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buildings:dwarf

Dwarven Buildings

The building rebalance is included in version 0.0.3, released 18 October 2026. 10 families have eight tiers each. Each two-tier pair requires the matching era study.

Placement and bonus scope

Building access follows province culture rather than ancestry alone. Ordinary castle, city, temple and tribal slots qualify unless a family adds a restriction below. Regional buildings replace some shared options; the construction tooltip shows your available choices.

Each row gives the total at that tier, replacing lower levels. Gold is paid for that step before modifiers. Holding effects apply locally; County effects apply to its county; Capital county means the duchy capital county, not every county in the duchy; Holder effects affect the building owner. Stationed bonuses affect regiments stationed at that holding, not the whole army. Negative construction time/cost, upkeep and travel danger are beneficial. Development growth is not an instant Development level.

Choose a specialization

Family Purpose
Stone Granaries Provision vaults sustain hold garrisons and organized reserves.
Dwarven Forges Armourers support construction, heavy-infantry equipment and later crossbow protection.
Caravan Exchanges Caravan trade links the holds through income, development and civic stability.
Deep Mines Deep extraction finances the hold and supplies economical construction and equipment.
Clan Council Halls Clan councils earn prestige and organize civic control and development.
Homeguard Musters Homeguard schools emphasize resilient skirmishers, reserves and prepared defense.
Guard Barracks Armored guard companies combine heavy-infantry shock with endurance and hold defense.
Crossbow Workshops Crossbow workshops develop ranged damage, protection and defensive logistics.
Stone Defenses Engineered stone defenses develop forts, garrisons and protected approaches.
Mountain Watchposts Mountain watches coordinate supply, safe routes and protected ranged positions.

Stone Granaries

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Deep Storehouses 150 Holding: +0.3 gold/month, +200 supply
2 Deep Storehouses 250 Holding: +0.5 gold/month, +400 supply
3 Vaulted Stores 340 Holding: +0.7 gold/month, +600 supply, +5% supply
4 Vaulted Stores 500 Holding: +0.9 gold/month, +800 supply, +5% supply
5 Provision Networks 750 Holding: +1.1 gold/month, +1000 supply, +10% supply; County: +2.5% levy reinforcement
6 Provision Networks 1110 Holding: +1.3 gold/month, +1200 supply, +10% supply; County: +2.5% levy reinforcement
7 Great Hold Granaries 1600 Holding: +1.5 gold/month, +1400 supply, +15% supply, +5% garrison size; County: +5% levy reinforcement
8 Great Hold Granaries 2240 Holding: +1.7 gold/month, +1600 supply, +15% supply, +5% garrison size; County: +5% levy reinforcement

Dwarven Forges

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Clan Smithing 150 Holding: +0.2 gold/month, -1.5% construction time, +2.5% stationed heavy infantry toughness
2 Clan Smithing 250 Holding: +0.32 gold/month, -3% construction time, +5% stationed heavy infantry toughness
3 Tempered Steel 340 Holding: +0.44 gold/month, -4.5% construction time, +7.5% stationed heavy infantry toughness, +2.5% stationed archers toughness
4 Tempered Steel 500 Holding: +0.56 gold/month, -6% construction time, +10% stationed heavy infantry toughness, +2.5% stationed archers toughness
5 Master Armourers 750 Holding: +0.68 gold/month, -7.5% construction time, +12.5% stationed heavy infantry toughness, +5% stationed archers toughness, -2% construction cost
6 Master Armourers 1110 Holding: +0.8 gold/month, -9% construction time, +15% stationed heavy infantry toughness, +5% stationed archers toughness, -2% construction cost
7 Great Foundries 1600 Holding: +0.92 gold/month, -10.5% construction time, +17.5% stationed heavy infantry toughness, +7.5% stationed archers toughness, -4% construction cost, +5% stationed heavy infantry damage
8 Great Foundries 2240 Holding: +1.04 gold/month, -12% construction time, +20% stationed heavy infantry toughness, +7.5% stationed archers toughness, -4% construction cost, +5% stationed heavy infantry damage

