Western Germanic buildings
58 building chains of the Western Germanic subculture (Barbarian culture) in the Grand Campaign. Tap one for each level's cost, build time, upkeep, effects, the technology it needs and the units it unlocks.
Built by
Alamans
Burgundians
Franks
Langobards
Suebians
Horde buildings

Community
6 levels · unlocks Alani Heavy Cataphracts, Sarmatian Cataphract Lancers, Noble Germanic Swordsmen, Alani Warriors, Taifali Cavalry, Nordic Spear Masters, Pictish Axemen, Fianna, Cateran Brigade, Agathyrsi Warriors, Elite Agathyrsi Warriors, Elite Agathyrsi Cavalry
Community
6 levels · unlocks Alani Heavy Cataphracts, Sarmatian Cataphract Lancers, Noble Germanic Swordsmen, Alani Warriors, Taifali Cavalry, Nordic Spear Masters, Pictish Axemen, Fianna, Cateran Brigade, Agathyrsi Warriors, Elite Agathyrsi Warriors, Elite Agathyrsi Cavalry

Lavish Tents
Ruin · 1,500 gold · 2 turns
Wealth: 150 from culture
Food consumption: -10
Integrity: +3

Storyteller's Tent (from Lavish Tents)
Level 1 · 3,000 gold · 3 turns
Wealth: 300 from culture
Food consumption: -20
Integrity: +3
Research rate: +5% (factionwide)

Loremaster's Quarters (from Storyteller's Tent)
Level 2 · 5,000 gold · 4 turns
Enables agent recruitment: Priests
Wealth: 525 from culture
Food consumption: -40
Integrity: +7
Research rate: +10% (factionwide)- Needs technology: Local Traditions
Unlocks

Gathering of Elders (from Loremaster's Quarters)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Wealth: 850 from culture
Food consumption: -80
Integrity: +9
Research rate: +15% (factionwide)- Needs technology: Royal Household

Noblemen's Camp (from Lavish Tents)
Level 1 · 3,000 gold · 3 turns
Wealth: 300 from culture
Food consumption: -20
Integrity: +9

Royal Pavilion (from Noblemen's Camp)
Level 2 · 5,000 gold · 4 turns
Enables agent recruitment: Champions
Wealth: 525 from culture
Food consumption: -40
Integrity: +13- Needs technology: Sacred King
Unlocks

Royal Encampment (from Royal Pavilion)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Champions
Wealth: 850 from culture
Food consumption: -80
Integrity: +17- Needs technology: Royal Council
Unlocks

Industry
9 levels · unlocks Onager, Onager, Captured Cheiroballistra, Celtic Onager, Onager
Industry
9 levels · unlocks Onager, Onager, Captured Cheiroballistra, Celtic Onager, Onager

Artisan
Ruin · 1,000 gold · 1 turn
Wealth: 250 from industry

Bone Carver (from Artisan)
Level 1 · 1,500 gold · 2 turns
Wealth: 500 from industry
Integrity: -3- Needs technology: Labour Service

Bone Crafter (from Bone Carver)
Level 2 · 2,500 gold · 3 turns
Wealth: 850 from industry
Integrity: -6- Needs technology: Exchange of Expertise

Bone Crafters' League (from Bone Crafter)
Level 3 · 4,000 gold · 4 turns
Wealth: 1350 from industry
Integrity: -10- Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

Wickermaker (from Artisan)
Level 1 · 1,500 gold · 2 turns
Wealth: 300 from industry
Wealth: +4% from commercial buildings
Integrity: -2- Needs technology: Community Property

Basket Weaver (from Wickermaker)
Level 2 · 2,500 gold · 3 turns
Wealth: 525 from industry
Wealth: +7% from commercial buildings
Integrity: -4- Needs technology: Craft Specialisation

Basket Weavers' League (from Basket Weaver)
Level 3 · 4,000 gold · 4 turns
Wealth: 850 from industry
Wealth: +10% from commercial buildings
Integrity: -8- Needs technology: Family Workshops

Cart Wheeler (from Artisan)
Level 1 · 1,500 gold · 2 turns
Wealth: 300 from industry
Integrity: -2
Horde building construction cost: -4%- Needs technology: Land Laws
Unlocks

