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
|
These plantations focus on growing the fruits and vegetables that are hardy enough to withstand the harsh climate.
|
- Construction time
- 2 年
- Terrain requirements
- 此建筑可建造于以下地形:
地形
|
可以建造
|
地形
|
可以建造
|
沙漠 |
|
沙漠山地 |
—
|
旱地 |
|
农田 |
—
|
洪泛平原 |
—
|
森林 |
—
|
丘陵 |
—
|
丛林 |
—
|
山地 |
—
|
绿洲 |
|
平原 |
—
|
草原 |
—
|
针叶林 |
—
|
湿地 |
—
|
- Upgrades
Level
|
Cost
|
Requirements
|
Holding effects
|
County effects
|
Realm effects
|
1
|
1金钱
|
—
|
赋税: +0.25/月
|
—
|
—
|
2
|
2金钱
|
Crop Rotation
|
- 赋税: +0.4/月
- +1% Holding Taxes
|
—
|
—
|
3
|
3金钱
|
- Holding is at least level 2
- Manorialism
|
- 赋税: +0.55/月
- +1% Holding Taxes
|
—
|
+1 Light Cavalry Toughness
|
4
|
4金钱
|
—
|
- 赋税: +0.7/月
- +2% Holding Taxes
|
—
|
+1 Light Cavalry Toughness
|
5
|
5金钱
|
- Holding is at least level 3
- Windmills
|
- 赋税: +0.85/月
- +2% Holding Taxes
- +200 Supply limit
|
+2% Monthly development
|
+1 Light Cavalry Toughness
|
6
|
6金钱
|
—
|
- 赋税: +1/月
- +2% Holding Taxes
- +400 Supply limit
|
+2% Monthly development
|
+1 Light Cavalry Toughness
|
7
|
7金钱
|
- Holding is level 4
- Cranes
|
- 赋税: +1.15/月
- +2% Holding Taxes
- +400 Supply limit
|
+5% Monthly development
|
+1 Light Cavalry Toughness
|
8
|
8金钱
|
—
|
- 赋税: +1.3/月
- +2% Holding Taxes
- +600 Supply limit
|
+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
|
Farms and fields are the backbones of any economy. Fueling man, beast, army, and feast – there is no understating the power of simple grain.
|
- Construction time
- 3 年
- Terrain requirements
- 此建筑可建造于以下地形:
地形
|
可以建造
|
地形
|
可以建造
|
沙漠 |
—
|
沙漠山地 |
—
|
旱地 |
|
农田 |
|
洪泛平原 |
|
森林 |
—
|
丘陵 |
—
|
丛林 |
—
|
山地 |
—
|
绿洲 |
—
|
平原 |
|
草原 |
—
|
针叶林 |
—
|
湿地 |
—
|
- Upgrades
Level
|
Cost
|
Requirements
|
Holding effects
|
County effects
|
Realm effects
|
1
|
1金钱
|
—
|
赋税: +0.5/月
|
—
|
—
|
2
|
2金钱
|
Crop Rotation
|
赋税: +0.8/月
|
+1% Holding Taxes
|
—
|
3
|
3金钱
|
- Holding is at least level 2
- Manorialism
|
赋税: +1.1/月
|
- +1% Holding Taxes
- +400 Supply limit
|
—
|
4
|
4金钱
|
—
|
赋税: +1.4/月
|
- +1% Holding Taxes
- +400 Supply limit
- +5% Monthly development
|
—
|
5
|
5金钱
|
- Holding is at least level 3
- Windmills
|
赋税: +1.7/月
|
- +1% Holding Taxes
- +400 Supply limit
- +5% Supply limit
- +5% Monthly development
|
—
|
6
|
6金钱
|
—
|
赋税: +2/月
|
- +1% Holding Taxes
- +400 Supply limit
- +5% Supply limit
- +5% Monthly development
- −5% Temple building construction cost
|
—
|
7
|
7金钱
|
- Holding is level 4
- Cranes
|
赋税: +2.3/月
|
- +1% Holding Taxes
- +400 Supply limit
- +5% Supply limit
- +5% Monthly development
- −5% Temple building construction cost
- +5% Levy reinforcement rate
|
—
|
8
|
8金钱
|
—
|
赋税: +2.6/月
|
- +2% Holding Taxes
- +1600 Supply limit[1]
- +5% Supply limit
- +5% Monthly development
- −5% Temple building construction cost
- +5% Levy reinforcement rate
|
—
|
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
|
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.
|
- Construction time
- 3 年
- Terrain requirements
- 此建筑可建造于以下地形:
地形
|
可以建造
|
地形
|
可以建造
|
沙漠 |
—
|
沙漠山地 |
—
|
旱地 |
—
|
农田 |
—
|
洪泛平原 |
—
|
森林 |
|
丘陵 |
—
|
丛林 |
|
山地 |
—
|
绿洲 |
—
|
平原 |
—
|
草原 |
—
|
针叶林 |
|
湿地 |
—
|
- Upgrades
Hill farms
|
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.
