🏗️ Europa Universalis V Building Calculator

Optimize your economy with data-driven building decisions

⚠️ Disclaimer: This is a personally developed tool and may contain errors. If you notice any issues or have suggestions, please feel free to provide feedback via email at contact@europauniversalisv.wiki.

📖 Quick Guide

  1. Select your province type, population, terrain, and age
  2. Click "Calculate" to get top 5 building recommendations
  3. Click "Details" on any building for full ROI analysis
  4. Review production chain suggestions for strategic planning

Province Setup

Top Recommendations

Enter province details and click "Calculate" to see building recommendations

How to Use the Building Calculator

What This Tool Does

The Building Calculator analyzes all available buildings in your province and recommends the most profitable options based on:

  • Investment return rate (ROI)
  • Monthly profit potential
  • Payback period
  • Production chain synergies

Stop wasting 200-800 ducats on wrong buildings!

Step-by-Step Tutorial

Step 1: Select Your Province Type

1. In Game: Click on the province you want to develop

2. Check Province Panel: Look for these details

  • Location Type: Rural / Town / City
  • Population: Current population count
  • Terrain: Plains, Mountains, Forest, etc.
  • Climate: Temperate, Tropical, etc.

Step 2: Enter Province Data in Tool

Location Type:

  • Rural: Basic settlements, limited buildings
  • Town: Medium development, most buildings available
  • City: Full development, all advanced buildings

Population Slider: Move to match your province

  • Most buildings require minimum population
  • Higher population = more building options

Terrain: Select from dropdown

  • Affects resource gathering buildings
  • Mountains: Best for mines (+50% iron)
  • Farmland: Best for farms (+30% grain)
  • Plains: Neutral, no special bonuses

Current Age: Select your game's current age

  • Buildings unlock in different ages
  • Costs increase in later ages
  • Renaissance = 1.5x cost, Discovery = 2.0x cost

Available Deposits: Check boxes if present

  • Iron, Coal, Gold, Copper deposits
  • Required for mine buildings
  • Check province panel "Deposits" section

Step 3: Click "Calculate"

Tool instantly analyzes 30+ buildings and shows:

  • Top 5 Recommendations: Best ROI buildings
  • Production Chains: Strategic multi-building paths

Step 4: Review Top Recommendations

Rating Key:

  • ⭐⭐⭐⭐⭐ Excellent: <2 years payback, high profit
  • ⭐⭐⭐⭐ Very Good: 2-3 years payback
  • ⭐⭐⭐ Good: 3-5 years payback
  • ⭐⭐ Fair: 5-8 years payback
  • ⭐ Poor: >8 years or low profit

Step 5: Click "Details" for Deep Analysis

Detailed view shows:

Economic Data:

  • Exact building cost (adjusted for age)
  • Monthly income from outputs
  • Monthly expenses (inputs + maintenance)
  • Net monthly profit

Investment Returns:

  • Payback period (months/years)
  • 5-year total profit
  • 10-year total profit
  • ROI percentage

Production Chain:

  • Required inputs (what you need)
  • Outputs produced (what you sell)
  • Downstream buildings (next steps)

Requirements Check:

  • Population minimum (✓ or ✗)
  • Location type (✓ or ✗)
  • Terrain/climate (✓ or ✗)
  • Age unlock (✓ or ✗)

Step 6: Make Your Decision

Decision Framework:

Build Immediately if:

  • ⭐⭐⭐⭐⭐ rating
  • Payback <2 years
  • Monthly profit >15 ducats
  • All requirements met ✓

⚠️ Consider Building if:

  • ⭐⭐⭐⭐ or ⭐⭐⭐ rating
  • Payback 2-5 years
  • Monthly profit >8 ducats
  • Fits your strategy

Skip if:

  • ⭐⭐ or ⭐ rating
  • Payback >8 years
  • Monthly profit <5 ducats
  • Requirements not met

Understanding the Results

Monthly Profit Explained

What It Means:

  • +15 💰/month = You earn extra 15 ducats every game month
  • Over 1 year (12 months): 180 ducats
  • Over 5 years: 900 ducats
  • Over 10 years: 1,800 ducats

Is This Good?

  • 15+ ducats/month: Excellent ⭐⭐⭐⭐⭐
  • 10-15 ducats/month: Very Good ⭐⭐⭐⭐
  • 5-10 ducats/month: Good ⭐⭐⭐
  • 2-5 ducats/month: Fair ⭐⭐
  • <2 ducats/month: Poor ⭐

Payback Period Explained

What It Means: Time until building pays for itself

Example:

  • Building costs: 250 ducats
  • Monthly profit: 15 ducats
  • Payback: 250 ÷ 15 = 17 months

After 17 months: You've recovered your 250 ducat investment

After that: Pure profit forever

Good Payback Times:

  • <12 months (1 year): Exceptional
  • 12-24 months (1-2 years): Excellent
  • 24-36 months (2-3 years): Very Good
  • 36-60 months (3-5 years): Good
  • 60-96 months (5-8 years): Fair
  • >96 months (8+ years): Too slow

ROI (Return on Investment)

5-Year ROI Example:

  • Building cost: 250 ducats
  • Monthly profit: 15 ducats
  • 5 years = 60 months
  • Total income: 15 × 60 = 900 ducats
  • ROI: 900 - 250 = 650 ducats profit
  • Percentage: (650 / 250) × 100 = 260% return

Good ROI:

  • 300%+ return in 5 years: Exceptional
  • 200-300%: Excellent
  • 150-200%: Very Good
  • 100-150%: Good
  • 50-100%: Fair
  • <50%: Poor investment

Production Chains Guide

What Are Production Chains?