Cart Maker (from Cart Wheeler)
Level 2 · 2,500 gold · 3 turns
Wealth: 525 from industry
Integrity: -4
Horde building construction cost: -7%- Needs technology: Craft Specialisation

Wagon Maker (from Cart Maker)
Level 3 · 4,000 gold · 4 turns
Wealth: 850 from industry
Integrity: -8
Horde building construction cost: -10%- Needs technology: Exchange of Expertise

Military Recruitment
5 levels · unlocks Germanic Brigands, Nordic Brigands, Celtic Band, Alani Cavalry Warriors, Sarmatian Mounted Skirmishers, Sarmatian Shock Cavalry, Germanic Band, Nordic Band, Germanic Mounted Warband, Nordic Mounted Raiders, Frankish Skirmishers, Barbed Skirmishers, Celtic Axe Band, Celtic Woodrunners, Alani Mounted Bows, Slavic Levy Skirmishers, Slavic Axe Levy, Slavic Raiders, Horse Cutters, Germanic Bows, Nordic Bows, Celtic Bows, Cataphract Archers, Slavic Levy Archers, Gardingi Cavalry, Germanic Crossbowmen, Geoguth Javelinmen, Wolf Coats, Chnodomar's Raiders, Celtic Crossbows, Poison Archers, Salian Frankish Lancers, Germanic Lancers, Gothic Lancers, Vandal Raiders, Viking Raiders, Barbed Lancers, Celtic Cavalry Raiders, Agathyrsi Warriors, Followers of Veles, Slavic Ambushers, Gothic Falxmen, Vandal Berserkers, Hearth Guard, Hirdmen, Norse Berserkers, Huscarls, Viking Raider Cavalry, Burgundian Mounted Axemen, Godansmen, Mormaer Cavalry
Military Recruitment
5 levels · unlocks Germanic Brigands, Nordic Brigands, Celtic Band, Alani Cavalry Warriors, Sarmatian Mounted Skirmishers, Sarmatian Shock Cavalry, Germanic Band, Nordic Band, Germanic Mounted Warband, Nordic Mounted Raiders, Frankish Skirmishers, Barbed Skirmishers, Celtic Axe Band, Celtic Woodrunners, Alani Mounted Bows, Slavic Levy Skirmishers, Slavic Axe Levy, Slavic Raiders, Horse Cutters, Germanic Bows, Nordic Bows, Celtic Bows, Cataphract Archers, Slavic Levy Archers, Gardingi Cavalry, Germanic Crossbowmen, Geoguth Javelinmen, Wolf Coats, Chnodomar's Raiders, Celtic Crossbows, Poison Archers, Salian Frankish Lancers, Germanic Lancers, Gothic Lancers, Vandal Raiders, Viking Raiders, Barbed Lancers, Celtic Cavalry Raiders, Agathyrsi Warriors, Followers of Veles, Slavic Ambushers, Gothic Falxmen, Vandal Berserkers, Hearth Guard, Hirdmen, Norse Berserkers, Huscarls, Viking Raider Cavalry, Burgundian Mounted Axemen, Godansmen, Mormaer Cavalry

Raiders' Gathering
Ruin · 1,500 gold · 2 turns
Army recruitment capacity: +1
Unlocks

Hunters' Camp (from Raiders' Gathering)
Level 1 · 3,000 gold · 3 turns
Food consumption: -10
Army recruitment capacity: +1- Needs technology: Regional Defence Force
Unlocks

Archery Range (from Hunters' Camp)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Army recruitment capacity: +1- Needs technology: Foreign Siege Methods
Unlocks

Hunters' Encampment (from Archery Range)
Level 3 · 8,000 gold · 5 turns
Food consumption: -60
Army recruitment capacity: +2- Needs technology: Advanced Siegecraft
Unlocks

Sparring Fields (from Hunters' Camp)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Army recruitment capacity: +1- Needs technology: Standardised Equipment
Unlocks

Warriors' Encampment (from Sparring Fields)
Level 3 · 8,000 gold · 5 turns
Food consumption: -60
Army recruitment capacity: +2- Needs technology: Organised Armour Production
Unlocks

