Table of Contents
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
