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:
- Maximized Efficiency: Use your own inputs (don't buy from market)
- Higher Profits: Finished goods sell for much more
- Supply Security: Never run out of inputs
- 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):
- Marketplace (+80 trade capacity) - CRITICAL
- Housing (if population growing)
- 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):
- Marketplace (enable trade)
- Food production (if needed)
- Housing (if growing)
- Roads/Harbors (infrastructure)
HIGH PRIORITY (Build Next):
- High-ROI manufacturing (⭐⭐⭐⭐⭐)
- Resource gathering (mines, farms)
- Production chain starters
MEDIUM PRIORITY (Build Later):
- Chain middle stages
- Specialized manufacturing
- 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:
- Build Cotton Plantation FIRST, then Textile Workshop
- Choose different building that doesn't need cotton
- 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
- Now: Cotton Plantation (250 ducats)
- 6 months later: Textile Workshop (250 ducats)
- 12 months later: Clothing Manufactory (300 ducats)
- Result: Venice becomes textile empire, +45 💰/month
Execute in game!