Table of Contents
Human Buildings
The building rebalance is included in version 0.0.3, released 18 October 2026. 16 families have two implemented tiers each. No later human building tiers are introduced.
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 |
|---|---|
| Noble Muster | Anuirean noble retinues train heavy infantry and cavalry in disciplined armored service. |
| Merchant Landing | Brecht merchant harbors favor development and commercial tax efficiency. |
| Irrigated Gardens | Dryland irrigation supports income, development and efficient provisioning. |
| Woodland Crafts | Woodland management supplies income, construction materials and local provisions. |
| Warband Camp | Vos war camps train heavy infantry and skirmishers, earning prestige and pursuit skills. |
| Clan Fields | Clan agriculture supports income, levies and local stability. |
| Gathering Market | Vos gatherings turn trade into prestige and local goodwill. |
| Small Farms | Agriculture supports income and provisions; organized estates help county control. |
| Pastures | Livestock supplies income, levies and increasingly efficient provisioning. |
| Market Stalls | Inland trade supports income, public goodwill and local tax efficiency. |
| Village Smithy | Smiths combine modest income with construction efficiency and equipment toughness. |
| Earthworks | Forts, levies and garrisons develop into layered defenses that delay raiders. |
| Maintained Tracks | Road networks support construction, development, safer travel and military supply. |
| Landing Place | Coastal trade supports development, safe approaches and provisioning. |
| Muster Yard | Infantry and pike training develops into armored endurance. |
| Horse Pens | Cavalry training develops shock, pursuit and light-cavalry endurance. |
Noble Muster
Placement: Only Anuirean culture.
Base time per step: 1,095 days (3 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Organized Musters + Noble Retinues | 150 | Holding: +100 levies; Holding: +20% stationed heavy infantry damage, +10% stationed heavy cavalry damage |
| 2 | Organized Musters + Noble Retinues | 250 | Holding: +175 levies; Holding: +30% stationed heavy infantry damage, +12.5% stationed heavy cavalry damage, +10% stationed heavy infantry toughness, +5% stationed heavy cavalry toughness |
Merchant Landing
Placement: Coastal holding; Only Brecht culture.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Local Markets + River and Coastal Trade | 150 | Holding: +0.25 gold/month; County: +7.5% development growth |
| 2 | Local Markets + River and Coastal Trade | 250 | Holding: +0.4 gold/month, +2% holding taxes; County: +15% development growth |
Irrigated Gardens
Placement: Terrain: drylands, floodplains, desert; Only Khinasi culture; Cannot coexist with Small Farms.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Established Agriculture + Irrigation Works | 150 | Holding: +0.35 gold/month, +100 supply; County: +2.5% development growth |
| 2 | Established Agriculture + Irrigation Works | 250 | Holding: +0.55 gold/month, +200 supply, +5% supply; County: +5% development growth |
Woodland Crafts
Placement: Terrain: forest, taiga; Only Rjurik culture.
Base time per step: 1,095 days (3 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Woodland Economy | 100 | Holding: +0.35 gold/month, +100 supply, -1% construction time |
| 2 | Woodland Economy | 150 | Holding: +0.55 gold/month, +200 supply, -2% construction time, -1% construction cost |
Warband Camp
Placement: Only Vos culture.
