No amount of googling seems to yield a definitive guide to buildings. Even after 3.5k hours on EU4, and countless more hours on EU2 and EU3, I've yet to come across a sane procedure on whether to build buildings or not, and which ones.
This much I can tell:
- There is conflicting advice on the web related to whether to build things or not. Some revolve around fixed numbers (e.g. build only if you get .1 ducats per month back). Others revolve around ROI, but don't factor in the fact that production efficiency kicks in as tech progresses when computing the ROI of manufactories, workshops, and counting houses.
- If you look at the dev (multiplayer) clashes, you'll notice that a) the devs rarely build buildings; b) when they do it seems to be mostly temples, workshops, and barracks; c) they develop provinces very much like the AI (boosting their capital to whopping heights instead of spreading the development all over to 10/20/30 dev to get an extra building).
- If you look at videos from e.g. @DDRJake or @Florryworry_ playing, you'll note that they seldom if ever build a building either (in single player). DDRJake builds one every here and there when it seems really worth it. FlorryWorry is, well, constantly in debt and deficit so never really has enough to pay for buildings (except when going into yet more debt and abusing game mechanics).
- If you focus on buildings to max out your economy (in a grow your economy to build more troops kind of way, as is nearly always recommended in guides) you'll eventually reach a point where you'll be investing ducats upon ducats to swim in yet more ducats upon ducats, with no real point unless you're trying to reach max money.
- Looking at dev clashes, it seems common to field 200k+ men armies in multiplayer games by the early 18th century. Which kind of seems ludicrous for a single player gamer, considering how a 100k army will easily let you plow through a 300k Ottoman, Russia, or Ming in single player. But I can imagine it's useful.
- Various MP guides, as well as commentary on dev clashes, stress the importance of manpower above all else. Which seems odd for one that plays single player, but I'll take their word for it.
At any rate, I was wondering... Is there a sane, sensible, and reasonably authoritative guide to EU4 buildings that hasn't been written by a beginner (read: someone with > 2k hours playing)?
FWIW my own build order is something like:
Early game:
1. (Where relevant) Marketplace, Fort
2. Temple, workshop, barracks where sensible (.10 ducats/month, 500 manpower)
From manufactories onward:
1. (Where relevant) Marketplace, Fort
2. Manufactory, workshop
3. a) If territory then shipyard, regimental camp, barracks, workshop, temple
3. b) Else if coastal then shipyard, barracks, regimental camp
3. c) Else regimental camp, barracks
4. Temple
The rational being:
- More force limit = more mercs, therefor force limits > manpower
- Force limit = pointless without money to pay for troops
- Even manufactories + counting houses on low value goods pay for themselves in short order once production efficiency is high enough
But even after having played this many hours, I'll confess that I still hesitate from time to time over whether this or that building should get built.
What's your formula/algorithm in single player? And more interestingly to me, in multiplayer?
This much I can tell:
- There is conflicting advice on the web related to whether to build things or not. Some revolve around fixed numbers (e.g. build only if you get .1 ducats per month back). Others revolve around ROI, but don't factor in the fact that production efficiency kicks in as tech progresses when computing the ROI of manufactories, workshops, and counting houses.
- If you look at the dev (multiplayer) clashes, you'll notice that a) the devs rarely build buildings; b) when they do it seems to be mostly temples, workshops, and barracks; c) they develop provinces very much like the AI (boosting their capital to whopping heights instead of spreading the development all over to 10/20/30 dev to get an extra building).
- If you look at videos from e.g. @DDRJake or @Florryworry_ playing, you'll note that they seldom if ever build a building either (in single player). DDRJake builds one every here and there when it seems really worth it. FlorryWorry is, well, constantly in debt and deficit so never really has enough to pay for buildings (except when going into yet more debt and abusing game mechanics).
- If you focus on buildings to max out your economy (in a grow your economy to build more troops kind of way, as is nearly always recommended in guides) you'll eventually reach a point where you'll be investing ducats upon ducats to swim in yet more ducats upon ducats, with no real point unless you're trying to reach max money.
- Looking at dev clashes, it seems common to field 200k+ men armies in multiplayer games by the early 18th century. Which kind of seems ludicrous for a single player gamer, considering how a 100k army will easily let you plow through a 300k Ottoman, Russia, or Ming in single player. But I can imagine it's useful.
- Various MP guides, as well as commentary on dev clashes, stress the importance of manpower above all else. Which seems odd for one that plays single player, but I'll take their word for it.
At any rate, I was wondering... Is there a sane, sensible, and reasonably authoritative guide to EU4 buildings that hasn't been written by a beginner (read: someone with > 2k hours playing)?
FWIW my own build order is something like:
Early game:
1. (Where relevant) Marketplace, Fort
2. Temple, workshop, barracks where sensible (.10 ducats/month, 500 manpower)
From manufactories onward:
1. (Where relevant) Marketplace, Fort
2. Manufactory, workshop
3. a) If territory then shipyard, regimental camp, barracks, workshop, temple
3. b) Else if coastal then shipyard, barracks, regimental camp
3. c) Else regimental camp, barracks
4. Temple
The rational being:
- More force limit = more mercs, therefor force limits > manpower
- Force limit = pointless without money to pay for troops
- Even manufactories + counting houses on low value goods pay for themselves in short order once production efficiency is high enough
But even after having played this many hours, I'll confess that I still hesitate from time to time over whether this or that building should get built.
What's your formula/algorithm in single player? And more interestingly to me, in multiplayer?
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