Summary at a glance
Purpose: Comprehensive reference for all buildings in EU5, organized by category.
Building Priority Order: Food → Housing → Marketplace → Roads → Industry → Everything Else
Key Tip: Always check terrain bonuses before building RGOs. Build full production chains (raw → processed → finished goods).
Comprehensive list of all buildings in EU5, organized by category with costs, requirements, inputs, and outputs.
Food Production Buildings
Grain Farm
Cost: 50 gold (Age of Traditions), 100 gold (Renaissance+)
Requirements: Farmland or Grassland terrain
Inputs: None (RGO - Resource Gathering Operation)
Outputs: Grain (+5 to +10 per level based on terrain)
Terrain Bonus: +30% in Farmland, +15% in Grassland
Best Use: Core food supply in temperate regions
Livestock Ranch
Cost: 50 gold (Age of Traditions), 100 gold (Renaissance+)
Requirements: Grassland, Hills, or Mountain terrain
Inputs: None (RGO)
Outputs: Meat (+4 to +8 per level), Hides (+2 to +4 per level)
Terrain Bonus: +25% in Grassland, +20% in Hills
Best Use: Food + leather production chain starter
Rice Paddy
Cost: 50 gold (Age of Traditions), 100 gold (Renaissance+)
Requirements: Farmland terrain, Tropical or Subtropical climate
Inputs: Water access required
Outputs: Rice (+8 to +15 per level)
Terrain Bonus: +40% in River Delta, +25% in Farmland
Best Use: High-efficiency food production (Asia)
Fishing Wharf
Cost: 75 gold (Age of Traditions), 150 gold (Renaissance+)
Requirements: Coastal province
Inputs: None (RGO)
Outputs: Fish (+6 to +12 per level)
Terrain Bonus: +30% in Cold Waters, +20% in Coastal Seas
Best Use: Coastal food supply, can operate in non-farmland
Vineyard
Cost: 100 gold (Renaissance+)
Requirements: Hills or Farmland, Temperate climate
Inputs: None (RGO)
Outputs: Grapes (+3 to +6 per level) → Wine production
Terrain Bonus: +35% in Mediterranean climate
Best Use: Luxury food item, high trade value
Housing Buildings
Basic Housing
Cost: 30 gold (Age of Traditions), 60 gold (Renaissance+)
Requirements: None
Inputs: Timber (+2 per level)
Outputs: Housing Capacity (+100 per level)
Population Type: Supports all population types
Best Use: Early game universal housing
Urban Housing
Cost: 100 gold (Renaissance+), 200 gold (Discovery+)
Requirements: Town or City rank
Inputs: Timber (+3), Brick (+2) per level
Outputs: Housing Capacity (+200 per level, urban only)
Population Type: Urban classes (Artisans, Merchants, Burghers)
Best Use: Cities and towns with urban populations
Apartments
Cost: 400 gold (Age of Absolutism+)
Requirements: City rank, High population density
Inputs: Timber (+4), Brick (+5), Iron (+2) per level
Outputs: Housing Capacity (+400 per level, dense urban)
Population Type: All urban classes
Best Use: Late-game megacities (London, Paris, Constantinople)
Raw Material Buildings (RGOs)
Iron Mine
Cost: 100 gold (Age of Traditions), 200 gold (Renaissance+)
Requirements: Mountain or Hills terrain with iron deposits
Inputs: None (RGO)
Outputs: Iron Ore (+3 to +8 per level)
Terrain Bonus: +50% in Mountains, +25% in Hills
Best Use: Military production chain starter
Coal Mine
Cost: 150 gold (Age of Discovery+)
Requirements: Hills or Mountain terrain with coal deposits
Inputs: None (RGO)
Outputs: Coal (+5 to +12 per level)
Terrain Bonus: +40% in Coal-rich Mountains
Best Use: Industrial production fuel (late-game)
Copper Mine
Cost: 100 gold (Age of Traditions), 200 gold (Renaissance+)
Requirements: Mountain or Hills terrain with copper deposits
Inputs: None (RGO)
Outputs: Copper Ore (+3 to +7 per level)
Terrain Bonus: +45% in Mountains
Best Use: Currency and artillery production
Gold Mine
Cost: 200 gold (all ages)
Requirements: Mountain terrain with gold deposits (rare)
Inputs: None (RGO)
Outputs: Gold (+1 to +3 per level) → Direct income conversion
Terrain Bonus: +60% in Gold-rich Mountains
Best Use: Direct income (extremely valuable)
Timber Camp
Cost: 40 gold (Age of Traditions), 80 gold (Renaissance+)
Requirements: Forest terrain
Inputs: None (RGO)
Outputs: Timber (+6 to +12 per level)
Terrain Bonus: +35% in Dense Forest
Best Use: Universal construction material
Cotton Plantation
Cost: 80 gold (Age of Traditions), 160 gold (Renaissance+)
Requirements: Farmland, Tropical or Subtropical climate
Inputs: None (RGO)
Outputs: Cotton (+4 to +8 per level)
Terrain Bonus: +30% in Tropical Farmland
