User Tools

Site Tools


buildings:holding_upgrades

Holding Foundations and Upgrades

The complete building update is included in version 0.0.3, released 18 October 2026. Holding foundations are separate from ordinary improvement slots and the duchy-capital slot. The implemented races share native base castle, city, temple and tribal mechanics; racial artwork and research requirements remain distinct.

An upgrade replaces the previous primary building. The table shows base direct effects before culture, faith, government and other conditional bonuses. Costs are per step, before discounts. A listed later tier still requires its research and normal construction conditions; a later era date alone does not unlock it.

Castles

Tier Base gold for this step Base days Base direct effects
1 400 1825 +175 levies; +250 garrison; Holding: +0.4 gold/month, +1 fort level, +15% stationed men-at-arms damage, +15% stationed men-at-arms toughness, +10% stationed siege weapon siege value, -10 travel danger
2 550 1825 +325 levies; +750 garrison; Holding: +0.7 gold/month, +4 fort level, +20% stationed men-at-arms damage, +20% stationed men-at-arms toughness, +15% stationed siege weapon siege value, -12 travel danger
3 700 1825 +475 levies; +1250 garrison; Holding: +1 gold/month, +8 fort level, +25% stationed men-at-arms damage, +25% stationed men-at-arms toughness, +20% stationed siege weapon siege value, -14 travel danger
4 850 1825 +625 levies; +1750 garrison; Holding: +1.3 gold/month, +13 fort level, +30% stationed men-at-arms damage, +30% stationed men-at-arms toughness, +25% stationed siege weapon siege value, -16 travel danger

Cities

Tier Base gold for this step Base days Base direct effects
1 400 1825 +75 levies; +150 garrison; Holding: +0.8 gold/month, -10 travel danger
2 550 1825 +125 levies; +300 garrison; Holding: +1.4 gold/month, -12 travel danger
3 700 1825 +175 levies; +450 garrison; Holding: +2 gold/month, -14 travel danger
4 850 1825 +225 levies; +1050 garrison; Holding: +2.6 gold/month, -16 travel danger

Temples

Tier Base gold for this step Base days Base direct effects
1 400 1825 +50 levies; +150 garrison; Holding: +0.75 gold/month, +10% stationed men-at-arms damage, +10% stationed men-at-arms toughness, +5% stationed siege weapon siege value, -10 travel danger
2 550 1825 +100 levies; +450 garrison; Holding: +1.15 gold/month, +12.5% stationed men-at-arms damage, +12.5% stationed men-at-arms toughness, +7.5% stationed siege weapon siege value, -12 travel danger
3 700 1825 +150 levies; +750 garrison; Holding: +1.55 gold/month, +15% stationed men-at-arms damage, +15% stationed men-at-arms toughness, +10% stationed siege weapon siege value, -14 travel danger
4 850 1825 +200 levies; +1050 garrison; Holding: +2 gold/month, +17.5% stationed men-at-arms damage, +17.5% stationed men-at-arms toughness, +12.5% stationed siege weapon siege value, -16 travel danger

Tribal holdings

Tier Base gold for this step Base days Base direct effects
1 200 1825 +250 levies; +250 garrison; Holding: +1 fort level, +20% stationed men-at-arms damage, +20% stationed men-at-arms toughness; Holder: +35% county fertility growth
2 200 1825 +400 levies; +500 garrison; Holding: +2 fort level, +30% stationed men-at-arms damage, +30% stationed men-at-arms toughness; Holder: +35% county fertility growth

Conditional foundation bonuses

These effects are additional to the base tables above and apply only while their conditions hold. Values are totals for that foundation tier. Culture means the county culture unless explicitly stated as the owner culture. Coastal means the holding itself is coastal. Bonuses with different conditions can apply together. A condition belonging to a native tradition or government is not automatically granted to a race.

