Please help with verifying or updating older sections of this article.
At least some were last verified for version pre-release.
- See also: List of buildings, List of production methods
Victoria 3: July 2021 Update. A look at what has been going on in the first batch of dev diaries, including: pops, Capacities, buildings, Goods, and Production methods.
The buildings panel provides a detailed summary of the buildings in the player's country and their associated production methods.
Buildings are the primary basis of a country's economy in Victoria 3. Buildings employ pops and produce goods, and some buildings provide other benefits, such as prestige,
bureaucracy, or military units.
Although called buildings, they should be considered as industrial sectors, bureaucratic districts or similar – that is, a single level of a building does not represent a single factory, farm, or administrative office building, but a number of such.
The
construction camp building from the infrastructure group produces
construction. This is handled on country level and used to construct the other buildings. Almost all buildings are directly constructed. (the only exceptions are subsistence buildings and urban centers, which are built automatically).
Buildings are located and built on the state level. Each type of building has a certain construction required to be completed. As a rule of thumb, factories require 450 construction, agricultural buildings require 150 and military buildings require 60.
Each week a country's produced construction are applied to buildings placed in the construction queue(s). Each building has a cap on how much effective construction progress can be made each week, typically 20. Additional contruction will then be applied to the second priority in the building queue, then the third and so forth.
While, technically, there is no limit on the total number of buildings that can be built inside a state, different limitations placed on the buildings themselves (which are meant to simulate a sensible and realistic way for them to function) limit the states the player can place them in. For example, many production buildings are limited by locally available resources, such as arable land for agriculture or iron abundance in the case of iron mines. In a similar fashion, urban buildings (such as factories) are only limited by how many people can be crammed into the state, simulating the more densely populated nature of cities.
The costs of running the construction sectors (both labour and materials) are the sole expenses when constructing. They can be seen under Construction materials and Government wages respectively. When buildings are constructed, the construction uses pop labor and goods, and the costs involved are subject to market forces. Construction sectors uses
wood and
fabric as a base.
Iron,
steel,
glass and
explosives are required for more advanced production methods.
Any excess construction each week is wasted. Wages has to be payed regardless of whether the construction is actually used or not. However, the excess construction does not require any goods. In general one should always use the entire construction capacity outside of dire and temporary situations. If the construction is not used, it is better to downscale construction sectors.
Certain factors can modify the Construction Efficiency in a state, which makes each point of raw construction capacity contribute more or less towards construction progress of a building. At base construction efficiency, every point of raw construction capacity provides 1 effective construction progress. For example, if a state has +50% construction efficiency, then every 1 point of raw construction capacity provides 1.5 effective construction progress. So a state with +50% construction efficiency would need to use only 13.34 points of construction capacity to build at maximum speed.
There are numerous things affecting construction efficiency:
- Local construction sectors increase construction efficiency in the state, with more advanced construction methods providing more efficiency.
- Having surplus
Bureaucracy increases construction efficiency nationwide.
- The road maintenance decree provides 10% construction efficiency.
- If the
trade unions are angry,
work-to-rule will decrease construction efficiency by 15%
- Certain state traits like mountains or deserts decrease local construction efficiency
- Turmoil decrease construction efficiency in increasing severity
- Certain events can decrase construction efficiency
In general, buildings can be broken down into the following categories:
- Subsistence buildings - These are a special type of highly inefficient buildings that cannot manually be built or destroyed, but rather will appear anywhere in the world where there is arable land that isn't being used for another type of building. The vast majority of the world's population starts the game "working" in subsistence buildings as
peasants, and much of the game's industrialization process is about finding more productive employment for those peasants. Pops working in these buildings contribute little to GDP and taxes per capita.
- Urban centers - Another special type of building. Like the subsistence buildings, these are automatically created rather than built, with the level of urban center in a state being tied to the amount of urbanization generated by its other buildings. Urban Centers primarily employ
shopkeepers and provide a number of important local functions.
- Government buildings - These are buildings that are fully funded by the state and provide crucial civil services required for the smooth running of a Victorian era nation. Examples include Government Administrations where
bureaucrats produce bureaucracy for the administration of incorporated states and funding of institutions, and universities where
academics produce innovation for technological progression.
- Private industries - These are the counterpart to government buildings. The vast majority of buildings fall under this category, which includes a broad range of industries such as (non-subsistence) farms, plantations, mines and factories. Unlike government buildings, private industries are not owned by the state but rather by pops such as
capitalists and
aristocrats, who reap the profits they bring in and pay wages to the other pops working there -- though it is important to note that under certain economic systems the ownership of buildings may be radically different.
- Development buildings - These are often, but not always, government buildings that distinguish themselves by providing vital state-level functions. For example, a barracks that recruits and trains soldiers from the local population or railways which provides the infrastructure other buildings need to bring their goods to the market.