Caravan Exchanges

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Caravan Trade 150 Holding: +0.35 gold/month; County: +2.5% development growth
2 Caravan Trade 250 Holding: +0.6 gold/month; County: +5% development growth
3 Guild Exchanges 340 Holding: +0.85 gold/month; County: +7.5% development growth, +1 popular opinion
4 Guild Exchanges 500 Holding: +1.1 gold/month; County: +10% development growth, +1 popular opinion
5 Trade Compacts 750 Holding: +1.35 gold/month, +2% holding taxes; County: +12.5% development growth, +2 popular opinion
6 Trade Compacts 1110 Holding: +1.6 gold/month, +2% holding taxes; County: +15% development growth, +2 popular opinion
7 Great Caravan Exchanges 1600 Holding: +1.85 gold/month, +4% holding taxes; County: +17.5% development growth, +3 popular opinion, +0.05 monthly control growth
8 Great Caravan Exchanges 2240 Holding: +2.1 gold/month, +4% holding taxes; County: +20% development growth, +3 popular opinion, +0.05 monthly control growth

Deep Mines

Placement: Terrain: hills, mountains, desert mountains.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Ore Prospecting 200 Holding: +0.45 gold/month
2 Ore Prospecting 350 Holding: +0.85 gold/month
3 Deep Mining 485 Holding: +1.25 gold/month, -1% construction cost
4 Deep Mining 725 Holding: +1.65 gold/month, -1% construction cost
5 Gemcutters Guilds 1100 Holding: +2.05 gold/month, -2% construction cost, +2% holding taxes
6 Gemcutters Guilds 1640 Holding: +2.45 gold/month, -2% construction cost, +2% holding taxes
7 Engineered Deep Mines 2375 Holding: +2.85 gold/month, -3% construction cost, +4% holding taxes, +5% stationed heavy infantry damage
8 Engineered Deep Mines 3335 Holding: +3.25 gold/month, -3% construction cost, +4% holding taxes, +5% stationed heavy infantry damage

Clan Council Halls

Placement: County capital only.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Clan Councils 150 County: +0.025 monthly control growth; Holder: +0.1 prestige/month
2 Clan Councils 250 County: +0.05 monthly control growth; Holder: +0.2 prestige/month
3 Thane Assemblies 340 County: +0.075 monthly control growth, +1 popular opinion; Holder: +0.3 prestige/month
4 Thane Assemblies 500 County: +0.1 monthly control growth, +1 popular opinion; Holder: +0.4 prestige/month
5 Royal Councils 750 County: +0.125 monthly control growth, +2 popular opinion, +2.5% development growth; Holder: +0.5 prestige/month
6 Royal Councils 1110 County: +0.15 monthly control growth, +2 popular opinion, +2.5% development growth; Holder: +0.6 prestige/month
7 High Clan Compacts 1600 County: +0.225 monthly control growth, +3 popular opinion, +5% development growth; Holder: +0.7 prestige/month
8 High Clan Compacts 2240 County: +0.25 monthly control growth, +3 popular opinion, +5% development growth; Holder: +0.8 prestige/month

Homeguard Musters

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Hold Musters 150 Holding: +100 levies; Holding: +15% stationed skirmishers damage, +15% stationed skirmishers toughness
2 Hold Musters 250 Holding: +175 levies; Holding: +22.5% stationed skirmishers damage, +22.5% stationed skirmishers toughness
3 Organized Homeguard 340 Holding: +250 levies; Holding: +30% stationed skirmishers damage, +30% stationed skirmishers toughness, +10% stationed skirmishers screen
4 Organized Homeguard 500 Holding: +325 levies; Holding: +37.5% stationed skirmishers damage, +37.5% stationed skirmishers toughness, +10% stationed skirmishers screen
5 Regional Musters 750 Holding: +400 levies; Holding: +45% stationed skirmishers damage, +45% stationed skirmishers toughness, +20% stationed skirmishers screen, +2 defender advantage
6 Regional Musters 1110 Holding: +475 levies; Holding: +52.5% stationed skirmishers damage, +52.5% stationed skirmishers toughness, +20% stationed skirmishers screen, +2 defender advantage
7 Great Hold Reserves 1600 Holding: +550 levies; Holding: +60% stationed skirmishers damage, +60% stationed skirmishers toughness, +30% stationed skirmishers screen, +4 defender advantage, +5% garrison size
8 Great Hold Reserves 2240 Holding: +625 levies; Holding: +67.5% stationed skirmishers damage, +67.5% stationed skirmishers toughness, +30% stationed skirmishers screen, +4 defender advantage, +5% garrison size

