These are the buildings, their effects and the time it will take to build them. These buildings are for castles only. All building times are in out of game days.
Unit Production
Stables
The buildings required to recruit Knights and Cavalry regiments.
Small Stables-2 Days- 20 Gold
Stables- 3 Days- 40 Gold
Knightly Stables- 4 Days- 60 Gold
Lord's Stables- 4 Days- 90 Gold
High Lord's Stable- 5 Days- 120 Gold
Infantry Recruitment
The Buildings required to recruit Man-at-Arm and Crossbowmen
Mustering Hall- 3 Days- 15 Gold
Garrison Quarters- 4 Days- 30 Gold
Drill Square- 5 Days- 50 Gold
Barracks- 6 Days- 70 Gold
Military Academy- 7 Days- 100 Gold
Naval Buildings
These buildings are required for assembling ships of war. (Same as the ones in cities)
Port- 3 Days - 20 Gold
Shipwright- 4 Days - 40 Gold
Dockyard- 5 Days - 60 Gold
Naval Drydock- 6 Days - 80 Gold
Admiralty- 7 Days - 100 Gold
Castle Buildings
Equipment
These are the buildings required to achieve the various levels of equipment see()
Leather Tanner- 1 Day - 10 Gold
Blacksmith- 2 Days - 25 Gold
Weaponsmith- 3 Days - 40 Gold
Artisan Weaponsmith- 4 Days - 55 Gold
Master Weaponsmith- 4 Days - 80 Gold
Keep
These buildings upgrade the central keep in the holding. This will be taken into account during sieges.
Motte and Bailey- 3 Days - 25 Gold
Wood Castle- 4 Days- 40 Gold
Castle- 6 Days - 70 Gold
Fortress- 8 Days - 90
Citadel- 10 Days - 120
Defenses
These upgrades improve the defensiveness of the holding and will be taken into concideration during sieges.
Wooden Palisade- 2 Days - 10 Gold
Wooden Wall- 4 Days - 30 Gold
Stone Wall - 5 Days - 40 Gold
Large Stone Wall- 6 Days - 75 Gold
Large Stone Wall with Moat- 10 Days - 90 Gold
Town Village
These upgrades will add some income from castles.
Hamlet- 3 Days- 25 Gold
Village- 5 Days- 35 Gold
Town- 6 Days- 50 Gold
Large Town- 8 Days- 70 Gold
Small City- 10 Days- 100 Gold
Mines
Mines are a major source of income for your holding. What is mined is generated by a dice roll.
Shallow Mine- 2 Days - 30 Gold
Trench Mine- 4 Days - 50 Gold
Open-Pit Mining- 6 Days - 75 Gold
Shaft Mine- 8 Days - 100 Gold
Mining Network- 10 Days -125 Gold
When you want to build a mine in your province you have 2 options. First you can pay for a prospecter to come and inspect the ground for mineral qualities to determine whether it is worth excavating. You pay 50% of what the tier 1 mine costs to have it done. The admin then rolls a dice determining what you can get. You can also just build the mine and the admin will roll the dice when it is done.
These are your options and the dice rolls required to get them:
Stone (the mine is converted to a quarry) 1-5
Iron 6-10
Copper 11-14
Silver 15-17
Gold 18-19
Gems 20
Each mineral or stone gives a modifier to the province.
Stone- Anything with "stone" in its name cost 5% less.
Iron- Blacksmiths cost 5% less.
Copper- Ships cost 5% less.
Silver- Add 5 to your treasury each week.
Gold- Add 10 to your treasury each week.
Gems- Add 15 to your treasury each week.
If you have any questions feel free to ask here in the thread.
Unit Production
Stables
The buildings required to recruit Knights and Cavalry regiments.
Small Stables-2 Days- 20 Gold
Stables- 3 Days- 40 Gold
Knightly Stables- 4 Days- 60 Gold
Lord's Stables- 4 Days- 90 Gold
High Lord's Stable- 5 Days- 120 Gold
Infantry Recruitment
The Buildings required to recruit Man-at-Arm and Crossbowmen
Mustering Hall- 3 Days- 15 Gold
Garrison Quarters- 4 Days- 30 Gold
Drill Square- 5 Days- 50 Gold
Barracks- 6 Days- 70 Gold
Military Academy- 7 Days- 100 Gold
Naval Buildings
These buildings are required for assembling ships of war. (Same as the ones in cities)
Port- 3 Days - 20 Gold
Shipwright- 4 Days - 40 Gold
Dockyard- 5 Days - 60 Gold
Naval Drydock- 6 Days - 80 Gold
Admiralty- 7 Days - 100 Gold
Castle Buildings
Equipment
These are the buildings required to achieve the various levels of equipment see()
Leather Tanner- 1 Day - 10 Gold
Blacksmith- 2 Days - 25 Gold
Weaponsmith- 3 Days - 40 Gold
Artisan Weaponsmith- 4 Days - 55 Gold
Master Weaponsmith- 4 Days - 80 Gold
Keep
These buildings upgrade the central keep in the holding. This will be taken into account during sieges.
Motte and Bailey- 3 Days - 25 Gold
Wood Castle- 4 Days- 40 Gold
Castle- 6 Days - 70 Gold
Fortress- 8 Days - 90
Citadel- 10 Days - 120
Defenses
These upgrades improve the defensiveness of the holding and will be taken into concideration during sieges.
Wooden Palisade- 2 Days - 10 Gold
Wooden Wall- 4 Days - 30 Gold
Stone Wall - 5 Days - 40 Gold
Large Stone Wall- 6 Days - 75 Gold
Large Stone Wall with Moat- 10 Days - 90 Gold
Town Village
These upgrades will add some income from castles.
Hamlet- 3 Days- 25 Gold
Village- 5 Days- 35 Gold
Town- 6 Days- 50 Gold
Large Town- 8 Days- 70 Gold
Small City- 10 Days- 100 Gold
Mines
Mines are a major source of income for your holding. What is mined is generated by a dice roll.
Shallow Mine- 2 Days - 30 Gold
Trench Mine- 4 Days - 50 Gold
Open-Pit Mining- 6 Days - 75 Gold
Shaft Mine- 8 Days - 100 Gold
Mining Network- 10 Days -125 Gold
When you want to build a mine in your province you have 2 options. First you can pay for a prospecter to come and inspect the ground for mineral qualities to determine whether it is worth excavating. You pay 50% of what the tier 1 mine costs to have it done. The admin then rolls a dice determining what you can get. You can also just build the mine and the admin will roll the dice when it is done.
These are your options and the dice rolls required to get them:
Stone (the mine is converted to a quarry) 1-5
Iron 6-10
Copper 11-14
Silver 15-17
Gold 18-19
Gems 20
Each mineral or stone gives a modifier to the province.
Stone- Anything with "stone" in its name cost 5% less.
Iron- Blacksmiths cost 5% less.
Copper- Ships cost 5% less.
Silver- Add 5 to your treasury each week.
Gold- Add 10 to your treasury each week.
Gems- Add 15 to your treasury each week.
If you have any questions feel free to ask here in the thread.