To ease the management of all the different buildings (and their associated production methods) in the country the player can refer to the buildings panel.
The panel provides a bird's-eye view of all industries in the country, and allows the player to see at a glance how those industries are doing financially. The buildings are organized by major and minor type, and can be broken down further to view the individual building in each state, with the possibility of clicking on a building to get an in-depth view of its balance sheet and workforce. In addition, the panel allows adjusting the production methods of an individual building, or setting all production methods for a certain building type to a specific setting all across the country.
Predictive tooltips will explain the anticipated impact on the building's balance as a result of changes in production, consumption, and wage requirements, as well as the changes in employment (which new job positions will be created and which will disappear) that could also impact the country's politics over time. A warning will be provided if there aren't enough qualifying pops to take on any new professions created, as this could limit the industry's effectiveness.
Throughput is a measure of how effective a workforce can turn input goods into output goods. Both input and output good will be increased/decreased by the throughput percentage, while required workers will remain the same. This can help an industry reach its maximum profit potential, as wages will not directly increase with the rise in production.
Throughput is positively modified by the economy of scale, certain technologies, good state traits or different encourage industry decrees It can be negatively modified by devastation, going into default or by a shortage of input goods. The modifiers stack with each other.
All productive buildings (except Subsistance farms) and many government buildings receive a +1% throughput bonus pr building level above 1 in the same state. The maximum throughput bonus is limited by technology. The maximum economy of scale bonus possible is 50% (which is achieved in a level 51 building).
Buildings that produce & sell goods of any kind have a displayed productivity value. This is the profit-per-employee generated by the building on an annual basis, before wages are paid. The productivity value is displayed in green when it is either over 50.0 or more than 50% higher than average, or in red when it is either below 2.0 or less than 66% of the average.
The exact calculation of productivity is = (total annual price of output goods - total annual price of input goods) / total number of employees
The weekly balance can be derived by subtracting the average annual wage from productivity and then multiplying by (number of employees / 52)
Buildings that produce Goods have an ownership production method that determines who holds ownership shares in the building and how many shares each owner has. Each ownership share entitles a pop to that proportion of a building's cash reserve and dividends. Pops will become more radical if a building where they have ownership shares is downsized or has its cash reserve wiped out from the country declaring bankruptcy.
When a building has a positive weekly balance a portion of this profit is first deposited into the building's cash reserves with the rest paid to the owners as dividends. Dividends are divided and paid per-share so in those cases where multiple pop types own a building and have unequal ownership shares each owner will receive dividends proportional to their shares. In practice if all owners of a building hold equal ownership shares then the dividends are divided and paid equally among them. Certain pop types such as Capitalists and Aristocrats may deposit a portion of their dividends into the Investment Pool. Dividends (after investment pool deposits) are subject to dividends taxes. Buildings with a full cash reserve will pay their entire weekly balance as dividends.
