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buildings:sidhelien

Sidhelien Buildings

The building rebalance is included in version 0.0.3, released 18 October 2026. Nine active ordinary chains have eight tiers each. Choose an economic, military or scholarly role for each holding, then develop new capabilities through the later tiers.

Slots, culture and eligibility

Ordinary buildings use normal slots in castle, city, temple or tribal holdings with Sidhelien province culture. Elven ancestry alone does not meet this condition. Check each chain's additional terrain or county-capital restriction below.

Duchy buildings use a separate slot: see the three duchy specializations. Landless characters use adventurer facilities. New Sources use separate Source holdings and their own rules, not an ordinary slot.

Choose by purpose

Chain Main purpose Placement
Forest Gardens Food, income and resilient settlements Forest or taiga
Woodland Markets Commercial income, opinion and local tax efficiency No extra terrain restriction
Spellsong Workshops Construction savings and masterwork equipment No extra terrain restriction
Sentinel Lodges Archery, skirmishing and reconnaissance Forest or taiga
Thornwood Defences Forts, garrisons and layered woodland defenses No extra terrain restriction
Hidden Woodland Paths Construction, safe routes and supply No extra terrain restriction
Loremaster Groves Learning and preservation of ancestral knowledge County capital only
Woodland Stables Cavalry shock, pursuit and endurance No extra terrain restriction
River Havens Trade, development and coastal provisioning Coastal holding

Read the bonuses correctly

  • Each row is the total for that tier, not a bonus added to previous tiers. Upgrades replace the earlier level.
  • All prices are gold paid for that individual step, before other cost modifiers. Upgrades must follow the chain and require the listed research.
  • Income, construction, local tax and supply modifiers apply to the holding. Development, opinion and control modifiers apply to its county.
  • Stationed bonuses affect the regiment stationed at that holding, not every regiment in the realm.
  • Learning lifestyle XP belongs to the holder. Personally held county-capital Groves can stack; tier VIII gives +2.5% per Grove. It grants experience, not Learning skill points or Regency.
  • Development growth percentages speed existing growth. A flat base development-growth bonus is a separate monthly contribution, not an instant Development level.
  • Negative construction time/cost and travel danger are beneficial. Longer hostile raid time delays raiders.

Forest Gardens

Purpose: Food, income and resilient settlements. Placement: Forest or taiga.

Progression: III: county control recovery. V: local tax efficiency. VII: stronger control and tax benefits.

Base construction time per step: 1,825 days (5 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Living Cultivation 150 +0.55 gold/month; +200 supply limit
II Living Cultivation 250 +0.88 gold/month; +400 supply limit
III Livingwood Estates 340 +1.32 gold/month; +600 supply limit; +0.05 monthly county control growth
IV Livingwood Estates 500 +1.76 gold/month; +800 supply limit; +0.05 monthly county control growth
V Riverwheel Gardens 750 +2.2 gold/month; +1000 supply limit; +2% holding taxes; +0.1 monthly county control growth
VI Riverwheel Gardens 1110 +2.64 gold/month; +1200 supply limit; +2% holding taxes; +0.1 monthly county control growth
VII Livingwood Hoists 1600 +3.08 gold/month; +1400 supply limit; +4% holding taxes; +0.15 monthly county control growth
VIII Livingwood Hoists 2240 +3.52 gold/month; +1600 supply limit; +4% holding taxes; +0.15 monthly county control growth

Woodland Markets

Purpose: Commercial income, opinion and local tax efficiency. Placement: No extra terrain restriction.

Progression: III: county opinion. V: local tax efficiency. VII: stronger opinion and tax benefits.

Base construction time per step: 730 days (2 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Woodland Exchange 150 +0.38 gold/month; +2.5% county development growth
II Woodland Exchange 250 +0.6 gold/month; +5% county development growth
III Livingwood Estates 340 +0.9 gold/month; +7.5% county development growth; +2 county popular opinion
IV Livingwood Estates 500 +1.2 gold/month; +10% county development growth; +2 county popular opinion
V Riverwheel Gardens 750 +1.5 gold/month; +2% holding taxes; +12.5% county development growth; +4 county popular opinion
VI Riverwheel Gardens 1110 +1.8 gold/month; +2% holding taxes; +15% county development growth; +4 county popular opinion
VII Livingwood Hoists 1600 +2.1 gold/month; +4% holding taxes; +17.5% county development growth; +6 county popular opinion
VIII Livingwood Hoists 2240 +2.4 gold/month; +4% holding taxes; +20% county development growth; +6 county popular opinion

Spellsong Workshops

Purpose: Construction savings and masterwork equipment. Placement: No extra terrain restriction.

Progression: III: local construction cost savings. V: stationed archer/skirmisher toughness. VII: heavy-cavalry toughness.