Castles

Condition Recipient 1 2 3 4
County culture: Polders; Coastal holding Holding -10% construction time -10% construction time -10% construction time -10% construction time
County culture: Castle Keepers / Fortress Mastery Holding +5 holding defender advantage +10 holding defender advantage +15 holding defender advantage +20 holding defender advantage
Owner culture: Castle Keepers Holder +0.02 prestige/month; +0.01 dynasty renown/month +0.03 prestige/month; +0.02 dynasty renown/month +0.04 prestige/month; +0.03 dynasty renown/month +0.05 prestige/month; +0.04 dynasty renown/month
County culture: Maritime Mercantilism; Coastal holding Holding +10% holding taxes +10% holding taxes +10% holding taxes +10% holding taxes
County culture: Hidden Cities; Jungle terrain Holding +1 additional fort level +2 additional fort level +3 additional fort level +4 additional fort level
County culture: Dexterous Fishermen; Coastal holding Holding +2 holding defender advantage +3 holding defender advantage +4 holding defender advantage +5 holding defender advantage
County faith/rite has Simony Holding +0.1 gold/month per owner level of Devotion +0.1 gold/month per owner level of Devotion +0.1 gold/month per owner level of Devotion +0.1 gold/month per owner level of Devotion

Cities

Condition Recipient 1 2 3 4
County culture: Republican Legacy / Parochialism Holding +25% levy size; +1% holding taxes +50% levy size; +2% holding taxes +75% levy size; +3% holding taxes +100% levy size; +4% holding taxes
County culture: City Keepers County +5 county opinion +10 county opinion +15 county opinion +20 county opinion
County culture: Maritime Mercantilism; Coastal holding Holding +10% holding taxes +10% holding taxes +10% holding taxes +10% holding taxes
County culture: Republican Legacy / Parochialism County +5% county development growth +10% county development growth +15% county development growth +20% county development growth
County culture: Republican Legacy / Parochialism County -25% county control growth -25% county control growth -25% county control growth -25% county control growth
County culture: Polders; Coastal holding Holding -10% construction time -10% construction time -10% construction time -10% construction time
County culture: Dexterous Fishermen; Coastal holding Holding +2 holding defender advantage +3 holding defender advantage +4 holding defender advantage +5 holding defender advantage
County holder dynasty: Influential Cities County +20% county development growth +20% county development growth +20% county development growth +20% county development growth

Temples

Condition Recipient 1 2 3 4
County culture: Polders; Coastal holding Holding -10% construction time -10% construction time -10% construction time -10% construction time
County culture: Maritime Mercantilism; Coastal holding Holding +10% holding taxes +10% holding taxes +10% holding taxes +10% holding taxes
County culture: Dexterous Fishermen; Coastal holding Holding +2 holding defender advantage +3 holding defender advantage +4 holding defender advantage +5 holding defender advantage
Owner has Mandala government Holder +0.01 piety/month +0.02 piety/month +0.03 piety/month +0.05 piety/month
County faith/rite has Simony Holding +0.1 gold/month per owner level of Devotion +0.1 gold/month per owner level of Devotion +0.1 gold/month per owner level of Devotion +0.1 gold/month per owner level of Devotion

Tribal holdings

Condition Recipient 1 2
Owner has Tribal government excluding Wanua Holding +0.25 gold/month +0.55 gold/month
Owner has Wanua government Holding +0.125 gold/month; +1 barter goods/month; +2 ordinary building slots +0.275 gold/month; +2 barter goods/month; +2 ordinary building slots
County culture: Hidden Cities; Jungle terrain Holding +2 additional fort level +4 additional fort level
County culture: Dexterous Fishermen; Coastal holding Holding +2 holding defender advantage +3 holding defender advantage
County culture: Tribal Unity Holding +15% stationed men at arms damage; +15% stationed men at arms toughness +20% stationed men at arms damage; +20% stationed men at arms toughness
County culture: Maritime Way of Life; Coastal holding Holding +15% stationed men at arms damage +20% stationed men at arms damage

Foundation research requirements

Each row gives alternative discoveries accepted by that research gate. A racial alternative requires that matching culture; the native alternative is accepted for non-Orog cultures. Castle and city research is checked on the county culture; temple research is checked on the holder culture. Upgrades also require the preceding foundation.