Building Production and Employment[edit | edit source]
When a specific combination of production methods is chosen, each level of buildings produces and consumes certain amount of goods while providing certain employments. The amount of goods and employments can be calculated by adding up the contributions from the production methods selected.
Food Industry Building Production and Employment Per Level
Building Output Goods
|
Base PM Group 1
|
Base PM Group 2
|
Refining PM Group
|
Automation PM Group
|
Ownership PM Group
|
Food Industries
Groceries
Liquor
|
Base
|
Canning
|
Distilleries
|
Automation
|
Ownership
|
Bakeries
+45 • −40 • +4500
|
Jars —
|
Prioritize Grocery Production —
|
Manual Dough Processing —
|
Merchant Guilds
+500
|
Sweeteners
|
Canneries
|
Pot Stills
|
Automated Bakery
−10 • −2500
|
Privately Owned
+100
|
|
Publicly Traded
+150
|
Baking Powder
+120
−80
−30
+3500
+750
+250
|
Vacuum Canning
+60
+30
−60
−10
−5
+500
+200
|
Patent Stills
+100
−40
−25
−10
+200
+500
+200
|
Government Run
+150
|
Worker Cooperative
+250
|
Farm Building Production and Employment Per Level
Farms Output Goods
|
Base PM Group
|
Refining PM Group
|
Automation PM Group
|
Ownership PM Group
|
Rye Farms
Fruit
Grain
Liquor
Sugar
|
Base
|
Secondary
|
Harvesting Process
|
Ownership
|
Simple Farming
|
Maintain Single Crop —
|
Ox-Powered Ploughs —
|
Privately Owned
+100
|
Soil-Enriching Farming
|
Potatoes
−20 • +15
|
Harvesting Tools
−1 • −500
|
Publicly Traded
+100 • +50
|
Fertilizers
+90
−15
- ·
+3600
+1000
+300
|
Apple Orchards
−20 • +10 • +5
|
Steam-Powered Thresher Machines
−2 • −4 • −1500
|
Government Run
+150
|
Chemical Fertilizers
+140
−40
- ·
+3400
+1200
+300
|
|
Tractors
−5 • −2 • −2500
|
Worker Cooperative
+250
|
Compression Ignition Tractors
−3 • −2 • −3000
|
|
Wheat Farms
Fruit
Grain
Wine
Sugar
|
Base
|
Secondary
|
Harvesting Process
|
Ownership
|
Simple Farming
|
Maintain Single Crop —
|
Ox-Powered Ploughs —
|
Privately Owned
+100
|
Soil-Enriching Farming
|
Citrus Orchards
−20 • +9 • +6
|
Harvesting Tools
−1 • −500
|
Publicly Traded
+100 • +50
|
Fertilizers
+90
−15
- ·
+3600
+1000
+300
|
Vineyards
−15 • +8 • +200
|
Steam-Powered Thresher Machines
−2 • −4 • −1500
|
Government Run
+150
|
Chemical Fertilizers
+140
−40
- ·
+3400
+1200
+300
|
|
Tractors
−5 • −2 • −2500
|
Worker Cooperative
+250
|
Compression Ignition Tractors
−3 • −2 • −3000
|
|
Rice Farms
Fruit
Grain
Sugar
|
Base
|
Secondary
|
Harvesting Process
|
Ownership
|
Simple Farming
|
Maintain Single Crop —
|
Ox-Powered Ploughs —
|
Privately Owned
+100
|
Soil-Enriching Farming
+65
−10
- ·
+3800
+800
+300
|
Fig Orchards
−15 • +6 • +9
|
Harvesting Tools
−1 • −500
|
Publicly Traded
+100 • +50
|
Fertilizers
+100
−20
- ·
+3600
+1000
+300
|
|
Steam-Powered Thresher Machines
−2 • −4 • −1500
|
Government Run
+150
|
Chemical Fertilizers
+150
−40
- ·
+3400
+1200
+300
|
|
Worker Cooperative
+250
|
Maize Farms
Fruit
Grain
Wine
Sugar
|
Base
|
Secondary
|
Harvesting Process
|
Ownership
|
Simple Farming
|
Maintain Single Crop —
|
Ox-Powered Ploughs —
|
Privately Owned
+100
|
Soil-Enriching Farming
|
Citrus Orchards
−20 • +9 • +6
|
Harvesting Tools
−1 • −500
|
Publicly Traded
+100 • +50
|
Fertilizers
+90
−15
- ·
+3600
+1000
+300
|
Vineyards
−15 • +7 • +100
|
Steam-Powered Thresher Machines
−2 • −4 • −1500
|
Government Run
+150
|
Chemical Fertilizers
+140
−40
- ·
+3400
+1200
+300
|
|
Tractors
−5 • −2 • −2500
|
Worker Cooperative
+250
|
Compression Ignition Tractors
−3 • −2 • −3000
|
|
Millet Farms
Fruit
Grain
Sugar
|
Base
|
Secondary
|
