男爵領
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:
- 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.
- 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.
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:
- Barony is a holy site
- Barony is the site of a historical building
- Barony is the site of a mine
- Barony is the site of a university
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 |
|
2 years | None | Trading outposts offer the opportunity for tribesmen and traders to meet and barter. | ||
Market Villages |
|
2 years | City Planning | By letting traders into their villages, the tribesmen within are able to set up lucrative deals. | |||
Palisades |
Simple Palisade |
|
|
3 years | None | Simple palisades offer limited protection, while effective against skirmishes they are less reliable against larger groups of enemies. | |
Walls & Ditches |
|
|
3 years | Mottes | Outer ditches combined with stone-reinforced palisade walls offer decent protection against sieges. | ||
War Camps |
Sparring Grounds | +150 Levies |
|
5 years | None | Training equipment, arenas and wooden walls define the sparring grounds, warriors go here to hone their skills. | |
Warrior Lodges | +275 Levies |
|
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.
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:
- E: economic
- EM: economic with military bonuses
- M: military
- F: fort
* 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
|
- Construction time
- 5 years
- Upgrades
Level | Cost | Requirements | Holding effects | County effects | Realm effects |
---|---|---|---|---|---|
1 | 150 Gold | — |
|
— |
|
2 | 225 Gold | Crop Rotation |
|
— |
|
3 | 300 Gold |
|
−2% Building Construction Gold Cost |
| |
4 | 375 Gold | — |
|
−2% Building Construction Gold Cost |
|
5 | 450 Gold |
|
−2% Building Construction Gold Cost |
| |
6 | 525 Gold | — |
|
−2% Building Construction Gold Cost |
|
7 | 600 Gold |
|
|
| |
8 | 675 Gold | — |
|
|
|
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
|
- 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 | — |
|
— |
|
2 | 150 Gold | Crop Rotation |
|
— |
|
3 | 200 Gold |
|
— |
| |
4 | 250 Gold | — |
|
— |
|
5 | 300 Gold |
|
— |
| |
6 | 350 Gold | — |
|
— |
|
7 | 400 Gold |
|
+2% Monthly development |
| |
8 | 450 Gold | — |
|
+2% Monthly development |
|
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
|
- 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 | — |
|
— | — |
2 | 300 Gold | Crop Rotation |
|
— | — |
3 | 400 Gold |
|
— | — | |
4 | 500 Gold | — |
|
+2% Monthly development | — |
5 | 600 Gold |
|
|
— | |
6 | 700 Gold | — |
|
|
— |
7 | 800 Gold |
|
|
+0.1 Monthly prestige | |
8 | 900 Gold | — |
|
|
+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
|
- 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 | — |
|
— | — |
2 | 225 Gold | Crop Rotation |
|
— | — |
3 | 300 Gold |
|
— | — | |
4 | 375 Gold | — |
|
— | — |
5 | 450 Gold |
|
— | — | |
6 | 525 Gold | — |
|
+2 Popular opinion | — |
7 | 600 Gold |
|
+2 Popular opinion |
| |
8 | 675 Gold | — |
|
+2 Popular opinion |
|
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
References
- ↑ 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/
- ↑ 2.0 2.1 2.2 2.3 Tooltip in game rounds down. See
game\common\script_values\00_building_values.txt
. - ↑ Tooltip in game rounds down. See
game\common\script_values\00_building_values.txt
,@good_build_speed_base = -0.025
. - ↑
00_terrain_specific_buildings.txt
,pastures_08
,supply_limit = 2500