Nomadic Settlement
3 levels · unlocks Germanic Levy, Nordic Levy, Germanic Hurlers, Scavenger Mob, Scattershot Hurlers, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Nordic Hurlers, Germanic Pikes, Nordic Pikemen, Thrall Skirmishers, Horse Hewers, Gazehounds, Gothic Levy, Sarmatian Spears, Freemen, Saxon Spears, Thrall Spears, Slavic Warriors
Nomadic Settlement
3 levels · unlocks Germanic Levy, Nordic Levy, Germanic Hurlers, Scavenger Mob, Scattershot Hurlers, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Nordic Hurlers, Germanic Pikes, Nordic Pikemen, Thrall Skirmishers, Horse Hewers, Gazehounds, Gothic Levy, Sarmatian Spears, Freemen, Saxon Spears, Thrall Spears, Slavic Warriors

Shelters
Ruin · 3,000 gold · 2 turns
Tax rate: -5% (all hordes)
Integrity: -1 (all hordes)
Horde growth: +1
Unlocks

Tent Camp (from Shelters)
Level 1 · 6,000 gold · 3 turns
Wealth: 450 from subsistence
Tax rate: -5% (all hordes)
Food consumption: -40
Integrity: -1 (all hordes)
Horde growth: +3
Unlocks

Wagon Laager (from Tent Camp)
Level 2 · 9,000 gold · 5 turns
Wealth: 750 from subsistence
Tax rate: -5% (all hordes)
Food consumption: -80
Integrity: -1 (all hordes)
Horde growth: +5- Needs technology: Bailiffs or Elite Dominance or Elite Dominance or Elite Dominance
Unlocks

Horde Encampment (from Wagon Laager)
Level 3 · 12,000 gold · 7 turns
Wealth: 1000 from subsistence
Tax rate: -5% (all hordes)
Food consumption: -130
Integrity: -1 (all hordes)
Horde growth: +7- Needs technology: Local Nobility

Community
9 levels
Community
9 levels

Communal Grounds
Ruin · 1,500 gold · 2 turns
Wealth: 200 from commerce

Trading Ground (from Communal Grounds)
Level 1 · 2,500 gold · 3 turns
Enables agent recruitment: Spies
Wealth: 400 from commerce
Integrity: -1
Wealth: +2% from all horde buildings

Traders' Camp (from Trading Ground)
Level 2 · 5,000 gold · 4 turns
Enables agent recruitment: Spies
Wealth: 700 from commerce
Integrity: -2
Wealth: +5% from all horde buildings- Needs technology: Community Markets

Fairground (from Traders' Camp)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Spies
Wealth: 1100 from commerce
Integrity: -4
Wealth: +10% from all horde buildings- Needs technology: Tolls & Customs

Hostage Pens (from Communal Grounds)
Level 1 · 3,000 gold · 3 turns
Wealth: +5% from industrial buildings
Wealth: 300 from commerce
Integrity: -1
Sacking, Looting and Razing income: +5%

Slave Trader (from Hostage Pens)
Level 2 · 5,000 gold · 4 turns
Wealth: +10% from industrial buildings
Wealth: 525 from commerce
Integrity: -2
Sacking, Looting and Razing income: +10%- Needs technology: Tolls & Customs

Slave Market (from Slave Trader)
Level 3 · 8,000 gold · 5 turns
Wealth: +15% from industrial buildings
Wealth: 850 from commerce
Integrity: -4
Sacking, Looting and Razing income: +15%- Needs technology: Royal Minting

Storage Wagons (from Communal Grounds)
Level 1 · 3,000 gold · 3 turns
Wealth: +5% from animal husbandry buildings
Food: +30 from reserves
Growth: +2 when encamped

Storage Pit (from Storage Wagons)
Level 2 · 5,000 gold · 4 turns
Wealth: +10% from animal husbandry buildings
Food: +40 from reserves
Growth: +4 when encamped- Needs technology: Land for Loyalty

Subterranean Caches (from Storage Pit)
Level 3 · 8,000 gold · 5 turns
Wealth: +15% from animal husbandry buildings
Food: +50 from reserves
Growth: +6 when encamped- Needs technology: Local Nobility

Herders
6 levels
Herders
6 levels

Herders' Camp
Ruin · 1,000 gold · 1 turn
Wealth: 100 from animal husbandry
Food: +40 from animal husbandry