Harvesting Process
|
Ownership
|
Simple Farming
|
Maintain Single Crop —
|
Ox-Powered Ploughs —
|
Privately Owned
+100
|
Soil-Enriching Farming
|
Fig Orchards
−15 • +6 • +9
|
Harvesting Tools
−1 • −500
|
Publicly Traded
+100 • +50
|
Fertilizers
+90
−15
- ·
+3600
+1000
+300
|
|
Steam-Powered Thresher Machines
−2 • −4 • −1500
|
Government Run
+150
|
Chemical Fertilizers
+140
−40
- ·
+3400
+1200
+300
|
Tractors
−5 • −2 • −2500
|
Worker Cooperative
+250
|
Compression Ignition Tractors
−3 • −2 • −3000
|
|
Ranch Building Production and Employment Per Level
Ranch Output Goods
|
Base PM Group 1
|
Base PM Group 2
|
Automation PM Group 1
|
Automation PM Group 2
|
Ownership PM Group
|
Livestock Ranches
Meat
Fabric
Fertilizer
|
Base
|
Slaughtering
|
Fencing
|
Refrigeration
|
Ownership
|
Simple Ranch
|
Open Air Stockyards
+5
|
Standard Fences —
|
Unrefrigerated —
|
Privately Owned
+100
|
Butchering Tools
+15 • −5
|
Barbed Wire Fences
−3 • −1000
|
Refrigerated Storage
−4 • −1000
|
Publicly Traded
+100 • +50
|
Intensive Grazing Ranch
+40
+10
−10
+3600
+1200
+100
|
Slaughterhouses
+25 • −10
|
Electric Fences
−3 • −3 • −1800
|
Refrigerated Rail Cars
−4 • −3 • −1800
|
Government Run
+150
|
Mechanized Slaughterhouses
+35 • −10 • −5
|
|
|
Worker Cooperative
+250
|
Mine Production and Employment Per Level
Building Output Goods
|
Base PM Group 1
|
Base PM Group 2
|
Automation PM Group 1
|
Automation PM Group 2
|
Ownership PM Group
|
Coal Mines
Coal
|
Mining Equipment
|
Explosives
|
Steam Automation
|
Train Automation
|
Ownership
|
Picks and Shovels
+25 • −5 • +4500
|
Manual Drilling —
|
Hand Cranked Crane —
|
Road Carts —
|
Merchant Guilds
+500
|
Atmospheric Engine Pump
+40 • −10 • +4000 • +500
|
Nitroglycerin
+15 • −5 • +250
|
Steam Donkey
−1 • −3 • −1000
|
Rail Transportation
−5 • −1000
|
Privately Owned
+100
|
Condensing Engine Pump
|
Dynamite
+25 • −10 • +250
|
|
|
Publicly Traded
+150
|
Diesel Pump
+90
−15
−5
+2000
+1500
+500
|
|
Government Run
+150
|
Worker Cooperative
+250
|
Iron Mines
Iron
|
Mining Equipment
|
Explosives
|
Steam Automation
|
Train Automation
|
Ownership
|
Picks and Shovels
+20 • −5 • +4500
|
Manual Drilling —
|
Hand Cranked Crane —
|
Road Carts —
|
Merchant Guilds
+500
|
Atmospheric Engine Pump
|
Nitroglycerin
+12 • −5 • +250
|
Steam Donkey
−1 • −4 • −1000
|
Rail Transportation
−5 • −1000
|
Privately Owned
+100
|
Condensing Engine Pump
+60
−15
−15
+3000
+1000
+250
|
Dynamite
+20 • −10 • +250
|
|
|
Publicly Traded
+150
|
Diesel Pump
+90
−15
−5
+2000
+1500
+500
|
|
Government Run
+150
|
Worker Cooperative
+250
|
Lead Mines
Lead
|
Mining Equipment
|
Explosives
|
Steam Automation
|
Train Automation
|
Ownership
|
Picks and Shovels
+20 • −5 • +4500
|
Manual Drilling —
|
Hand Cranked Crane —
|
Road Carts —
|
Merchant Guilds
+500
|
Atmospheric Engine Pump
|
Nitroglycerin
+12 • −5 • +250
|
Steam Donkey
−1 • −4 • −1000
|
Rail Transportation
−5 • −1000
|
Privately Owned
+100
|
Condensing Engine Pump
+60
−15
−15
+3000
+1000
+250
|
Dynamite
+20 • −10 • +250
|
|
|
Publicly Traded
+150
|
Diesel Pump
+90
−15
−5
+2000
+1500
+500
|
|
Government Run
+150
|
Worker Cooperative
+250
|
Sulfur Mines
Sulfur
|
Mining Equipment
|
Explosives
|
Steam Automation
|
Train Automation
|
Ownership
|
Picks and Shovels
+20 • −5 • +4500
|
Manual Drilling —
|
Hand Cranked Crane —
|
Road Carts —
|
Merchant Guilds
+500
|
Atmospheric Engine Pump
|
Nitroglycerin
+10 • −5 • +250
|
Steam Donkey
−1 • −4 • −1000
|
Rail Transportation
−5 • −1000
|
Privately Owned
+100
|
Condensing Engine Pump
+60
−15
−15
+3000
+1000
+250
|
Dynamite
+20 • −10 • +250
|
|
|
Publicly Traded
+150
|
Diesel Pump
+90
−15
−5
+2000
+1500
+500
|
|
Government Run
+150
|
Worker Cooperative
+250
|
Gold Mines
Gold
|
Mining Equipment
|
Explosives
|
Steam Automation
|
Train Automation