|
- Construction time
- 3 年
- Terrain requirements
- 此建筑可建造于 丘陵地形。
- Upgrades
Manor houses
|
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!
|
- Construction time
- 5 年
- Terrain requirements
- 此建筑可建造于 农田地形。
- Upgrades
Level
|
Cost
|
Requirements
|
Holding effects
|
County effects
|
Realm effects
|
1
|
1金钱
|
—
|
赋税: +0.7/月
|
—
|
—
|
2
|
2金钱
|
Crop Rotation
|
- 赋税: +1.15/月
- +500 Supply limit
- +15% Supply limit
|
—
|
—
|
3
|
3金钱
|
- Holding is at least level 2
- Manorialism
|
- 赋税: +1.6/月
- +500 Supply limit
- +15% Supply limit
|
+2% Monthly development
|
—
|
4
|
4金钱
|
—
|
- 赋税: +2.05/月
- +1000 Supply limit
- +15% Supply limit
|
+2% Monthly development
|
—
|
5
|
5金钱
|
- Holding is at least level 3
- Windmills
|
- 赋税: +2.5/月
- +1000 Supply limit
- +15% Supply limit
- +5% Levy size
|
+2% Monthly development
|
—
|
6
|
6金钱
|
—
|
- 赋税: +2.95/月
- +1000 Supply limit
- +15% Supply limit
- +5% Levy size
|
- +5% Monthly development
- +1% Holding taxes
|
—
|
7
|
7金钱
|
- Holding is level 4
- Cranes
|
- 赋税: +3.4/月
- +1000 Supply limit
- +15% Supply limit
- +5% Levy size
|
- +5% Monthly development
- +1% Holding taxes
- +0.2 Monthly control
|
—
|
8
|
8金钱
|
—
|
- 赋税: +3.85/月
- +1000 Supply limit
- +15% Supply limit
- +5% Levy size
|
- +5% Monthly development
- +2% Holding taxes
- +0.2 Monthly control
|
—
|
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
|
The mountains of this province provide local construction with an excellent supply of building material.
|
- Construction time
- 2 年
- Terrain requirements
- 此建筑可建造于 沙漠山地和 山地地形。
- Upgrades
Level
|
Cost
|
Requirements
|
Holding effects
|
County effects
|
Realm effects
|
1
|
1金钱
|
—
|
- 赋税: +0.25/月
- 建筑的建造时间: −2.5%[3]
|
—
|
—
|
2
|
2金钱
|
Crop Rotation
|
- 赋税: +0.4/月
- 建筑的建造时间: −5%
|
—
|
−1% Men-at-Arms maintenance
|
3
|
3金钱
|
- Holding is at least level 2
- Manorialism
|
- 赋税: +0.55/月
- 建筑的建造时间: −7.5%
|
+2% Monthly development
|
−1% Men-at-Arms maintenance
|
4
|
4金钱
|
—
|
- 赋税: +0.7/月
- 建筑的建造时间: −10%
|
- +2% Monthly development
- −5% Building construction gold cost
|
−1% Men-at-Arms maintenance
|
5
|
5金钱
|
- Holding is at least level 3
- Windmills
|
- 赋税: +0.85/月
- 建筑的建造时间: −12.5%
|
- +2% Monthly development
- −5% Building construction gold cost
|
−2% Men-at-Arms maintenance
|
6
|
6金钱
|
—
|
- 赋税: +1/月
- 建筑的建造时间: −15%
- +10% Garrison size
|
- +2% Monthly development
- −5% Building construction gold cost
|
−2% Men-at-Arms maintenance
|
7
|
7金钱
|
- Holding is level 4
- Cranes
|
- 赋税: +1.15/月
- 建筑的建造时间: −17.5%
- +10% Garrison size
|
- +2% Monthly development
- −5% Building construction gold cost
|
- −2% Men-at-Arms maintenance
- +1 Heavy Infantry Toughness
- +1 Spearmen Toughness
|
8
|
8金钱
|
—
|
- 赋税: +1.3/月
- 建筑的建造时间: −20%
- +10% Garrison size
|
- +2% Monthly development
- −5% Building construction gold cost
|
- −2% Men-at-Arms maintenance
- +2 Heavy Infantry Toughness
- +2 Spearmen Toughness
- +4 Heavy Cavalry Toughness
|
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
|
Merchant galleys load and off-load their cargo at this port.
|
- Construction time
- 2 年
- Terrain requirements
- 此建筑可以在任何地形上建造。 However, the province must be coastal.
- Upgrades
Wetland farms
|
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.
|
- Construction time
- 3 年
- Terrain requirements
- 此建筑可建造于 湿地地形。
- Upgrades
References
- ↑
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
.