Table of Contents
Goblinkin Duchy Buildings
The building rebalance is included in version 0.0.3, released 18 October 2026. Three specializations each have three tiers. Choose one chain for the duchy capital's separate slot.
Placement and bonus scope
Requires a qualifying castle, city or temple in the duchy capital, the appropriate province culture, and county-holder ownership of the associated duchy title. Tribal holdings do not gain a duchy slot. Ownership and culture must continue to satisfy the enabled conditions.
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 |
|---|---|
| Great Clan Moot | The great moot unites clan prestige, civic stability and taxation. |
| Warhost Gathering Grounds | Warhost grounds reduce upkeep and recruitment costs while supporting reserves and later regiment size. |
| Great Herd and Trading Enclosure | The great enclosure links trade income, local supplies and stronger levy support. |
Great Clan Moot
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Tribal Compacts | 485 | Capital county: +0.1 monthly control growth, +3 popular opinion; Holder: +0.25 prestige/month |
| 2 | Royal Assemblies | 725 | Capital county: +0.2 monthly control growth, +6 popular opinion, +5% development growth; Holder: +0.5 prestige/month |
| 3 | High Kingship | 1100 | Capital county: +0.3 monthly control growth, +9 popular opinion, +10% development growth, +10% holding taxes; Holder: +0.75 prestige/month |
Warhost Gathering Grounds
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Confederated Musters | 485 | Capital county: +15% supply, +10% levy reinforcement; Holder: -2% army upkeep |
| 2 | Royal Warhosts | 725 | Capital county: +30% supply, +20% levy reinforcement; Holder: -4% army upkeep, -5% men-at-arms recruitment cost |
| 3 | Royal Warhosts | 1100 | Capital county: +45% supply, +30% levy reinforcement; Holder: -6% army upkeep, -10% men-at-arms recruitment cost, +1 men-at-arms regiment size |
Great Herd and Trading Enclosure
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Chartered Trading Grounds | 485 | Holding: +0.5 gold/month, +300 supply; Capital county: +5% development growth, +5% holding taxes |
| 2 | Established Trade Routes | 725 | Holding: +1 gold/month, +600 supply, +5% levy size; Capital county: +10% development growth, +10% holding taxes |
| 3 | Established Trade Routes | 1100 | Holding: +1.5 gold/month, +900 supply, +10% levy size; Capital county: +15% development growth, +15% holding taxes |
Warhost upkeep: this rebalance replaces the former upkeep penalty with -2% / -4% / -6% army upkeep. Reinforcement now belongs to the capital county; the upkeep and recruitment discounts belong to the holder.
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