|
Ownership
|
Picks and Shovels
+10
−5
+4500
- Minting +500
|
Manual Drilling —
|
Hand Cranked Crane —
|
Road Carts —
|
Merchant Guilds
+500
|
Atmospheric Engine Pump
+20
−10
−10
+4000
+500
- Minting +1000
|
Nitroglycerin
|
Steam Donkey
−1 • −4 • −1000
|
Rail Transportation
−5 • −1000
|
Privately Owned
+100
|
Condensing Engine Pump
+30
−15
−15
+3000
+1000
+250
- Minting +1250
|
Dynamite
+10
−10
+250
- Minting +500
|
|
|
Publicly Traded
+150
|
Diesel Pump
+40
−15
−5
+2000
+1500
+500
- Minting +1500
|
|
Government Run
+150
|
Worker Cooperative
+250
|
Gold Fields
Gold
|
Base
|
N/A
|
N/A
|
N/A
|
N/A
|
Basic Production
+20 • +500 • +4500
|
Plantation Production and Employment Per Level
Building Output Goods
|
Base PM Group
|
Automation PM Group
|
Ownership PM Group
|
Coffee Plantations
Coffee
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+40
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Cotton Plantations
Fabric
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+100
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Dye Plantations
Dye
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+50
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Opium Plantations
Opium
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+50
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Tea Plantations
Tea
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+40
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Tobacco Plantations
Tobacco
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+50
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Sugar Plantations
Sugar
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+60
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Banana Plantations
Fruit
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+60
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Silk Plantations
Silk
|
Base
|
Train Automation
|
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+40
−5
+3000
+1200
+500
+100
|
Rail Transportation
−5 • −1000
|
Government Run
+150
|
Worker Cooperative
+250
|
Barracks and Conscription Center Production and Employment Per Level
Organization PM
|
Irregular Infantry |
Line Infantry |
Skirmish Infantry |
Trench Infantry |
Squad Infantry |
Mechanized Infantry
|
Unscaled Modifiers Scaled Modifiers
|
- +10 Offense
- +15 Defense
- +15 Morale Loss
- +20 Training Rate
- +1 Army Power Projection
|
- +20 Offense
- +30 Defense
- +10 Morale Loss
- +20 Training Rate
- +3 Army Power Projection
|
- +30 Offense
- +35 Defense
- +10 Morale Loss
- +30 Training Rate
- +5 Army Power Projection
|
- +40 Offense
- +60 Defense
- +8 Morale Loss
- −25% Provinces Captured
- −25% Provinces Lost
- +40 Training Rate
- +7 Army Power Projection
|
- +55 Offense
- +65 Defense
- +6 Morale Loss
- −25% Provinces Lost
- +40 Training Rate
- +9 Army Power Projection
|
- +75 Offense
- +75 Defense
- +4 Morale Loss
- +25% Provinces Captured
- +15% Devastation
- +30 Training Rate
- +11 Army Power Projection
|
Goods
|
—
|
−1
|
−1 • −1
|
−1 • −2
|
−1 • −2 • −1
|
|
Employment
|
+30 • +970
|
+50 • +950
|
+100 • +900
|
+150 • +850
|
+200 • +800
|
+250 • +750
|
Artillery Support PM
|
Infantry Focus |
Cannon Artillery |
Mobile Artillery |
Shrapnel Artillery |
Siege Artillery |
|
Unscaled Modifiers Scaled Modifiers
|
—
|
- +10 Offense
- +10 Defense
- +10% Morale Damage
- +10% Kill Rate
|
- +15 Offense
- +15 Defense
- +15% Morale Damage
- +10% Kill Rate
- +10% Provinces Captured
|
- +30 Offense
- +30 Defense
- +20% Morale Damage
- +30% Kill Rate
- +25% Devastation
|
- +40 Offense
- +30 Defense
- +40% Morale Damage
- +25% Kill Rate
- +50% Devastation
|
Goods
|
—
|
−0.5
|
−1
|
−1 • −1
|
−2 • −2
|
Reconnaissance PM
|
Cavalry Scouts |
Bicycle Messengers |
Motorized Reconnaissance |