Goat Herd (from Herders' Camp)
Level 1 · 1,500 gold · 2 turns
Wealth: 120 from animal husbandry
Additional wealth: +18 from animal husbandry per local fertility level
Food: +55 from animal husbandry
Additional food: +5 per local fertility level
Integrity: -1

Goat Pens (from Goat Herd)
Level 2 · 2,500 gold · 3 turns
Wealth: 200 from animal husbandry
Additional wealth: +30 from animal husbandry per local fertility level
Food: +75 from animal husbandry
Additional food: +7 per local fertility level
Integrity: -2- Needs technology: Community Property

Goat Herders' Camp (from Goat Pens)
Level 3 · 4,000 gold · 4 turns
Wealth: 300 from animal husbandry
Additional wealth: +50 from animal husbandry per local fertility level
Food: +100 from animal husbandry
Additional food: +10 per local fertility level
Integrity: -5- Needs technology: Manoral Lands

Sheep Flock (from Herders' Camp)
Level 1 · 1,500 gold · 2 turns
Wealth: 200 from animal husbandry
Additional wealth: +40 from animal husbandry per local fertility level
Food: +30 from animal husbandry
Additional food: +5 per local fertility level
Integrity: -1

Sheep Pens (from Sheep Flock)
Level 2 · 2,500 gold · 3 turns
Wealth: 350 from animal husbandry
Additional wealth: +70 from animal husbandry per local fertility level
Food: +40 from animal husbandry
Additional food: +6 per local fertility level
Integrity: -2- Needs technology: Labour Service

Shepherds' Camp (from Sheep Pens)
Level 3 · 4,000 gold · 4 turns
Wealth: 550 from animal husbandry
Additional wealth: +110 from animal husbandry per local fertility level
Food: +50 from animal husbandry
Additional food: +7 per local fertility level
Integrity: -5- Needs technology: Serfdom or Advanced Agriculture or Advanced Agriculture or Advanced Agriculture
Recruitment and military

Port
10 levels
Port
10 levels

Ruined Docks
Ruin

Jetty (from Ruined Docks)
Level 1 · 2,000 gold · 2 turns
Wealth: 225 from maritime commerce

Fishing Jetties (from Jetty)
Level 2 · 3,000 gold · 4 turns
Wealth: 450 from maritime commerce
Food: +50 from fishing
Public order: -2
Squalor: +2

Fishing Wharf (from Fishing Jetties)
Level 3 · 5,000 gold · 6 turns
Wealth: 750 from maritime commerce
Food: +70 from fishing
Public order: -4
Squalor: +4- Needs technology: Community Markets

Fishing Port (from Fishing Wharf)
Level 4 · 8,000 gold · 8 turns
Wealth: 1250 from maritime commerce
Food: +90 from fishing
Public order: -6
Squalor: +6- Needs technology: Royal Minting

Military Jetties (from Jetty)
Level 2 · 3,000 gold · 4 turns
Navy recruitment capacity: +1
Squalor: +2

Military Wharf (from Military Jetties)
Level 3 · 5,000 gold · 6 turns
Unit experience: +1 for all ship recruits
Navy recruitment capacity: +1
Squalor: +4- Needs technology: Mastery of Terrain

Military Port (from Military Wharf)
Level 4 · 8,000 gold · 8 turns
Unit experience: +2 for all ship recruits
Navy recruitment capacity: +2
Squalor: +6- Needs technology: Martial Culture or Alani Martial Culture or Frankish Martial Culture or Ostrogothic Martial Culture or Vandal Martial Culture or Visigothic Martial Culture or Celtic Warrior Culture or Slavic Assimilation

Trade Jetties (from Jetty)
Level 2 · 3,000 gold · 4 turns
Road Development: 15
Wealth: 450 from commerce
Wealth: 450 from maritime commerce
Public order: -2
Squalor: +2

Trade Wharf (from Trade Jetties)
Level 3 · 5,000 gold · 6 turns
Road Development: 25
Wealth: 750 from commerce
Wealth: 750 from maritime commerce
Public order: -4
Squalor: +4- Needs technology: Community Markets

Trade Port (from Trade Wharf)
Level 4 · 8,000 gold · 8 turns
Road Development: 40
Wealth: 1250 from commerce
Wealth: 1250 from maritime commerce
Public order: -6
Squalor: +6- Needs technology: Royal Minting
Economy