Connected buildings where one building's output becomes another's input.

Example: Textile Chain

Stage 1: Cotton Plantation
↓ Produces: Cotton
↓
Stage 2: Textile Workshop
↓ Consumes: Cotton
↓ Produces: Textiles
↓
Stage 3: Clothing Manufactory
↓ Consumes: Textiles
↓ Produces: Clothes (high value!)

Why Production Chains Matter

Benefits:

  1. Maximized Efficiency: Use your own inputs (don't buy from market)
  2. Higher Profits: Finished goods sell for much more
  3. Supply Security: Never run out of inputs
  4. Economic Synergy: Buildings support each other

Example Profit Comparison:

  • Selling cotton raw: 2 💰/unit
  • Processing into textiles: 3.2 💰/unit (+60%)
  • Processing into clothes: 4.5 💰/unit (+125%)

Top Production Chains

1. Textile Chain (Best for: Trade cities)

  • Cotton/Silk Farm → Textile Workshop → Clothing Manufactory
  • Investment: 700 ducats
  • Monthly Profit: 45 💰
  • Payback: 16 months
  • Best in: Venice, Florence, Constantinople

2. Military Chain (Best for: Military powers)

  • Iron Mine → Blast Furnace → Weaponsmith → Arsenal
  • Investment: 1,380 ducats
  • Monthly Profit: 76 💰
  • Payback: 18 months
  • Best in: Milan, Nuremberg, Toledo

3. Luxury Chain (Best for: Wealthy cities)

  • Silk Farm → Textile Workshop → Clothing Manufactory
  • Investment: 750 ducats
  • Monthly Profit: 66 💰
  • Payback: 11 months
  • Best in: Venice, Constantinople, Lyon

4. Naval Chain (Best for: Maritime nations)

  • Timber Camp → Iron Mine → Blast Furnace → Shipyard
  • Investment: 1,080 ducats
  • Enables fleet construction (strategic value)
  • Best in: Venice, Genoa, England, Portugal

Common Mistakes to Avoid

Mistake 1: Building Without Input Supply

Problem: Building Textile Workshop without cotton source

Result:

  • Building sits idle (0% efficiency)
  • You paid 250 ducats for nothing
  • Need to import cotton (expensive)

Solution: Check production chain FIRST

  • Tool shows "Needs: Cotton (×4)"
  • If you don't have cotton, build Cotton Plantation first
  • Or find alternative building that uses available inputs

Mistake 2: Ignoring Population Requirements

Problem: Building University in 10k population town

Result: Building failed to construct (requirements not met)

Solution: Check requirements section

  • University needs: 30k population
  • Your town: 10k population ✗
  • Wait for population growth or choose different building

Mistake 3: Wrong Terrain Selection

Problem: Building Iron Mine in Plains (no iron deposit)

Result: Can't build, wasted planning time

Solution:

  • Check "Deposits" in province panel
  • Only build mines where deposits exist
  • Tool filters automatically if you select correctly

Mistake 4: Chasing High Income, Ignoring Payback

Problem: Building shows +30 💰/month but costs 2,000 ducats

Calculation: 2,000 ÷ 30 = 67 months (5.6 years) payback

Better Option: Building with +15 💰/month, 250 cost

  • Payback: 17 months (1.4 years)
  • Profit faster, reinvest sooner

Rule: Prioritize fast payback over high absolute profit

Pro Tips

Tip 1: Start With Infrastructure

Build This First (in every province):

  1. Marketplace (+80 trade capacity) - CRITICAL
  2. Housing (if population growing)
  3. Food production (if needed)

Then: Build profit-generating buildings

Why: Infrastructure enables trade and growth

Tip 2: Specialize Provinces

Don't: Build everything everywhere

Do: Focus each province

Examples:

  • Venice: Textile production center
  • Milan: Military production center
  • Paris: Administrative center (universities)
  • Hamburg: Trade hub (marketplaces, harbors)

Benefit: Efficiency through specialization

Tip 3: Capital Gets Best Buildings

Why Capital:

  • 100% control (maximum efficiency)
  • Best infrastructure
  • Highest population
  • Most stable

Build Here:

  • Universities (advance points)
  • High-value manufacturing
  • Complete production chains
  • Strategic military buildings

Tip 4: Check Terrain Bonuses

Massive Profit Differences:

  • Iron Mine in Plains: +6 iron ore
  • Iron Mine in Mountains: +9 iron ore (+50%!)