Aerial Reconnaissance |
|
Unscaled Modifiers Scaled Modifiers
|
—
|
- +5 Offense
- +20% Provinces Captured
|
- +10 Offense
- +5 Defense
- +30% Provinces Captured
|
- +15 Offense
- +10 Defense
- +50% Provinces Captured
|
Goods
|
—
|
−1 • −1
|
−1 • −1
|
−1 • −1
|
Specialist Companies PM
|
Standardized Infantry |
Machine Gunners |
Infiltrators |
Flamethrower Companies |
Chemical Weapon Specialists |
|
Unscaled Modifiers Scaled Modifiers
|
—
|
- +25 Defense
- +10% Morale Damage
- +10% Kill Rate
- −25% Provinces Lost
|
- +15 Offense
- +25% Provinces Captured
|
- +20 Offense
- +15% Morale Damage
- +20% Kill Rate
- +15% Devastation
|
- +50 Offense
- +50% Morale Damage
- +50% Kill Rate
- +100% Devastation
- −50% Provinces Captured
|
Goods
|
—
|
−1 • −1
|
−1 • −1
|
−1 • −1
|
−1 • −1
|
Medical Aid PM
|
Wound Dressing |
First Aid |
Field Hospitals |
|
Unscaled Modifiers
|
+25% Recovery Rate
|
- −25% Morale Loss
- +50% Recovery Rate
|
- −50% Morale Loss
- +75% Recovery Rate
|
Goods
|
—
|
−2 • −1
|
|
Naval Base Production and Employment Per Level
Ship Class PM
|
Man O' War |
Ironclad |
Monitor |
Dreadnought |
Battleship
|
Unscaled Modifiers Scaled Modifiers
|
- +20 Offense
- +20 Defense
- +25 Morale Loss
- +10 Navy Power Projection
- +0.1 Max Declared Interests
|
- +40 Offense
- +40 Defense
- +20 Morale Loss
- +20 Navy Power Projection
- +0.125 Max Declared Interests
|
- +50 Offense
- +50 Defense
- +15 Morale Loss
- +25 Navy Power Projection
- +0.15 Max Declared Interests
|
- +80 Offense
- +80 Defense
- +8 Morale Loss
- +40 Navy Power Projection
- +0.175 Max Declared Interests
|
- +100 Offense
- +100 Defense
- +5 Morale Loss
- +50 Navy Power Projection
- +0.2 Max Declared Interests
|
Goods
|
−2
|
−2 • −1
|
−3 • −2
|
−4 • −4 • −1
|
−5 • −6 • −2
|
Convoy Raiders PM
|
Commerce Raiders |
Torpedo Boats |
Submarines |
|
Unscaled Modifiers
|
—
|
- +20 Offense
- −10 Defense
- +25% Convoy Raiding
|
- +40 Offense
- −20 Defense
- +50% Convoy Raiding
- −5 Training Rate
|
Goods
|
—
|
−2
|
−1 • −1
|
Convoy Escorts PM
|
Escort Frigates |
Destroyers |
Carriers |
|
Unscaled Modifiers Scaled Modifiers
|
—
|
- +10 Offense
- +20 Defense
- −10% Morale Loss
|
- +30 Offense
- +40 Defense
- −25% Morale Loss
- −10 Training Rate
- +20 Navy Power Projection
|
Goods
|
—
|
−2 • −2
|
|
Naval Theory PM
|
Naval Traditions |
Power of the Purse |
Jeune École |
Sea Lane Strategies |
Battlefleet Tactics
|
Unscaled Modifiers Scaled Modifiers
|
|
- +5 Offense
- +5 Defense
- −10% Morale Loss
- +10% Morale Damage
|
- +10 Offense
- +10 Defense
- −20% Morale Loss
- +20% Morale Damage
|
- +15 Offense
- +15 Defense
- −30% Morale Loss
- +30% Morale Damage
|
- +20 Offense
- +20 Defense
- −40% Morale Loss
- +40% Morale Damage
|
Employment
|
+100 • +900
|
+125 • +875
|
+150 • +850
|
+175 • +825
|
+200 • +800
|
Urban Center Building Production and Employment Per Level
Building Output Goods
|
Base PM Group 1
|
Base PM Group 2
|
Automation PM Group
|
Ownership PM Group
|
Urban Center
Services
|
Amenities
|
Street Lighting
|
Public Transport
|
Urban Churches
|
Market Stalls
|
Unlit Streets —
|
Personal Transportation Only —
|
State-Run Churches
+200
|
Market Squares
+40
−5
−5
+2500
+1900
+400
|
Gas Streelights
|
Public Trams
−5 • −500
|
Free Churches
+50 • +150
|
Covered Markets
+60
−8
−8
+2000
+2400
+400
|
Electric Streetlights
|
Public Motor Carriages
−10 • −1000
|
|
Arcades
+80
−10
−10
+1000
+3000
+1000
|
|
|
Arts Academy
Fine Art
|
Base
|
N/A
|
N/A
|
Patronage
|
Traditional Art
+1 • −2.5
|
Traditional Patronage
+150 • +850
|
Realist Art
+1.5 • −5
|
Bourgeoisie Patronage
+100 • +50 • +850
|
Photographic Art
+2 • −5 • −2
|
Independent Artists
+1000
|
Film Art
|
|
Power Plants
Electricity
|
Base
|
N/A
|
N/A
|
Ownership
|
Hydroelectric Plant
+50
−10
- ·
+2500
+1800
+1200
|