Best Use: Textile production chain starter
Silk Farm
Cost: 120 gold (Age of Renaissance+)
Requirements: Farmland, Temperate or Subtropical climate
Inputs: None (RGO)
Outputs: Silk (+2 to +5 per level)
Terrain Bonus: +40% in Subtropical regions (China, Persia)
Best Use: Luxury textiles (high value)
Processing Buildings
Textile Workshop
Cost: 100 gold (Age of Traditions), 200 gold (Renaissance+)
Requirements: Town or City rank
Inputs: Cotton (+4) or Wool (+5) or Silk (+2) per level
Outputs: Textiles (+6 to +10 per level)
Production Methods: Manual, Guild, Mechanized (Age of Absolutism+)
Best Use: Textile production chain middle stage
Blast Furnace
Cost: 200 gold (Age of Renaissance+)
Requirements: Town or City rank
Inputs: Iron Ore (+5), Coal (+3) per level
Outputs: Iron (+8 to +12 per level)
Production Methods: Charcoal (no coal), Coke-fired (with coal)
Best Use: Iron production for weaponry and tools
Weaponsmith
Cost: 150 gold (Age of Traditions), 300 gold (Renaissance+)
Requirements: Town or City rank
Inputs: Iron (+4), Timber (+2) per level
Outputs: Weapons (+5 to +8 per level)
Production Methods: Hand-forged, Guild, Mass Production (Absolutism+)
Best Use: Military equipment production
Paper Mill
Cost: 150 gold (Age of Renaissance+)
Requirements: Town rank, Water access
Inputs: Timber (+4) or Textiles (+3) or Fiber (+3) per level
Outputs: Paper (+6 to +10 per level)
Production Methods: Animal Parchment, Rag Paper, Fiber Paper, Wood Pulp
Best Use: Cultural and administrative goods
Glassworks
Cost: 120 gold (Age of Renaissance+)
Requirements: Town or City rank
Inputs: Sand (terrain requirement), Coal (+2) per level
Outputs: Glass (+4 to +7 per level)
Production Methods: Wood-fired, Coal-fired
Best Use: Luxury goods, cultural buildings
Distillery
Cost: 100 gold (Age of Renaissance+)
Requirements: Town rank
Inputs: Grain (+5) or Grapes (+3) per level
Outputs: Alcohol (+4 to +6 per level)
Production Methods: Beer, Wine, Spirits
Best Use: Trade goods and population satisfaction
Infrastructure Buildings
Road
Cost: 100 gold (Age of Traditions), 200 gold (Renaissance+), 400 gold (Discovery+)
Requirements: Adjacent road or capital
Inputs: Timber (+5), Stone (+3)
Outputs: Infrastructure bonus
Effects:
- +20% control flow through province
- +15% military movement speed
- +10% trade route efficiency
Best Use: Connect capital to borders and major cities
Harbor
Cost: 200 gold (Age of Traditions), 400 gold (Renaissance+)
Requirements: Coastal province
Inputs: Timber (+8), Stone (+5)
Outputs: Infrastructure bonus
Effects:
- +50 naval range extension
- +30% control in coastal provinces
- +20% trade capacity in location
- Enables large fleet basing
Best Use: Major ports and trade hubs
Marketplace
Cost: 100 gold (Age of Traditions), 200 gold (Renaissance+), 400 gold (Discovery+)
Requirements: Town or City rank
Inputs: Timber (+3), Brick (+2)
Outputs: None (infrastructure)
Effects:
- +50 to +100 trade capacity per level
- +10% local trade efficiency
- Enables trade route termination
Best Use: Market centers and trade hubs (essential)
Fortification
Cost: 300 gold (Age of Traditions), 600 gold (Renaissance+), 1200 gold (Discovery+)
Requirements: Any province (strategic locations best)
Inputs: Stone (+10), Iron (+5)
Outputs: None (military infrastructure)
Effects:
- Fort level +1 per level (max 5)
- +20% defensive bonus per level
- Increases siege time by 30-60 days per level
- Zone of control (blocks enemy movement)
Best Use: Borders, mountain passes, strategic choke points
Trade & Finance Buildings
Trade Post
Cost: 150 gold (Age of Renaissance+)
Requirements: Coastal Town or City
Inputs: Timber (+4), Goods (+various)
Outputs: None (trade infrastructure)
Effects:
- +20% maritime presence in adjacent sea zones
- +10% trade range
- +5% trade income in location
Best Use: Coastal trade hubs
Stock Exchange
Cost: 500 gold (Age of Discovery+)
Requirements: City rank, High development
Inputs: Paper (+5), Various goods
Outputs: None (financial infrastructure)
Effects:
- +30% trade income in location
- +50 trade capacity
- Unlocks advanced financial actions
Best Use: Major trade capitals (Amsterdam, Venice, London)
Bank
Cost: 400 gold (Age of Absolutism+)
Requirements: City rank
Inputs: Paper (+3), Gold (+1)
Outputs: None (financial infrastructure)
Effects:
- +20% loan capacity
