold cost
  •   +200 Supply limit
4   250 Gold
  •   −5% Building construction gold cost
  •   +200 Supply limit
  •   +5% Supply limit
5   300 Gold
  • Holding is at least level 3
  •   Windmills
  •   −5% Building construction gold cost
  •   +200 Supply limit
  •   +5% Supply limit
6   350 Gold
  •   −5% Building construction gold cost
  •   +200 Supply limit
  •   +5% Supply limit
  •   +5% Monthly development
7   400 Gold
  • Holding is level 4
  •   Cranes
  •   −10% Building construction gold cost
  •   +200 Supply limit
  •   +5% Supply limit
  •   +5% Monthly development
8   450 Gold
  •   −10% Building construction gold cost
  •   +600 Supply limit
  •   +5% Supply limit
  •   +5% Monthly development

References[編集 | ソースを編集]

  1. 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.
  2. 00_terrain_specific_buildings.txt, cereal_fields_08, supply_limit = 1600.
  3. Tooltip in game rounds down. See game\common\script_values\00_building_values.txt, @good_build_speed_base = -0.025.
  4. Tooltip in game rounds down. See game\common\script_values\00_building_values.txt, @good_build_speed_base = -0.025.