Privately Owned
+100
|
Coal-Fired Plant
+100
−15
−30
+2000
+1500
+1400
|
Publicly Traded
+150
|
Oil-Fired Plant
+150
−20
−40
+2000
+1500
+1400
|
Government Run
+150
|
Worker Cooperative
+250
|
Government Building Production and Employment Per Level
Building Output
|
Base PM Group
|
Secondary PM Group
|
Secularism PM Group
|
Port
Convoys
Infrastructure
|
Base
|
N/A
|
N/A
|
Anchorage
|
Cargo Port
+200
+5
−5
+3000
+1500
+500
|
Industrial Port
+400
+7.5
−5
−5
+2000
+500
+1000
+500
|
Modern Port
+800
+10
−5
−10
+750
+250
+500
+500
|
Government Administration
Bureaucracy Taxation Capacity
|
Base
|
Professionalism
|
Secularism
|
Simple Organization
+35 • +5 Taxation Capacity • +4000
|
Hereditary Bureaucrats
+250 • +250
|
Secular Administration
+500
|
Filing Cabinets
+50
−10
- +10 Taxation Capacity
+4000
|
Standardized Filing System
+65
−20
- +15 Taxation Capacity
+4000
|
Professional Bureaucrats
+500
|
Administrative Clergy
+250 • +250
|
Telephone Switchboards
+100
−20
−5
- +30 Taxation Capacity
+2500
+2500
|
University
Innovation
|
Base
|
N/A
|
Secularism
|
Scholastic Education
+2
−5
- +10% Qualifications
+1500
+1500
|
Secular Academia
+2000
|
Philosophy Department
+3
−10
- +15% Qualifications
+1750
+1250
|
Clerical Educators
+1000 • +1000
|
Analytical Philosophy Department
+4
−15
- +20% Qualifications
+2000
+1000
|
|
Skyscraper
|
Skyscraper
|
Airships
|
N/A
|
Bureaucratic Nexus
- +25% Government Administration Throughput
|
No Airships —
|
Trade Nexus
|
Airship Mooring Post +10 Prestige
|
Logging Building Production and Employment Per Level
Building Output Goods
|
Base PM Group
|
Refining PM Group
|
Automation PM Group 1
|
Automation PM Group 2
|
Ownership PM Group
|
Logging Camps
Wood
Hardwood
|
Base
|
Hardwood Production
|
Special Equipment
|
Transportation
|
Ownership
|
Simple Forestry
+30 • +4500
|
Prioritize Softwood Production —
|
Horse Drawn —
|
Road Carts —
|
Merchant Guilds
+500
|
Saw Mills
|
Hardwood Production
−20 • +10
|
Steam Donkey
−1 • −4 • −1000
|
Rail Transportation
−5 • −1000
|
Privately Owned
+100
|
|
Chainsaws
|
Rail Log Carts
−8 • −1500
|
Publicly Traded
+150
|
Electric Saw Mills
+100
−10
−5
+3000
+1000
+500
|
|
Government Run
+150
|
|
Worker Cooperative
+250
|
Misc Resource Building Production and Employment Per Level
Building Output Goods
|
Base PM Group
|
Automation PM Group
|
Ownership PM Group
|
Rubber Plantations
Rubber
|
Base
|
Train Automation
|
Ownership
|
Basic Production
|
Road Carts —
|
Privately Owned
+100
|
Rail Transportation
−5 • −1000
|
Publicly Traded
+100 • +50
|
Automatic Irrigation
+60
−5
+3000
+1200
+500
+100
|
|
Government Run
+150
|
Worker Cooperative
+250
|
Fishing Wharves
Fish
|
Base
|
Refrigeration
|
Ownership
|
Simple Fishing
+25 • +4500
|
Unrefrigerated —
|
Merchant Guilds
+500
|
Fishing Trawlers
|
Refrigerated Storage
−5 • −1000
|
Privately Owned
+100
|
Refrigerated Rail Cars
−5 • −5 • −2000
|
Publicly Traded
+150
|
Steam Trawlers
+100
−5
−15
+3000
+1000
+500
|
Flash Freezing
−7 • −7 • −3000
|
Government Run
+150
|
|
Worker Cooperative
+250
|
Whaling Stations
Oil
Meat
|
Base
|
Refrigeration
|
Ownership
|
Simple Whaling
+5 • +10 • +4500
|
Unrefrigerated —
|
Merchant Guilds
+500
|
Whaling Fleet
|
Refrigerated Storage
−5 • −1000
|
Privately Owned
+100
|
Refrigerated Rail Cars
−5 • −5 • −2000
|
Publicly Traded
+150
|
Steam-Powered Whalers
+20
+40
−5
−20
+3000
+1000
+500
|
Flash Freezing
−7 • −7 • −3000
|
Government Run
+150
|
|
Worker Cooperative
+250
|
Oil Rigs
Oil
|
Base
|
Transportation
|
Ownership
|
Steam-Powered Derricks
+60
−5
−10
+3000
+1000
+500
|
Road Carts —
|
Privately Owned
+100
|
Rail Transportation
−5 • −1000
|
Publicly Traded
+150
|
Combustion Engine Derricks
+100
−10
+2000
+2000
+900
|
Tanker Cars
−10 • −2000
|
Government Run
+150
|
|
Worker Cooperative