Guard Barracks

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Shield Companies 200 Holding: +20% stationed heavy infantry damage, +15% stationed heavy infantry toughness
2 Shield Companies 350 Holding: +30% stationed heavy infantry damage, +22.5% stationed heavy infantry toughness
3 Armoured Guards 485 Holding: +40% stationed heavy infantry damage, +30% stationed heavy infantry toughness, +2.5% garrison size
4 Armoured Guards 725 Holding: +50% stationed heavy infantry damage, +37.5% stationed heavy infantry toughness, +2.5% garrison size
5 Veteran Guards 1100 Holding: +60% stationed heavy infantry damage, +45% stationed heavy infantry toughness, +5% garrison size, +1 defender advantage
6 Veteran Guards 1640 Holding: +70% stationed heavy infantry damage, +52.5% stationed heavy infantry toughness, +5% garrison size, +1 defender advantage
7 Royal Guard Schools 2375 Holding: +80% stationed heavy infantry damage, +60% stationed heavy infantry toughness, +7.5% garrison size, +2 defender advantage; County: +5% levy reinforcement
8 Royal Guard Schools 3335 Holding: +90% stationed heavy infantry damage, +67.5% stationed heavy infantry toughness, +7.5% garrison size, +2 defender advantage; County: +5% levy reinforcement

Crossbow Workshops

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Crossbow Craft 200 Holding: +20% stationed archers damage, +10% stationed archers toughness
2 Crossbow Craft 350 Holding: +30% stationed archers damage, +15% stationed archers toughness
3 Steel Crossbows 485 Holding: +40% stationed archers damage, +20% stationed archers toughness, +1 defender advantage
4 Steel Crossbows 725 Holding: +50% stationed archers damage, +25% stationed archers toughness, +1 defender advantage
5 Arbalest Companies 1100 Holding: +60% stationed archers damage, +30% stationed archers toughness, +2 defender advantage, +5% supply
6 Arbalest Companies 1640 Holding: +70% stationed archers damage, +35% stationed archers toughness, +2 defender advantage, +5% supply
7 Master Crossbow Guilds 2375 Holding: +80% stationed archers damage, +40% stationed archers toughness, +3 defender advantage, +10% supply, +5% garrison size
8 Master Crossbow Guilds 3335 Holding: +90% stationed archers damage, +45% stationed archers toughness, +3 defender advantage, +10% supply, +5% garrison size

Stone Defenses

Placement: No additional terrain restriction.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Stone Ramparts 150 Holding: +150 garrison; Holding: +1 fort level
2 Stone Ramparts 250 Holding: +300 garrison; Holding: +1 fort level
3 Fortified Gateworks 340 Holding: +450 garrison; Holding: +2 fort level, +10% hostile raid time
4 Fortified Gateworks 500 Holding: +600 garrison; Holding: +2 fort level, +10% hostile raid time
5 Layered Hold Defenses 750 Holding: +750 garrison; Holding: +3 fort level, +20% hostile raid time, +2 defender advantage
6 Layered Hold Defenses 1110 Holding: +900 garrison; Holding: +3 fort level, +20% hostile raid time, +2 defender advantage
7 Engineered Mountain Citadels 1600 Holding: +1050 garrison; Holding: +4 fort level, +30% hostile raid time, +4 defender advantage, +10% garrison size
8 Engineered Mountain Citadels 2240 Holding: +1200 garrison; Holding: +5 fort level, +30% hostile raid time, +4 defender advantage, +10% garrison size

Mountain Watchposts

Placement: Terrain: forest, taiga, hills, mountains, desert mountains.

Base time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total effects and recipients
1 Stone Ramparts 150 Holding: +1 defender advantage, +100 supply
2 Stone Ramparts 250 Holding: +2 defender advantage, +200 supply
3 Fortified Gateworks 340 Holding: +3 defender advantage, +300 supply, +5% hostile raid time
4 Fortified Gateworks 500 Holding: +4 defender advantage, +400 supply, +5% hostile raid time
5 Layered Hold Defenses 750 Holding: +5 defender advantage, +500 supply, +10% hostile raid time, -2 travel danger
6 Layered Hold Defenses 1110 Holding: +6 defender advantage, +600 supply, +10% hostile raid time, -2 travel danger
7 Engineered Mountain Citadels 1600 Holding: +7 defender advantage, +700 supply, +15% hostile raid time, -4 travel danger, +10% stationed archers toughness
8 Engineered Mountain Citadels 2240 Holding: +8 defender advantage, +800 supply, +15% hostile raid time, -4 travel danger, +10% stationed archers toughness

Fully restart CK3 after installing the mod changes. Existing saves are sufficient; no new game is required for these building bonuses. Existing IDs, research gates, costs, terrain rules and icons are preserved. Updating or reading the wiki needs no restart.

Ordinary buildings · Duchy buildings · Research and building guides · Race progression

buildings/dwarf.txt · Last modified: by ck3wiki-maintenance

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