Complete Buildings Reference

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)

💡 Tip
Special: Gold provinces generate direct ducats, not goods.

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

Note: Cannot be built everywhere; specific conditions apply.

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