No one builds FL buildings? I find myself building at least a couple of the naval buildings in most games. Also forts are also a "flat" modifier and whether you build the trade buildings depends more on estuaries and centres of trade then on the province development. You will also often have provinces where the dev justifies production, tax and manpower buildings without enough slots for all.
Let's break this down, shall we? So, you made four points:
- You do build a couple naval FL buildings in most of your games.
- Forts are flat modifier buildings.
- Trade buildings are important in land which has estuaries and Costs.
- There are also cases where you would have provinces which would justify building more buildings if you have enough slots.
1) Honest question, why do you spend ducats on FL buildings when you can, instead, spend them on buildings more ships or building the sailor buildings (I will stress, again, that in my experience sailors are the bottleneck and not naval FL). How do your games go that you find these buildings to be a good investment? Are you starting out as a small nation trying to compete on the seas?
Personally, I have quite a bit of experience fighting naval wars where I'm massively outnumbered by the AI and I never thought to myself "If only my FL was higher" but rather "if only I had more sailors" -- usually when I have to go up against the Ottomans and their infinite galley armada and, for whatever reason, I want to contest the seas.
2) Yes, and? Anyone who has experience with EU 4 can attest to the fact that forts should be used occasionally and strategically. Out of all the buildings they are the absolute worst to be spammed as they are the only one to have an upkeep (which can add up really fast if you don't know what you are doing). Besides, money paying on forts is money not being spent on military nor navy.
3) Absolutely. Trade power buildings are pretty much only worth on estuaries and Cost which, incidentally, are usually on land types which game you additional building slots and also the Costs can give you slots -- meaning that these types of provinces are generally the ones that get to have the most buildings already! Removing the building caps would affect them the least. Oh, and they are also generally cheap to Dev as they tend to have Dev reduction built in (land modifiers + Cost modifier), and they are great targets for forcing institutions.
4) This argument has no leg to stand on. Most of the time you need only 3 slots (many., Courthouse, workshop). If the place is great but don't have enough slots than it isn't all that great to begin with. Either because it's Dev is low (in which case Dev the damned thing or forget about it) or it isn't that great to begin with. I'll say it again, the best provinces are either gold mines (and they are the ones whose building slots matter the least) or Cost (whose building slots matter second to least as they just get so many of them.
Bellow are some photos from my first 1.30 game where I got bored waiting for the Revolution to appear and tried to build as many buildings as I could.
















