Table of Contents
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