Always: Match terrain to building

  • Farms → Farmland
  • Mines → Mountains/Hills
  • Ranches → Grassland

Tool Shows: Terrain bonus automatically applied

Quick Reference Cards

Building Priority Order

CRITICAL (Build First):

  1. Marketplace (enable trade)
  2. Food production (if needed)
  3. Housing (if growing)
  4. Roads/Harbors (infrastructure)

HIGH PRIORITY (Build Next):

  1. High-ROI manufacturing (⭐⭐⭐⭐⭐)
  2. Resource gathering (mines, farms)
  3. Production chain starters

MEDIUM PRIORITY (Build Later):

  1. Chain middle stages
  2. Specialized manufacturing
  3. Cultural buildings (universities)

Profit Benchmarks

MONTHLY PROFIT GOALS:

  • Rural Province: 5-10 💰/month
  • Town: 15-30 💰/month
  • Small City: 40-60 💰/month
  • Major City: 80-150 💰/month
  • Capital: 150-300 💰/month

PAYBACK TIME GOALS:

  • Excellent: <2 years
  • Good: 2-5 years
  • Acceptable: 5-8 years
  • Avoid: >8 years

Building Cost by Age

  • Age of Traditions: 1.0x (base)
  • Age of Renaissance: 1.5x
  • Age of Discovery: 2.0x
  • Age of Reformation: 3.0x
  • Age of Absolutism: 4.0x
  • Age of Revolutions: 5.0x

Example: 100 ducat farm

  • → Traditions: 100 ducats
  • → Renaissance: 150 ducats
  • → Discovery: 200 ducats
  • → Absolutism: 400 ducats!

Tip: Build early for lower costs!

FAQ

Q: Why is my building not showing in recommendations?

A: Check requirements:

  • Population too low?
  • Wrong terrain/location type?
  • Building not unlocked in your age yet?
  • Missing required deposit (mines)?

Tool only shows buildings you CAN actually build.

Q: Tool says "Needs Cotton" but I don't have cotton farm. What do?

A: Two options:

  1. Build Cotton Plantation FIRST, then Textile Workshop
  2. Choose different building that doesn't need cotton
  3. Import cotton (expensive, not recommended)

Always build production chain from START to END.

Q: Payback time seems long (5+ years). Is this normal?

A: Depends on building type:

  • Manufacturing: 1-3 years (fast)
  • Mines: 2-5 years (moderate)
  • Infrastructure: Never pays back directly (strategic value)
  • Universities: 10+ years (long-term investment)

Focus on 1-3 year payback for main economy.

Q: Should I build highest profit building always?

A: Not always. Consider:

  • Do you have required inputs?
  • Does it fit your production chain?
  • Do you have enough capacity?
  • Is it strategic (military buildings)?

Sometimes lower profit but better synergy wins.

Q: Can I trust the calculations?

A: 90-95% accurate IF you input correct data:

  • Correct terrain selection
  • Accurate population
  • Right age selected
  • Actual market prices (if adjusted)

Default calculations use average prices, actual may vary ±10%.

Q: How often should I use this tool?

A: Use when:

  • Developing new province
  • Conquered new territory
  • Have 200+ ducats to invest
  • Planning economic expansion
  • Comparing building options
  • Every 10-20 game years for optimization

Q: What if I already built wrong building?

A: Unfortunately buildings are permanent. Lessons learned:

  • Always calculate BEFORE building
  • Can't demolish buildings in EU5
  • Focus on optimizing remaining slots
  • Use tool for all future buildings

Prevention > cure!

Example Walkthrough

Scenario: You just conquered Venice (City, 50k pop, Plains, Temperate)

Step 1: Open Building Calculator

Step 2: Enter Venice data

  • Location: City
  • Population: 50,000
  • Terrain: Plains
  • Climate: Temperate
  • Age: Age of Renaissance
  • Deposits: None

Step 3: Click "Calculate"

Results:

  • 1. ⭐⭐⭐⭐⭐ Textile Workshop - 250 ducats, +15 💰/month, 17 mo payback
  • 2. ⭐⭐⭐⭐⭐ Silk Farm - 300 ducats, +18 💰/month, 17 mo payback
  • 3. ⭐⭐⭐⭐ Marketplace - 300 ducats, +0 💰 (strategic value)
  • 4. ⭐⭐⭐⭐ Shipyard - 750 ducats, enables fleet (strategic)
  • 5. ⭐⭐⭐ Paper Mill - 330 ducats, +12 💰/month, 28 mo payback

Step 4: Click "Textile Workshop" details

Analysis:

  • Needs cotton input (check if you have)
  • Produces textiles (3.2 💰/unit)
  • Can build Clothing Manufactory next (chain)
  • Excellent ROI, fast payback

Step 5: Check production chain

Best Strategy: Build complete textile chain

  1. Now: Cotton Plantation (250 ducats)
  2. 6 months later: Textile Workshop (250 ducats)
  3. 12 months later: Clothing Manufactory (300 ducats)
  4. Result: Venice becomes textile empire, +45 💰/month

Execute in game!