Base construction time per step: 730 days (2 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Spellsong Craftsmanship 150 +0.2 gold/month; -2.5% construction time
II Spellsong Craftsmanship 250 +0.35 gold/month; -5% construction time
III Livingwood Estates 340 +0.5 gold/month; -7.5% construction time; -2% construction cost
IV Livingwood Estates 500 +0.65 gold/month; -10% construction time; -2% construction cost
V Riverwheel Gardens 750 +0.8 gold/month; -12.5% construction time; -4% construction cost; +2.5% stationed archers toughness; +2.5% stationed skirmishers toughness
VI Riverwheel Gardens 1110 +0.95 gold/month; -15% construction time; -4% construction cost; +2.5% stationed archers toughness; +2.5% stationed skirmishers toughness
VII Livingwood Hoists 1600 +1.1 gold/month; -17.5% construction time; -6% construction cost; +5% stationed archers toughness; +5% stationed skirmishers toughness; +5% stationed heavy cavalry toughness
VIII Livingwood Hoists 2240 +1.25 gold/month; -20% construction time; -6% construction cost; +5% stationed archers toughness; +5% stationed skirmishers toughness; +5% stationed heavy cavalry toughness

Sentinel Lodges

Purpose: Archery, skirmishing and reconnaissance. Placement: Forest or taiga.

Progression: III: skirmisher pursuit. V: archer toughness. VII: skirmisher screening.

Base construction time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Forest Musters 150 +100 levies; +22% stationed archers damage; +18% stationed skirmishers damage; +10% stationed skirmishers toughness
II Forest Musters 250 +175 levies; +32% stationed archers damage; +27% stationed skirmishers damage; +15% stationed skirmishers toughness
III Sentinel Strongholds 340 +250 levies; +42% stationed archers damage; +36% stationed skirmishers damage; +20% stationed skirmishers toughness; +10% stationed skirmishers pursuit
IV Sentinel Strongholds 500 +325 levies; +52% stationed archers damage; +45% stationed skirmishers damage; +25% stationed skirmishers toughness; +10% stationed skirmishers pursuit
V Livingwood Enclosures 750 +400 levies; +62% stationed archers damage; +54% stationed skirmishers damage; +30% stationed skirmishers toughness; +20% stationed skirmishers pursuit; +10% stationed archers toughness
VI Livingwood Enclosures 1110 +475 levies; +72% stationed archers damage; +63% stationed skirmishers damage; +35% stationed skirmishers toughness; +20% stationed skirmishers pursuit; +10% stationed archers toughness
VII Spellsong Armories 1600 +550 levies; +82% stationed archers damage; +72% stationed skirmishers damage; +40% stationed skirmishers toughness; +30% stationed skirmishers pursuit; +20% stationed archers toughness; +15% stationed skirmishers screen
VIII Spellsong Armories 2240 +625 levies; +92% stationed archers damage; +81% stationed skirmishers damage; +45% stationed skirmishers toughness; +30% stationed skirmishers pursuit; +20% stationed archers toughness; +15% stationed skirmishers screen

Thornwood Defences

Purpose: Forts, garrisons and layered woodland defenses. Placement: No extra terrain restriction.

Progression: III: hostile raid delay. V: defender advantage. VII: extra garrison capacity.

Base construction time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Thornwood Fortification 100 +165 garrison; +1 fort level
II Thornwood Fortification 150 +330 garrison; +2 fort level
III Livingwood Battlements 195 +495 garrison; +2 fort level; +10% hostile raid time
IV Livingwood Battlements 275 +660 garrison; +3 fort level; +10% hostile raid time
V Canopy Citadels 400 +825 garrison; +3 fort level; +20% hostile raid time; +2 defender advantage
VI Canopy Citadels 580 +990 garrison; +4 fort level; +20% hostile raid time; +2 defender advantage
VII Crownwood Defences 825 +1155 garrison; +4 fort level; +30% hostile raid time; +4 defender advantage; +10% garrison size
VIII Crownwood Defences 1145 +1320 garrison; +5 fort level; +30% hostile raid time; +4 defender advantage; +10% garrison size

Hidden Woodland Paths

Purpose: Construction, safe routes and supply. Placement: No extra terrain restriction.

Progression: III: supply capacity. V: hostile raid delay. VII: county control recovery.

Base construction time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Hidden Paths 100 -2% construction time; -2 travel danger; +2% county development growth
II Hidden Paths 150 -4% construction time; -3 travel danger; +4% county development growth
III Livingwood Estates 195 -6% construction time; -4 travel danger; +5% supply limit; +6% county development growth
IV Livingwood Estates 275 -8% construction time; -5 travel danger; +5% supply limit; +8% county development growth
V Riverwheel Gardens 400 -10% construction time; -6 travel danger; +10% supply limit; +5% hostile raid time; +10% county development growth
VI Riverwheel Gardens 580 -12% construction time; -8 travel danger; +10% supply limit; +5% hostile raid time; +12% county development growth
VII Livingwood Hoists 825 -14% construction time; -10 travel danger; +15% supply limit; +10% hostile raid time; +14% county development growth; +0.1 monthly county control growth
VIII Livingwood Hoists 1145 -16% construction time; -12 travel danger; +15% supply limit; +10% hostile raid time; +16% county development growth; +0.1 monthly county control growth

Loremaster Groves

Purpose: Learning and preservation of ancestral knowledge. Placement: County capital only.