Communal Grounds
15 levels · unlocks Freemen, Celtic Berserkers, Slavic Warriors, Slavic Ambushers, Gothic Palatina Defectors, Hearth Guard, Antrustriones Cavalry Guard, Noble Germanic Swordsmen, Hirdmen, Huscarls, Protectores Defectors, Cateran Brigade, Fianna, Pictish Swordsmen, Nordic Spear Masters, Royal Anstrutiones, Taifali Cavalry, Chosen Warriors, Burgundian Mounted Axemen, Horse Whisperers, King's Warband, Black Blades, Sarmatian Cataphract Lancers, Alani Heavy Cataphracts, Vandal Berserkers, Norse Berserkers, Godansmen, Gothic Falxmen, Heroic Cavalry, Agathyrsi Warriors, Light Moorish Cavalry, Wolf Coats, Followers of Veles, Royal Suebi Cavalry, Gardingi Cavalry, Elite Agathyrsi Cavalry, Chnodomar's Raiders
Communal Grounds
15 levels · unlocks Freemen, Celtic Berserkers, Slavic Warriors, Slavic Ambushers, Gothic Palatina Defectors, Hearth Guard, Antrustriones Cavalry Guard, Noble Germanic Swordsmen, Hirdmen, Huscarls, Protectores Defectors, Cateran Brigade, Fianna, Pictish Swordsmen, Nordic Spear Masters, Royal Anstrutiones, Taifali Cavalry, Chosen Warriors, Burgundian Mounted Axemen, Horse Whisperers, King's Warband, Black Blades, Sarmatian Cataphract Lancers, Alani Heavy Cataphracts, Vandal Berserkers, Norse Berserkers, Godansmen, Gothic Falxmen, Heroic Cavalry, Agathyrsi Warriors, Light Moorish Cavalry, Wolf Coats, Followers of Veles, Royal Suebi Cavalry, Gardingi Cavalry, Elite Agathyrsi Cavalry, Chnodomar's Raiders

Town Centre
Ruin · 2,000 gold · 3 turns
Wealth: 225 from commerce
Public order: +3

Meeting Hall (from Town Centre)
Level 1 · 3,000 gold · 4 turns
Wealth: 300 from culture
Food consumption: -20
Public order: +7
Unlocks

Warlord's Hold (from Meeting Hall)
Level 2 · 5,000 gold · 5 turns
Enables agent recruitment: Champions
Wealth: 500 from culture
Food consumption: -50
Public order: +10- Needs technology: Sacred King
Unlocks

Warlord's Keep (from Warlord's Hold)
Level 3 · 8,000 gold · 6 turns
Enables agent recruitment: Champions
Wealth: 825 from culture
Food consumption: -100
Unit experience: +1 for all recruits
Public order: +13
Army recruitment capacity: +1- Needs technology: Royal Council
Unlocks

Warlord's Castle (from Warlord's Keep)
Level 4 · 15,000 gold · 8 turns
Enables agent recruitment: Champions
Maximum amount of active Champions increased by +1 (factionwide)
Wealth: 1500 from culture
Food consumption: -150
Unit experience: +2 for all recruits
Public order: +16
Public order: +1 from established authority (all provinces)
Army recruitment capacity: +2- Needs technology: Patrimonial Monarch
Unlocks

Great Hall (from Meeting Hall)
Level 2 · 4,000 gold · 5 turns
Wealth: 500 from culture
Food consumption: -50
Public order: +7
Research rate: +10% (factionwide)- Needs technology: Local Traditions
Unlocks

Hall of Elders (from Great Hall)
Level 3 · 6,000 gold · 6 turns
Wealth: 825 from culture
Food consumption: -100
Public order: +9
Research rate: +15% (factionwide)- Needs technology: Royal Household
Unlocks

Tavern (from Meeting Hall)
Level 2 · 5,000 gold · 5 turns
Wealth: 1000 from culture
Food consumption: -50
Public order: +13
Immigration public order penalties: -15%
Squalor: +3- Needs technology: Local Traditions
Unlocks

Mead Hall (from Tavern)
Level 3 · 8,000 gold · 6 turns
Wealth: 1650 from culture
Food consumption: -100
Public order: +17
Immigration public order penalties: -30%
Squalor: +6- Needs technology: Royal Household
Unlocks

