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buildings:human

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.

Ordinary buildings · Research and building guides

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

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