Progression: I: learning lifestyle XP. III: stronger teaching. V: base development growth. VII: county opinion.

Base construction time per step: 1,095 days (3 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Loremaster Circles 150 +3% county development growth; +1% learning lifestyle XP
II Loremaster Circles 250 +6% county development growth; +1% learning lifestyle XP
III Livingwood Estates 340 +9% county development growth; +1.5% learning lifestyle XP
IV Livingwood Estates 500 +12% county development growth; +1.5% learning lifestyle XP
V Riverwheel Gardens 750 +15% county development growth; +0.02 base monthly county development growth; +2% learning lifestyle XP
VI Riverwheel Gardens 1110 +18% county development growth; +0.02 base monthly county development growth; +2% learning lifestyle XP
VII Livingwood Hoists 1600 +21% county development growth; +0.04 base monthly county development growth; +3 county popular opinion; +2.5% learning lifestyle XP
VIII Livingwood Hoists 2240 +24% county development growth; +0.04 base monthly county development growth; +3 county popular opinion; +2.5% learning lifestyle XP

Woodland Stables

Purpose: Cavalry shock, pursuit and endurance. Placement: No extra terrain restriction.

Progression: III: light-cavalry toughness. V: heavy-cavalry toughness. VII: light-cavalry screening.

Base construction time per step: 730 days (2 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I Woodland Horsemanship 150 +100 levies; +20% stationed light cavalry damage; +20% stationed heavy cavalry damage; +15% stationed light cavalry pursuit
II Woodland Horsemanship 250 +175 levies; +30% stationed light cavalry damage; +30% stationed heavy cavalry damage; +20% stationed light cavalry pursuit
III Sentinel Strongholds 340 +250 levies; +40% stationed light cavalry damage; +40% stationed heavy cavalry damage; +25% stationed light cavalry pursuit; +10% stationed light cavalry toughness
IV Sentinel Strongholds 500 +325 levies; +50% stationed light cavalry damage; +50% stationed heavy cavalry damage; +30% stationed light cavalry pursuit; +10% stationed light cavalry toughness
V Livingwood Enclosures 750 +400 levies; +60% stationed light cavalry damage; +60% stationed heavy cavalry damage; +35% stationed light cavalry pursuit; +20% stationed light cavalry toughness; +10% stationed heavy cavalry toughness
VI Livingwood Enclosures 1110 +475 levies; +70% stationed light cavalry damage; +70% stationed heavy cavalry damage; +40% stationed light cavalry pursuit; +20% stationed light cavalry toughness; +10% stationed heavy cavalry toughness
VII Spellsong Armories 1600 +550 levies; +80% stationed light cavalry damage; +80% stationed heavy cavalry damage; +45% stationed light cavalry pursuit; +30% stationed light cavalry toughness; +20% stationed heavy cavalry toughness; +15% stationed light cavalry screen
VIII Spellsong Armories 2240 +625 levies; +90% stationed light cavalry damage; +90% stationed heavy cavalry damage; +50% stationed light cavalry pursuit; +30% stationed light cavalry toughness; +20% stationed heavy cavalry toughness; +15% stationed light cavalry screen

River Havens

Purpose: Trade, development and coastal provisioning. Placement: Coastal holding.

Progression: III: safer travel. V: percentage supply capacity. VII: additional flat supply.

Base construction time per step: 730 days (2 years), before speed modifiers.

Tier Required research Gold for this step Total bonuses
I River Navigation 150 +0.35 gold/month; +5% county development growth
II River Navigation 250 +0.55 gold/month; +10% county development growth
III Livingwood Estates 340 +0.825 gold/month; -2 travel danger; +15% county development growth
IV Livingwood Estates 500 +1.1 gold/month; -2 travel danger; +20% county development growth
V Riverwheel Gardens 750 +1.375 gold/month; -4 travel danger; +5% supply limit; +25% county development growth
VI Riverwheel Gardens 1110 +1.65 gold/month; -4 travel danger; +5% supply limit; +30% county development growth
VII Livingwood Hoists 1600 +1.925 gold/month; -6 travel danger; +10% supply limit; +300 supply limit; +35% county development growth
VIII Livingwood Hoists 2240 +2.2 gold/month; -6 travel danger; +10% supply limit; +300 supply limit; +40% county development growth

Sources and existing saves

New Sources use empty-barony Source holdings. The old ordinary Source chain is retired for new construction; its compatibility definitions remain for older saves. For eligibility, bloodline and Arcane requirements, Regency income and the shared cap, use the Source guide. Groves, Markets and the other ordinary buildings do not generate Regency.

Existing building IDs are preserved. Fully restart CK3 after installing the updated mod; an existing save is sufficient. Existing buildings receive their revised bonuses when loaded, including the lower late-tier military damage and fort levels exchanged for broader benefits. Reading this wiki requires no restart.

Sidhelien overview · Ordinary buildings · Duchy buildings · Research · Sources and RP · Adventurer camps

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

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