Market Stalls (from Town Centre)
Level 1 · 2,500 gold · 4 turns
Enables agent recruitment: Spies
Wealth: 750 from commerce
Public order: -1
Squalor: +1

Amber Trader (from Market Stalls)
Level 2 · 5,000 gold · 5 turns
Enables agent recruitment: Spies
Road Development: 20
Wealth: 1500 from commerce
Public order: -2
Squalor: +2- Needs technology: Tolls & Customs
Unlocks

Amber Market (from Amber Trader)
Level 3 · 8,000 gold · 6 turns
Enables agent recruitment: Spies
Road Development: 30
Wealth: 2500 from commerce
Public order: -4
Squalor: +4- Needs technology: Royal Minting

Trade Depot (from Market Stalls)
Level 2 · 4,000 gold · 5 turns
Enables agent recruitment: Spies
Wealth: +5% from all buildings (province to each region)
Wealth: 625 from commerce
Food: +40 from commerce
Public order: -2
Squalor: +2- Needs technology: Community Markets

Fairground (from Trade Depot)
Level 3 · 6,000 gold · 6 turns
Enables agent recruitment: Spies
Wealth: +10% from all buildings (province to each region)
Wealth: 1000 from commerce
Food: +60 from commerce
Public order: -4
Squalor: +4- Needs technology: Tolls & Customs

Slave Trader (from Market Stalls)
Level 2 · 4,000 gold · 5 turns
Enables agent recruitment: Spies
Wealth: +10% from industrial buildings (province to each region)
Wealth: 875 from commerce
Public order: -2
Squalor: +2- Needs technology: Tolls & Customs

Slave Market (from Slave Trader)
Level 3 · 6,000 gold · 6 turns
Enables agent recruitment: Spies
Wealth: +15% from industrial buildings (province to each region)
Wealth: 1450 from commerce
Public order: -4
Squalor: +4- Needs technology: Royal Minting

Farm
9 levels · unlocks Salian Frankish Lancers, Sarmatian Mounted Skirmishers, Nordic Hurlers, Thrall Skirmishers, Germanic Hurlers, Scattershot Hurlers, Celtic Brigands, Alani Cavalry Warriors, Alani Mounted Tribesmen, Bagaudae, Nordic Skirmishers, Frankish Skirmishers, Barbed Skirmishers, Celtic Bows, Slavic Levy Skirmishers, Germanic Crossbowmen, Gothic Archers, Geoguth Javelinmen, Ebdani Raiders, Germanic Mounted Warband, Nordic Mounted Raiders, Saxon Mounted Warband, Celtic Cavalry Raiders, Alani Mounted Bows, Sarmatian Shock Cavalry, Sarmatian Heavy Cavalry, Slavic Raiders, Germanic Lancers, Gothic Lancers, Saxon Lancers, Cataphract Archers, Vandal Raiders, Viking Raiders, Barbed Lancers, Mormaer Cavalry, Ebdani Cavalry Raiders, Viking Raider Cavalry
Farm
9 levels · unlocks Salian Frankish Lancers, Sarmatian Mounted Skirmishers, Nordic Hurlers, Thrall Skirmishers, Germanic Hurlers, Scattershot Hurlers, Celtic Brigands, Alani Cavalry Warriors, Alani Mounted Tribesmen, Bagaudae, Nordic Skirmishers, Frankish Skirmishers, Barbed Skirmishers, Celtic Bows, Slavic Levy Skirmishers, Germanic Crossbowmen, Gothic Archers, Geoguth Javelinmen, Ebdani Raiders, Germanic Mounted Warband, Nordic Mounted Raiders, Saxon Mounted Warband, Celtic Cavalry Raiders, Alani Mounted Bows, Sarmatian Shock Cavalry, Sarmatian Heavy Cavalry, Slavic Raiders, Germanic Lancers, Gothic Lancers, Saxon Lancers, Cataphract Archers, Vandal Raiders, Viking Raiders, Barbed Lancers, Mormaer Cavalry, Ebdani Cavalry Raiders, Viking Raider Cavalry

Farmstead
Ruin · 1,000 gold · 2 turns
Wealth: 60 from agriculture
Additional wealth: +18 from agriculture per local fertility level
Food: +16 from agriculture
Additional food: +5 per local fertility level
Unlocks