- -0.5% interest rate
- +10% tax income in location
Best Use: Capital and major cities (financial management)
Education & Culture Buildings
School
Cost: 100 gold (Age of Renaissance+)
Requirements: Town or City rank
Inputs: Paper (+2), Goods (+1)
Outputs: None (cultural infrastructure)
Effects:
- +1% literacy growth per month in location
- +5% population education level
- Slight advance point bonus
Best Use: All major towns (education foundation)
University
Cost: 300 gold (Age of Renaissance+), 600 gold (Discovery+)
Requirements: City rank, High literacy (30%+)
Inputs: Paper (+5), Books (+2), Various goods
Outputs: None (cultural infrastructure)
Effects:
- +2% literacy growth per month in location
- +0.2 advance points per month
- +10% local education level
- Cultural influence radius
Best Use: Capital and major cities (extremely valuable long-term)
Library
Cost: 200 gold (Age of Renaissance+)
Requirements: Town or City rank
Inputs: Paper (+3), Books (+2)
Outputs: None (cultural infrastructure)
Effects:
- +1% literacy growth
- +0.1 advance points per month
- +5% cultural influence
Best Use: Cultural centers and capitals
Theater
Cost: 250 gold (Age of Renaissance+)
Requirements: City rank
Inputs: Timber (+3), Textiles (+2), Various luxury goods
Outputs: None (cultural infrastructure)
Effects:
- +0.5 prestige per year
- +10% cultural influence
- +5% population happiness
Best Use: Major cities for prestige and culture
Cathedral
Cost: 500 gold (Age of Renaissance+), 1000 gold (Discovery+)
Requirements: City rank, State religion
Inputs: Stone (+15), Glass (+5), Various luxury goods
Outputs: None (religious infrastructure)
Effects:
- +2% religious conversion speed
- +1 tolerance of true faith in location
- +10% population happiness (same religion)
- +1 prestige per year
Best Use: Capital and major religious centers
Military Buildings
Barracks
Cost: 150 gold (Age of Traditions), 300 gold (Renaissance+)
Requirements: Any province
Inputs: Timber (+4), Stone (+2)
Outputs: None (military infrastructure)
Effects:
- -10% army maintenance in location
- +20% recruitment speed
- +10% local garrison size
Best Use: Border provinces and military recruitment centers
Arsenal
Cost: 400 gold (Age of Discovery+)
Requirements: City rank
Inputs: Iron (+8), Weapons (+5), Timber (+6)
Outputs: Military Equipment (+10 to +15 per level)
Production Methods: Manual Assembly, Mass Production
Effects:
- -15% army maintenance in location
- +30% military equipment production efficiency
Best Use: Major military centers and capitals
Shipyard
Cost: 300 gold (Age of Traditions), 600 gold (Renaissance+)
Requirements: Coastal province, Town or City rank
Inputs: Timber (+10), Iron (+4), Textiles (+2)
Outputs: Enables ship construction
Effects:
- -20% ship construction time
- -15% ship construction cost
- +30% repair speed
- Can construct ships up to current tech level
Best Use: Major ports and naval bases
Admiralty
Cost: 500 gold (Age of Discovery+)
Requirements: Coastal City rank
Inputs: Timber (+6), Paper (+4), Various goods
Outputs: None (naval infrastructure)
Effects:
- -15% naval maintenance in location
- +25% maritime presence in adjacent seas
- +20% naval force limit contribution
Best Use: Naval capitals and major fleet bases
Unique/Special Buildings
Great Projects
Examples: Sistine Chapel, Taj Mahal, Forbidden City, Versailles
Cost: 1000-5000 gold (varies greatly)
Requirements: Specific locations, age, and conditions
Effects: Massive bonuses (prestige, legitimacy, trade, culture, etc.)
Best Use: Long-term prestige and power projects
National Monuments
Examples: Westminster Abbey, St. Peter's Basilica, Hagia Sophia
Cost: 500-2000 gold
Requirements: Nation-specific or region-specific
Effects: Major bonuses to prestige, legitimacy, religious authority
Best Use: Capital regions and major cities
Building Construction Tips
- Priority Order: Food → Housing → Marketplace → Roads → Industry → Everything Else
- Terrain Matching: Always check terrain bonuses before building RGOs
- Production Chain Planning: Build full chains (raw → processed → finished goods)
- Staffing First: Fill existing buildings before constructing new ones
- Capital Focus: Build cultural/educational buildings in capital first (100% control)
- Infrastructure Investment: Roads and harbors provide multiplicative benefits