In this tutorial I'll teach the bases of the buildings file edition.
First of all you need to open the buildings file, you can find it in [...]\Europa Universalis III\common
Now this is the code that you will see:
So as you can see it is splinted in various buildings categories: Government, Land, Naval, etc etcCode:# trigger = t # an and trigger that needs to be fullfilled to build and keep the building # one_per_country = yes/no # if yes, only one of these can exist in a country # manufactory = { trade_good trade_good } # list of trade goods that get a production bonus # destroy_on_conquest = yes/no # destroy this building if conquered # onmap = yes/no # show as a sprite on the map # category = x # the category used for labels and such # Government temple = { cost = 50 time = 12 modifier = { stability_cost = -4 #reduces stability cost by 4$ } destroy_on_conquest = yes spare_on_core = yes category = 1 } courthouse = { previous = temple cost = 75 time = 12 modifier = { local_revolt_risk = -1 } destroy_on_conquest = yes spare_on_core = yes } spy_agency = { previous = courthouse cost = 100 time = 12 modifier = { local_spy_defence = 0.50 stability_cost = -2 } destroy_on_conquest = yes spare_on_core = yes } town_hall = { previous = spy_agency cost = 150 time = 12 modifier = { local_tax_modifier = 0.25 } destroy_on_conquest = yes spare_on_core = yes } college = { previous = town_hall cost = 200 time = 24 modifier = { local_revolt_risk = -2 local_spy_defence = 0.25 spies = 0.05 officials = 0.05 } destroy_on_conquest = yes } cathedral = { previous = college cost = 300 time = 24 modifier = { stability_investment = 10 local_spy_defence = 0.25 local_missionary_placement_chance = 0.01 missionaries = 0.05 } destroy_on_conquest = yes category = 1 } # Land armory = { cost = 50 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes category = 2 spare_on_core = yes } training_fields = { previous = armory cost = 75 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes spare_on_core = yes } barracks = { previous = training_fields cost = 100 time = 12 modifier = { local_regiment_cost = -0.1 local_manpower = 1 } destroy_on_conquest = yes spare_on_core = yes } regimental_camp = { previous = barracks cost = 150 time = 24 modifier = { local_manpower_modifier = 0.2 } destroy_on_conquest = yes spare_on_core = yes } arsenal = { previous = regimental_camp cost = 200 time = 24 modifier = { regiment_recruit_speed = -0.3 local_manpower_modifier = 0.3 } destroy_on_conquest = yes } conscription_center = { previous = arsenal cost = 300 time = 24 modifier = { local_manpower = 5 land_forcelimit = 5 } destroy_on_conquest = yes category = 2 } # Naval dock = { cost = 50 time = 12 trigger = { port = yes } modifier = { local_ship_repair = 0.25 local_production_efficiency = 0.1 } destroy_on_conquest = yes spare_on_core = yes category = 3 } drydock = { previous = dock cost = 75 time = 12 modifier = { ship_recruit_speed = -0.1 naval_forcelimit = 1 } destroy_on_conquest = yes spare_on_core = yes } shipyard = { previous = drydock cost = 100 time = 12 modifier = { local_ship_cost = -0.1 naval_forcelimit = 1 } destroy_on_conquest = yes spare_on_core = yes } grand_shipyard = { previous = shipyard cost = 150 time = 12 modifier = { local_ship_cost = -0.1 ship_recruit_speed = -0.1 } destroy_on_conquest = yes spare_on_core = yes } naval_arsenal = { previous = grand_shipyard cost = 200 time = 24 modifier = { local_ship_cost = -0.2 ship_recruit_speed = -0.2 naval_forcelimit = 5 } destroy_on_conquest = yes } naval_base = { previous = naval_arsenal cost = 300 time = 24 modifier = { local_ship_cost = -0.2 ship_recruit_speed = -0.2 naval_forcelimit = 5 } destroy_on_conquest = yes category = 3 } # Production constable = { cost = 50 time = 12 modifier = { direct_tax_percentage = 0.25 #25% more direct tax } destroy_on_conquest = yes spare_on_core = yes category = 5 } workshop = { previous = constable cost = 75 time = 12 modifier = { tax_income = 1 #increase tax } destroy_on_conquest = yes spare_on_core = yes } counting_house = { previous = workshop cost = 100 time = 12 modifier = { local_production_efficiency = 0.25 } destroy_on_conquest = yes spare_on_core = yes } treasury_office = { previous = counting_house cost = 150 time = 12 modifier = { direct_tax_percentage = 0.25 #25% more direct tax } destroy_on_conquest = yes spare_on_core = yes } mint = { previous = treasury_office cost = 200 time = 24 modifier = { local_tax_modifier = 0.5 } destroy_on_conquest = yes } stock_exchange = { previous = mint cost = 300 time = 24 modifier = { tax_income = 5 #increase tax with 5$ } destroy_on_conquest = yes } # Trade marketplace = { cost = 50 time = 12 modifier = { local_trade_income_modifier = 0.10 } destroy_on_conquest = yes spare_on_core = yes category = 6 } trade_depot = { previous = marketplace cost = 75 time = 12 modifier = { trade_income = 1 } destroy_on_conquest = yes spare_on_core = yes } canal = { previous = trade_depot cost = 100 time = 12 modifier = { local_trade_income_modifier = 0.10 } destroy_on_conquest = yes spare_on_core = yes } road_network = { previous = canal cost = 150 time = 12 modifier = { trade_income = 1 local_movement_speed = 0.1 } destroy_on_conquest = yes spare_on_core = yes } post_office = { previous = road_network cost = 200 time = 24 modifier = { global_trade_income_modifier = 0.01 } destroy_on_conquest = yes } customs_house = { previous = post_office cost = 300 time = 24 modifier = { trade_efficiency = 0.01 } destroy_on_conquest = yes } # Fortresses fort1 = { cost = 50 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.004 supply_limit = 0.5 } destroy_on_conquest = no category = 4 } fort2 = { previous = fort1 cost = 75 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.007 supply_limit = 0.5 } destroy_on_conquest = no } fort3 = { previous = fort2 cost = 100 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.01 supply_limit = 0.5 } destroy_on_conquest = no } fort4 = { previous = fort3 cost = 150 time = 12 modifier = { fort_level = 1 local_missionary_placement_chance = 0.014 supply_limit = 0.5 } destroy_on_conquest = no } fort5 = { previous = fort4 cost = 200 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 local_missionary_placement_chance = 0.017 supply_limit = 1 } destroy_on_conquest = yes } fort6 = { previous = fort5 cost = 300 time = 24 modifier = { fort_level = 1 local_defensiveness = 1 local_missionary_placement_chance = 0.02 supply_limit = 1 } destroy_on_conquest = yes } # One per country tax_assessor = { cost = 1000 time = 12 trigger = { OR = { is_capital = yes base_tax = 10 } } modifier = { inflation_reduction = 0.05 } destroy_on_conquest = yes one_per_country = yes category = 8 } embassy = { cost = 500 time = 12 trigger = { any_neighbor_province = { NOT = { owned_by = THIS } } NOT = { is_core = THIS } } modifier = { diplomats = 1 badboy = -0.4 } destroy_on_conquest = yes one_per_country = yes category = 8 } glorious_monument = { cost = 1000 time = 12 modifier = { cultural_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } march = { cost = 500 time = 12 trigger = { is_core = THIS any_neighbor_province = { NOT = { owned_by = THIS } } } modifier = { local_defensiveness = 2.0 local_manpower = 0.5 } destroy_on_conquest = yes one_per_country = yes category = 8 } grain_depot = { cost = 1000 time = 12 trigger = { is_core = THIS trade_goods = grain } modifier = { land_forcelimit_modifier = 0.20 land_maintenance_modifier = -0.20 } destroy_on_conquest = yes one_per_country = yes category = 8 } royal_palace = { cost = 1000 time = 12 trigger = { government = monarchy is_capital = yes } modifier = { legitimacy = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } war_college = { cost = 1000 time = 12 modifier = { army_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } admiralty = { cost = 1000 time = 12 trigger = { port = yes } modifier = { navy_tradition = 0.01 } destroy_on_conquest = yes one_per_country = yes category = 8 } #Manufactories refinery = { cost = 1000 time = 60 manufactory = { wine sugar } modifier = { trade_tech_investment = 5 population_growth = 0.01 } onmap = yes category = 7 } wharf = { cost = 1000 time = 60 modifier = { naval_tech_investment = 5 population_growth = 0.01 } manufactory = { naval_supplies } onmap = yes category = 7 } weapons = { cost = 1000 time = 60 modifier = { land_tech_investment = 5 population_growth = 0.01 } manufactory = { copper iron } onmap = yes category = 7 } textile = { cost = 1000 time = 60 modifier = { production_tech_investment = 5 population_growth = 0.01 } manufactory = { wool cloth } onmap = yes category = 7 } fine_arts_academy = { cost = 1000 time = 60 modifier = { stability_investment = 5 population_growth = 0.01 cultural_tradition = 0.01 } manufactory = { } onmap = yes category = 7 } university = { cost = 1000 time = 60 modifier = { government_tech_investment = 5 population_growth = 0.01 } manufactory = { } onmap = yes category = 7 }
Bellow those categories we have the buildings that they have:
e.g: Land buildings:
Now all you need to do is change it effects:Code:# Land armory = { cost = 50 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes category = 2 spare_on_core = yes } training_fields = { previous = armory cost = 75 time = 12 modifier = { regiment_recruit_speed = -0.1 local_regiment_cost = -0.05 local_manpower = 0.25 } destroy_on_conquest = yes spare_on_core = yes } barracks = { previous = training_fields cost = 100 time = 12 modifier = { local_regiment_cost = -0.1 local_manpower = 1 } destroy_on_conquest = yes spare_on_core = yes } regimental_camp = { previous = barracks cost = 150 time = 24 modifier = { local_manpower_modifier = 0.2 } destroy_on_conquest = yes spare_on_core = yes } arsenal = { previous = regimental_camp cost = 200 time = 24 modifier = { regiment_recruit_speed = -0.3 local_manpower_modifier = 0.3 } destroy_on_conquest = yes } conscription_center = { previous = arsenal cost = 300 time = 24 modifier = { local_manpower = 5 land_forcelimit = 5 } destroy_on_conquest = yes category = 2 }
previous = the building that need to be build before
cost = building cost
time = building time
modifier = effects
destroy_on_conquest = if it's destroyed when conquered by other faction or not..
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That's all, have a doubt feel free to post![]()






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