List of Buildings:
Farms:
Farms also add population growth (for settlement development) and a max-population modifier (no use atm). This makes them vital for development, so their Economical Value will be limited.
Wheat, Rice, Corn:
Wheat and Corn are Identical and have 5 levels: peasant farms, tenated farms, clearances, great estates, great royal palace. Rice has three levels which will behave like being 1.3, 2.7 and 4th level. I aim at an amortisation time of 10/25/40/55/70 turns at a cost structure of 1/2/3/4/5
Cost: 500(450) resulting in(obviously) 1000/1500/2000/2500 and for rice 800/1750/2450
resulting additional Wealth: 150/120/115/110/105 resulting in a final value of 600(300) and for rice 190/160/140 resulting in a final value of 490(200)
Sheep:
For sheep I will simply cut the wealth and pop effects by half, and add a bonus to textile industry wealth of 0.1/0.2/0.3/0.4/0.5 (if possible)
Wine:
Wine has the same effects as wheat, yet only 3 levels and is pretty rare. I aim thus aiming at an amortisation time of 18/22.5/28 at a cost structure of 1/1.75/2.5
Cost: 750(Quixote) resulting in 1300/1875
resulting additional wealth: 125/175/200 resulting in a final value of 500(500)
Wood:
Pretty easy calculations as well, no tech to take into account. As it is a rather rare ressource I am aiming for an amortisation time of 15/20, at a cost structure of 1/2 with a naval recruitment cost decrease of 1/2%.
Cost: 1200(Quixote) resulting in 2400
resulting additional Wealth: 240/360 resulting in a final wealth of 600(600)
Mines:
Silver, Gold, Gems:
The higher level add 1/2 industrialisation unhappiness. Gems should be the most effective, then Gold, hen Silver. I aim at a amortise time of 18/22.5/28 for silver, 16/20/25 for gold and 12/ 18 for gems, at a cost of 1 / 1.75 / 2.5
Cost: 1800, 2400 (from Q) resulting in: 3150/4500, 4200/6000
resulting additional Wealth: 300/420/480 , 480/ 630/ 720 resulting in a final wealth of 1200 (1400), 1830 (1600)
and for Gems:
Cost: 2400(2700) resulting in: 4200
resulting additional Wealth: 600/700 resulting in a final wealth of 1300 (1000)
Iron:
I will add a small Increase (0.5/1% if .5 is possible, else 1/2%) to Metal Industry Wealth to balance the relatively high amortisation times. As the other mines the Higher levels add 1/2 industrialisation unhappiness. I aim at a amortisation time of 20/25/30 at the same cost scheme
Cost: 1500(Q) resulting in: 2625/3750
raW: 225/315/375 resulting in a total final wealth of 915 (900)
Ports:
Fisheries:
Are in theory like farms, except for two things: You have an alternative you can build (Major) and they add limited Naval recruitment (Minor). The existing alternative makes a pretty high efficiency reasonable.
I am going for 16/20/25 amortisation time with a Growth component of 2/4/6 and a cost structure of 1/2/3.
Cost: 1500 (750) resulting in 3000/4500. Those are necessary to make them competitive without totally killing Trade Ports efficiency
resulting additional Wealth:250/410/490 resulting in a final value of 1150(400)
Trade Ports:
My aim on trade ports is to make them less effective than fishing ports unless you use them to trade.
As a result they will get at their cost structure of 1/2/4/8(latest only home region) a growth of 1/3/5/7 (3/5/7/9) and a Wealth of 200/400/700/1000 (400/600/800/1000) (additional wealth 200/200/300/300)
Shipyards:
Solve a recruitment purpose, and with having a new great opponent, they will also get a small economical Value of 200/400/600/800 (additional Wealth, 200/200/200/200) The amortisation time is negligible.
Industry:
Weavers:
The technological abilities leading to up to 46% increase in growth are very powerful considering the current growth values of 6/10/14/18. Also considering that most other changes mostly hit the early game, i think i will cut the growth of these buildings by a large amount and compensate with region wealth, to hit the late game. I am aiming at a amortisation time of 15/22.5/30/37.5 turns (without techs) at 3/5/7/9 growth and a cost structure of 1/2/3.5/6 (1/2/4/8). I also add a recruitment cost modifier of 0.1/0.2/0.3/0.4%
Cost: 1500(Q) resulting in 3000/5250/9000
resulting additional Wealth:255/355/465/625 resulting in a total value of 1700(1200)
Ironworks:
They are getting the same treatment as weavers cottages for growth. This results in higher Wealth. They also get an artillery recruitment bonus of 0.25/0.5/0.75/1%
The amortisation time is 15/22.5/30/37.5 at a growth of 3/4/5/6 and a cost structure of 1/2/3.5/6
Cost: 1500(Q) resulting in 3000/5250/9000
raW: 260/380/500/660 resulting in a total value of 1800(1300)
Potterie:
Are the same as Ironworks, except for the bonus.
Roads:
Also provide Movement Speed. At the current cost structure of 1/2/4 I am aiming for an amortisation time of 20/30/40
Cost: 1125/2250/4500
resulting additional Growth: 3/2/2