Base time per step: 1,095 days (3 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Organized Musters + Warbands | 150 | Holding: +100 levies; Holding: +20% stationed heavy infantry damage, +10% stationed skirmishers damage; Holder: +0.05 prestige/month |
| 2 | Organized Musters + Warbands | 250 | Holding: +175 levies; Holding: +30% stationed heavy infantry damage, +12.5% stationed skirmishers damage, +10% stationed skirmishers pursuit; Holder: +0.1 prestige/month |
Clan Fields
Placement: Terrain: plains, farmlands, hills, taiga; Only Vos culture.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Established Agriculture + Warbands | 150 | Holding: +75 levies; Holding: +0.35 gold/month, +200 supply |
| 2 | Established Agriculture + Warbands | 250 | Holding: +125 levies; Holding: +0.55 gold/month, +400 supply; County: +0.05 monthly control growth |
Gathering Market
Placement: Only Vos culture.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Local Markets + Warbands | 150 | Holding: +0.25 gold/month; Holder: +0.05 prestige/month |
| 2 | Local Markets + Warbands | 250 | Holding: +0.4 gold/month; County: +2 popular opinion; Holder: +0.1 prestige/month |
Small Farms
Placement: Terrain: farmlands, plains, floodplains; Excludes Vos culture; Cannot coexist with Irrigated Gardens.
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Established Agriculture | 150 | Holding: +0.5 gold/month, +200 supply |
| 2 | Established Agriculture | 250 | Holding: +0.8 gold/month, +400 supply; County: +0.05 monthly control growth |
Pastures
Placement: Terrain: farmlands, plains, steppe, desert, drylands, oasis, mountains, desert mountains, hills or floodplains; jungle only outside the elephant-innovation region.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Animal Husbandry | 150 | Holding: +75 levies; Holding: +0.35 gold/month, +200 supply |
| 2 | Animal Husbandry | 250 | Holding: +125 levies; Holding: +0.55 gold/month, +400 supply, +5% supply |
Market Stalls
Placement: Excludes Vos culture.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Local Markets | 150 | Holding: +0.35 gold/month; County: +2.5% development growth, +1 popular opinion |
| 2 | Local Markets | 250 | Holding: +0.55 gold/month, +2% holding taxes; County: +5% development growth, +2 popular opinion |
Village Smithy
Placement: No additional terrain restriction.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Practical Ironworking | 150 | Holding: +0.25 gold/month, -1.5% construction time, +2.5% stationed men-at-arms toughness |
| 2 | Practical Ironworking | 250 | Holding: +0.4 gold/month, -3% construction time, +5% stationed men-at-arms toughness, -2% construction cost |
Earthworks
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 | Earthwork Fortifications | 100 | Holding: +100 levies, +150 garrison; Holding: +1 fort level, +1 defender advantage |
| 2 | Earthwork Fortifications | 150 | Holding: +175 levies, +300 garrison; Holding: +2 fort level, +2 defender advantage, +10% hostile raid time |
Maintained Tracks
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 | Roads and Tracks | 100 | Holding: -2.5% construction time, -1 travel danger; County: +3% development growth |
| 2 | Roads and Tracks | 150 | Holding: -5% construction time, -2 travel danger, +5% supply; County: +6% development growth |
Landing Place
Placement: Coastal holding; Excludes Brecht culture.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Local Markets | 150 | Holding: +0.35 gold/month; County: +5% development growth |
| 2 | Local Markets | 250 | Holding: +0.55 gold/month, -2 travel danger, +5% supply; County: +10% development growth |
Muster Yard
Placement: Excludes Anuirean culture; Excludes Vos culture.
Base time per step: 1,095 days (3 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Organized Musters | 150 | Holding: +100 levies; Holding: +20% stationed heavy infantry damage, +20% stationed pikemen damage |
| 2 | Organized Musters | 250 | Holding: +175 levies; Holding: +30% stationed heavy infantry damage, +30% stationed pikemen damage, +10% stationed heavy infantry toughness, +10% stationed pikemen toughness |
Horse Pens
Placement: Any terrain.
Base time per step: 730 days (2 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Animal Husbandry | 150 | Holding: +100 levies; Holding: +20% stationed light cavalry damage, +20% stationed heavy cavalry damage, +15% stationed light cavalry pursuit |
| 2 | Animal Husbandry | 250 | Holding: +175 levies; Holding: +30% stationed light cavalry damage, +30% stationed heavy cavalry damage, +20% stationed light cavalry pursuit, +10% stationed light cavalry 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.
















