Table of Contents
Orog 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 War Foundry | The great war foundry equips heavy infantry and pikes while reducing local construction costs. |
| Citadel Of The Deep | The deep citadel develops fortifications, supply, garrisons and organized reserves. |
| High Muster Hall | The high muster hall develops knights, reserves, efficient upkeep and later regiment size. |
Great War Foundry
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Standardized Mail | 485 | Holding: +10% stationed heavy infantry damage, +7.5% stationed heavy infantry toughness, -3% construction cost |
| 2 | Tempered Armor | 725 | Holding: +20% stationed heavy infantry damage, +15% stationed heavy infantry toughness, -6% construction cost, +5% stationed pikemen damage |
| 3 | Masterwork Harness | 1100 | Holding: +30% stationed heavy infantry damage, +22.5% stationed heavy infantry toughness, -9% construction cost, +10% stationed pikemen damage |
Citadel Of The Deep
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Layered Defenses | 485 | Capital county: +20% garrison size, +1 additional fort level, +5 defender advantage, +15% hostile raid time, +10% supply |
| 2 | Fortress Engineering | 725 | Capital county: +40% garrison size, +2 additional fort level, +10 defender advantage, +30% hostile raid time, +20% supply, +10% levy reinforcement |
| 3 | Great Citadels | 1100 | Capital county: +60% garrison size, +3 additional fort level, +15 defender advantage, +45% hostile raid time, +30% supply, +20% levy reinforcement |
High Muster Hall
Base time per step: 1,825 days (5 years), before speed modifiers.
| Tier | Required research | Gold for this step | Total effects and recipients |
|---|---|---|---|
| 1 | Drilled Companies | 485 | Capital county: +15% supply, +10% levy reinforcement; Holder: +1 knights, +10% knight effectiveness |
| 2 | Stronghold Legions | 725 | Capital county: +30% supply, +20% levy reinforcement; Holder: +2 knights, +20% knight effectiveness, -1.5% army upkeep |
| 3 | Dominion Commands | 1100 | Capital county: +45% supply, +30% levy reinforcement; Holder: +3 knights, +30% knight effectiveness, -3% army upkeep, +1 men-at-arms regiment size |
Authority and cavalry: capital-assembly authority discounts and the two-regiment lizard-rider cap remain unchanged. Battle-Priest Halls retain their Torazan and temple requirements.
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