Gate / normal use Accepted research
Castle I Native: Earthworks; Orog: Gatecraft; Sidhelien: Thornwood Fortification; Human: Earthwork Fortifications; Goblinkin: Palisade Warfare; Dwarf: Stone Ramparts; Gnoll: Timber Palisades
Castle II Native: Battlements; Orog: Layered Defenses; Goblinkin: Connected Strongholds; Dwarf: Fortified Gateworks; Gnoll: Fortified Pack Holds
Castle III Native: Hoardings; Orog: Fortress Engineering; Goblinkin: Border Administration; Dwarf: Layered Hold Defenses; Gnoll: Layered Pack Defenses
Castle IV Native: Machicolations; Orog: Great Citadels; Goblinkin: Stronghold Capitals; Dwarf: Engineered Mountain Citadels; Gnoll: Great Pack Strongholds
City/Temple I Native: City Planning; Orog: Stored Provisions; Sidhelien: Hidden Paths; Human: Roads and Tracks; Goblinkin: Clan Barter; Dwarf: Caravan Trade; Gnoll: Loot Barter
City/Temple II Native: Manorialism; Orog: Regulated Exchanges; Goblinkin: Seasonal Markets; Dwarf: Guild Exchanges; Gnoll: Seasonal Trophy Exchanges
City/Temple III Native: Windmills; Orog: Merchant Agreements; Goblinkin: Chartered Trading Grounds; Dwarf: Trade Compacts; Gnoll: Tradegnoll Compacts
City/Temple IV Native: Cranes; Orog: Dominion Accounts; Goblinkin: Established Trade Routes; Dwarf: Great Caravan Exchanges; Gnoll: Great Trophy Exchanges

Tradition exceptions: Republican Legacy or Parochialism permits City II without its normal gate, City III with the City II gate, and City IV with the City III gate. Religious Patronage permits Temple I without its normal gate and Temple II–IV with the previous temple tier’s gate. These exceptions do not bypass the preceding building.

Government and placement: New castle/city/temple construction must pass the normal empty-barony holding checks. Later castle/city/temple levels require the nontribal construction check; temples additionally exclude Mandala holders. Castles also retain native Japanese castle-construction restrictions where relevant. Tribal I cannot be newly constructed, Tribal II has no research gate, and tribal foundations require tribal eligibility to remain enabled.

Research, racial choices and separate holdings

Use the culture's ordinary-building and research guides for the actual unlocks. The shared 14 foundation levels do not add unimplemented human later-tier infrastructure. Racial ordinary buildings remain separate slot investments. Source holdings use their own primary chain and are not generic temples. Tribal and other government conditions continue to apply.

The holding foundations retain native costs and combat/economic effects; their racial appearance does not provide an additional hidden racial bonus.

Complete building catalogue · Research and buildings

Monthly Regency — planned 0.1.0

Castle, town and temple foundations now grant their direct blooded holder +0.10/+0.20/+0.30/+0.50 RP per month at levels I–IV. Upgrades replace the previous tier; vassal holdings do not pass RP to their liege. Occupation suspends income. The bloodline storage cap applies. See holding Regency and the four-level Source guide.

Buildings and Regency — 0.1.0

en · de · fr · es · pl · ru · ja · ko · zh

Planned for version 0.1.0.

Monthly Regency · Sources · Holding upgrades · Research alternatives

Castle / Town / Temple / Source

Tier Monthly Regency
1 +0.10 RP
2 +0.20 RP
3 +0.30 RP
4 +0.50 RP

Castles, towns and temples pay their direct blooded holder, regardless of class or culture. Vassal holdings do not pay their liege. Occupied holdings pay nothing. Income updates monthly and respects bloodline storage capacity; settlement income has no additional cap.

Sources have four playable levels. They require a landed, blooded Arcane holder with an initialized bloodline score for RP. Their six support chains also have four levels and require the matching primary level. Source income alone retains its shared 4 RP/month cap; Chambers multiply local base RP before that cap. No gold or levies. No realm spells or ley lines.

The separate annual payment rolls 1 or 2 RP with equal probability, for both player and AI blooded characters. Storage capacity still applies. Hunt and feast rewards keep their existing rules.

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

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki