Some buildings are realy weak, or even hurt you building them.

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crysanja

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Some of the buildings are realy weak and its questionable to build them.
All buildings lack proper tooltips to evalueate them.

A: Lets start with the dock and its upgrade the drydock.
The dock is 200 gold for 2 naval force limit.
To be over the naval force limit is like 0.1 gold a month i guess.
With 2 force limit its 0.2 gold a month - so it would pay for itself in about 83 years.
However this requires you to actualy be on your foce limit or over it, for 83 years.
The drydock is the same, except for 2x values.

I would realy like some improvements to this building. it does not need to be more force limit, it could be other statts, or a cut in price.
About the tooltip in the building screen - it should show the number of years to break even for 2 over force limit + modifiers.


B: Courthouse and town hall
They both reduce unrest, but nothing else
200 gold 3 unrest and an additional 200 for 2 unrest

I have never build them.
You propably would need to prevent multiple revolts to get any value out of this.
A courthouse or town hall seem to be importand buildings in the real world, maybe they should be more importand here too.


C: Temple and cathedral
The temple seems to be a reasonable building, lets look at a few values.
40% additional taxes for 100 gold building costs.
BT: 1 Gold/Month: 0,03 break even: 250 Years
BT: 3 Gold/Month: 0,1 break even: 83
BT: 6 Gold/Month: 0,2 break even: 41
BT: 10 Gold/Month: 0,33 break even: 25

It does not realy look like a reasonable investment for todays values, however you will have it for a long long time.


The cathedral is a compleatly other thing.
Im not sure if its worth building it at all, maybe in some exceptional circumstances.
20% additional taxes, 3 missionary strength for 200 gold building costs.
BT: 1 Gold/Month: 0,016 break even: 1000 Years
BT: 3 Gold/Month: 0,05 break even: 333
BT: 6 Gold/Month: 0,1 break even: 166
BT: 10 Gold/Month: 0,17 break even: 100

With thouse values this is a waste of youre gold, unless you realy want the missionary strenght,
or you have an extreme BT value.
In additon you can build this only with tech 19 admin which is reached around 1650.
Less then 200 years to play.

I would say this needs improvements bady.
About provinc building tooltip, it would be nice to see the number of years needed to break even.


D: University
Does not use a building slot, 20% cheaper development for 300 gold.

Seems not usefull for larger empires, this is for building tall.
There should be reasons to build thouse for expanding empires.


E: Production buildings
Thouse are very difficult to evalueate, because they earn in different ways.
Your production modifieres work with manufactories, and they both increase the values of their tradenodes.

The counting house comes very late to break even with a building cost of 300 gold.
Manufactories have in general a hard time, because of the very high costs.
There should be improvements for manufactories with very cheap goods, like fish( about 2 gold or less)


F: Trade buildings

They seem only usefull in provinces which have estuaries or importand centers of trade.
Building trade ships seems to be more economic, as long as they are not sunk ;)

I think this is realy sad. The buildings should be more usefull in any province, not just in a very few.
Maybe a flat trade power modifier or like in previous versions trade value would make this more usefull.

The Stock exchange comes very late tech 22, with a low modifier of 25% - propably never worth building.


---

As time goes by in eu4 buildings loose value.
In the last 100-150 years of the game, most buildings cant return much.
Maybe there should be a function in game, which reduces building costs over time.
It would be nice to build manufactories and other buildings, in the last 100 years, without running a loss.
 
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grommile

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Other than that I have a hard time justify anything but temples in high BT provinces and stuff like manufactories + production efficiency bonuses in the really valuable stuff.
If you can justify temples in high BT provinces, you can justify Workshops anywhere that isn't grain, wool, or fish, pretty much.
 

Anatur

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I remember playing a theocratic russia(ok i messed with the files a bit) and just spammed churches everywhere,i felt my russians could survive on faith and numbers alone.

Surprisingly my economy wasnt even that bad,only spammed some markets in the trade nodes and that was it.

The legal buildings do seem utterly useless,even the force limit ones are kind of redundant if you arent exactly swimming in cash,and if you are chances are you dont even need force limits.
 

BrokenSky

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Some of the buildings are realy weak and its questionable to build them.
All buildings lack proper tooltips to evalueate them.

A: Lets start with the dock and its upgrade the drydock.
The dock is 200 gold for 2 naval force limit.
To be over the naval force limit is like 0.1 gold a month i guess.
With 2 force limit its 0.2 gold a month - so it would pay for itself in about 83 years.
However this requires you to actualy be on your foce limit or over it, for 83 years.
The drydock is the same, except for 2x values.

I would realy like some improvements to this building. it does not need to be more force limit, it could be other statts, or a cut in price.
About the tooltip in the building screen - it should show the number of years to break even for 2 over force limit + modifiers.


B: Courthouse and town hall
They both reduce unrest, but nothing else
200 gold 3 unrest and an additional 200 for 2 unrest

I have never build them.
You propably would need to prevent multiple revolts to get any value out of this.
A courthouse or town hall seem to be importand buildings in the real world, maybe they should be more importand here too.


C: Temple and cathedral
The temple seems to be a reasonable building, lets look at a few values.
40% additional taxes for 100 gold building costs.
BT: 1 Gold/Month: 0,03 break even: 250 Years
BT: 3 Gold/Month: 0,1 break even: 83
BT: 6 Gold/Month: 0,2 break even: 41
BT: 10 Gold/Month: 0,33 break even: 25

It does not realy look like a reasonable investment for todays values, however you will have it for a long long time.


The cathedral is a compleatly other thing.
Im not sure if its worth building it at all, maybe in some exceptional circumstances.
20% additional taxes, 3 missionary strength for 200 gold building costs.
BT: 1 Gold/Month: 0,016 break even: 1000 Years
BT: 3 Gold/Month: 0,05 break even: 333
BT: 6 Gold/Month: 0,1 break even: 166
BT: 10 Gold/Month: 0,17 break even: 100

With thouse values this is a waste of youre gold, unless you realy want the missionary strenght,
or you have an extreme BT value.
In additon you can build this only with tech 19 admin which is reached around 1650.
Less then 200 years to play.

I would say this needs improvements bady.
About provinc building tooltip, it would be nice to see the number of years needed to break even.


D: University
Does not use a building slot, 20% cheaper development for 300 gold.

Seems not usefull for larger empires, this is for building tall.
There should be reasons to build thouse for expanding empires.


E: Production buildings
Thouse are very difficult to evalueate, because they earn in different ways.
Your production modifieres work with manufactories, and they both increase the values of their tradenodes.

The counting house comes very late to break even with a building cost of 300 gold.
Manufactories have in general a hard time, because of the very high costs.
There should be improvements for manufactories with very cheap goods, like fish( about 2 gold or less)


F: Trade buildings

They seem only usefull in provinces which have estuaries or importand centers of trade.
Building trade ships seems to be more economic, as long as they are not sunk ;)

I think this is realy sad. The buildings should be more usefull in any province, not just in a very few.
Maybe a flat trade power modifier or like in previous versions trade value would make this more usefull.

The Stock exchange comes very late tech 22, with a low modifier of 25% - propably never worth building.


---

As time goes by in eu4 buildings loose value.
In the last 100-150 years of the game, most buildings cant return much.
Maybe there should be a function in game, which reduces building costs over time.
It would be nice to build manufactures and other buildings, in the last 100 years, without running a loss.
Temples, Trade, University and production are fine. Cathedral should be buffed a little?
Unrest reducing buildings are pretty weak.
Force-limits I don;t know about but I hardly ever use them, except right at the end when I removed exploration because there are no colonize-able provinces left and lose a significant naval force-limit modifier.
 

Ethanol

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I tend to favor workshops (production building) nearly all the time (with an exception for manpower buildings which are probably the most useful) due to the fact that I generally invest a heavy amount of dip points to improve production development of my provinces. adm is to used up in coring an mil points are rarely available for dev increase.

The production development also increases the trade value which makes for a nice combo with markets.

The forcelimits buildings are situational I would say, and temples seem a bit less interesting to me because of the adm point scarcity (and I'm not a big expander, but with the AI heavily developping provinces you are spending a lot for coring past 1600). Courthouses are I agree completely useless because even the time required to build them just beats their purpose. Only use I can see is in the event of a westernization.
 

grommile

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(and I'm not a big expander, but with the AI heavily developping provinces you are spending a lot for coring past 1600).
Which is why I haven't considered buying CS.
 

TheMeInTeam

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I tend to favor workshops (production building) nearly all the time (with an exception for manpower buildings which are probably the most useful) due to the fact that I generally invest a heavy amount of dip points to improve production development of my provinces. adm is to used up in coring an mil points are rarely available for dev increase.

The production development also increases the trade value which makes for a nice combo with markets.

The forcelimits buildings are situational I would say, and temples seem a bit less interesting to me because of the adm point scarcity (and I'm not a big expander, but with the AI heavily developping provinces you are spending a lot for coring past 1600). Courthouses are I agree completely useless because even the time required to build them just beats their purpose. Only use I can see is in the event of a westernization.

I use diplo more than ADM to expand because it's more efficient. Influence gives you 6 DIP/development which you can't touch with coring except overseas, and generally easier rebels if you're feeding vassals in their own religion and not >100% OE. This lets you get 1000's of development by the 1500's while still keeping up in admin tech (opening ideas). In screwaround games I've kept up in both ADM and MIL (including filling out ideas) while getting empire status/achievements in 1500's, then hitting ADM 17 on-time as Chinese/Indian tech still (you can then use administrative ideas + admin 23 to go on a tear, which is even more efficient had you westernized quickly).

As such, I weight development of my own provinces poorly, mostly tossing extra MIL into it at best in most cases.
 
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