+250
|
Trade Building Production and Employment Per Level
Building Output Goods
|
Base PM Group
|
Passenger Trains PM Group
|
Ownership PM Group
|
Railway
Infrastructure
Transportation
|
Base
|
Passenger trains
|
Ownership
|
Steam trains
+20
+50
−10
−10
+3000
+1000
+750
|
Cargo prioritization —
|
Privately owned
+250
|
Electric train
+50
+75
−15
−15
+2000
+2000
+750
|
Wooden passenger carriages
|
Publicly traded
+350
|
Diesel trains
+60
+100
−20
−20
+1500
+2500
+750
|
Steel passenger carriages
|
Government run
+400
|
Worker cooperative
+250
|
Subsistence Building Production and Employment Per Level
Building Output Goods
|
Base PM Group 1
|
Base PM Group 2
|
Base PM Group 3
|
Ownership PM Group
|
Subsistence Farms
Clothes
Fabric
Furniture
Grain
Liquor
Services
Wood
|
Base
|
Home Workshops
|
Serfdom
|
Ownership
|
Basic Production
+2.5
+0.5
+0.5
+0.5
+4750
|
No Home Workshops
+1.25 • +0.5 • +0.5
|
Free Peasants Subsistence output +4
|
Privately Owned
+300 • +150
|
Home Workshops
+0.5 • +0.5 • +0.7
|
Serfdom
+0.5 • Subsistence output +3
|
Worker Cooperative
+150 • +100
|
|
|
Government Run
+150 • +100
|
Subsistence Orchards
Clothes
Fabric
Fruit
Furniture
Grain
Liquor
Services
Wood
|
Base
|
Home Workshops
|
Serfdom
|
Ownership
|
Basic Production
+0.5
+1.33
+0.25
+0.75
+0.5
+4750
|
No Home Workshops
+0.25 • +0.6 • +0.25 • +0.75
|
Free Peasants Subsistence output +4
|
Privately Owned
+300 • +150
|
Home Workshops
+0.5 • +0.5 • +0.7
|
Serfdom
+0.33 • Subsistence output +3
|
Worker Cooperative
+150 • +100
|
|
|
Government Run
+150 • +100
|
Subsistence Pastures
Clothes
Fabric
Furniture
Grain
Meat
Liquor
Services
Wood
|
Base
|
Home Workshops
|
Serfdom
|
Ownership
|
Basic Production
+0.5
+1.33
+0.75
+0.25
+0.5
+4750
|
No Home Workshops
+0.25 • +0.65 • +0.75 • +0.25
|
Free Peasants Subsistence output +4
|
Privately Owned
+300 • +150
|
Home Workshops
+0.5 • +0.5 • +0.7
|
Serfdom
+0.33 • Subsistence output +3
|
Worker Cooperative
+150 • +100
|
|
|
Government Run
+150 • +100
|
Subsistence Fishing Villages
Clothes
Fabric
Fish
Furniture
Grain
Liquor
Services
Wood
|
Base
|
Home Workshops
|
Serfdom
|
Ownership
|
Basic Production
+0.5
+2
+0.25
+0.75
+0.5
+4750
|
No Home Workshops
+0.25 • +1 • +0.25 • +0.75
|
Free Peasants Subsistence output +4
|
Privately Owned
+300 • +150
|
Home Workshops
+0.5 • +0.5 • +0.7
|
Serfdom
+0.5 • Subsistence output +3
|
Worker Cooperative
+150 • +100
|
|
|
Government Run
+150 • +100
|
Subsistence Rice Paddies
Clothes
Fabric
Furniture
Grain
Liquor
Services
Wood
|
Base
|
Home Workshops
|
Serfdom
|
Ownership
|
Basic Production
+4.5
+0.75
+0.75
+1
+9500
|
No Home Workshops
+2.5 • +1 • +1
|
Free Peasants Subsistence output +4
|
Privately Owned
+300 • +150
|
Home Workshops
+1 • +1 • +1.5
|
Serfdom
+1 • Subsistence output +3
|
Worker Cooperative
+150 • +100
|
|
|
Government Run
+150 • +100
|
Construction Sector
PM
|
Wooden Buildings
|
Iron-Frame Buildings
|
Steel-Frame Buildings
|
Arc-Welded Buildings
|
Output
|
- +2 construction points
- +0.5% state construction efficiency
|
- +5 construction points
- +1.0% state construction efficiency
|
- +10 construction points
- +1.5% state construction efficiency
|
- +20 construction points
- +2.0% state construction efficiency
|
Input
|
−75
−25
|
|
|
|
Employment
|
|
|
|
+3000
+500
+500
+750
+250
|
Base cost
|
75*20 = 1500 (75%)
25*20 = 500 (25%)
Total 2000
- (1000 per construction point)
|
50*40 = 2000 (55%)
10*40 = 400 (11%)
40*20 = 800 (22%)
20*20 = 400 (11%)
Total 3600
- (720 per construction point)
|
50*50 = 2500 (46%)
40*40 = 1600 (30%)
10*50 = 500 (9%)
20*40 = 800 (15%)
Total 5400
- (540 per construction point)
|
90*50 = 4500 (43%)
50*40 = 2000 (19%)
20*50 = 1000 (10%)
40*40 = 1600 (15%)
30*40 = 1200 (12%)
Total 10300
- (515 per construction point)
|