Fields (from Farmstead)
Level 1 · 1,500 gold · 3 turns
Wealth: 30 from agriculture
Additional wealth: +25 from agriculture per local fertility level
Food: +20 from agriculture
Additional food: +14 per local fertility level
Public order: -1
Unlocks

Enclosed Fields (from Fields)
Level 2 · 2,500 gold · 4 turns
Wealth: 50 from agriculture
Additional wealth: +45 from agriculture per local fertility level
Food: +30 from agriculture
Additional food: +20 per local fertility level
Public order: -3
Squalor: +2- Needs technology: Labour Service
Unlocks

Irrigated Fields (from Enclosed Fields)
Level 3 · 4,000 gold · 5 turns
Wealth: 80 from agriculture
Additional wealth: +75 from agriculture per local fertility level
Food: +40 from agriculture
Additional food: +28 per local fertility level
Public order: -5
Squalor: +4
Army recruitment capacity: +1- Needs technology: Serfdom or Advanced Agriculture or Advanced Agriculture or Advanced Agriculture

Goat Herd (from Farmstead)
Level 1 · 1,500 gold · 3 turns
Wealth: 175 from animal husbandry
Additional wealth: +25 from animal husbandry per local fertility level
Food: +40 from animal husbandry
Additional food: +6 per local fertility level
Public order: -1

Goat Pens (from Goat Herd)
Level 2 · 2,500 gold · 4 turns
Wealth: 300 from animal husbandry
Additional wealth: +45 from animal husbandry per local fertility level
Food: +55 from animal husbandry
Additional food: +9 per local fertility level
Public order: -3
Squalor: +2- Needs technology: Community Property

Goat Barns (from Goat Pens)
Level 3 · 4,000 gold · 5 turns
Wealth: 450 from animal husbandry
Additional wealth: +75 from animal husbandry per local fertility level
Food: +70 from animal husbandry
Additional food: +12 per local fertility level
Public order: -5
Squalor: +4
Army recruitment capacity: +1- Needs technology: Manoral Lands

Pastures (from Farmstead)
Level 1 · 1,500 gold · 3 turns
Wealth: 180 from animal husbandry
Additional wealth: +54 from animal husbandry per local fertility level
Food: +20 from animal husbandry
Additional food: +6 per local fertility level
Public order: -1
Unlocks

Livestock Herd (from Pastures)
Level 2 · 2,500 gold · 4 turns
Wealth: 320 from animal husbandry
Additional wealth: +96 from animal husbandry per local fertility level
Food: +30 from animal husbandry
Additional food: +8 per local fertility level
Public order: -3
Squalor: +2
Horse breeding I: +5% battle speed for cavalry unit recruits- Needs technology: Manoral Lands
Unlocks

Livestock Pens (from Livestock Herd)
Level 3 · 4,000 gold · 5 turns
Wealth: 500 from animal husbandry
Additional wealth: +150 from animal husbandry per local fertility level
Food: +40 from animal husbandry
Additional food: +10 per local fertility level
Public order: -5
Squalor: +4
Horse breeding II: +10% battle speed for cavalry unit recruits
Army recruitment capacity: +1- Needs technology: Serfdom or Advanced Agriculture or Advanced Agriculture or Advanced Agriculture
Unlocks

Industry
15 levels · unlocks Gothic Levy, Germanic Band, Nordic Band, Celtic Axe Band, Slavic Axe Levy, Horse Hewers, Suebi Warriors, Germanic Bows, Nordic Bows, Onager, Onager, Captured Cheiroballistra, Celtic Onager, Celtic Bows, Onager, Slavic Levy Archers, Onager, Celtic Crossbows, Celtic Archers, Large Onager, Large Onager, Poison Archers, Germanic Brigands, Nordic Brigands, Langobard Clubmen, Celtic Band, Nordic Axe Warband, Alani Warriors, Slavic Large Shields, Horse Cutters, Burgundian Axemen, Nordic Axe Warriors
Industry
15 levels · unlocks Gothic Levy, Germanic Band, Nordic Band, Celtic Axe Band, Slavic Axe Levy, Horse Hewers, Suebi Warriors, Germanic Bows, Nordic Bows, Onager, Onager, Captured Cheiroballistra, Celtic Onager, Celtic Bows, Onager, Slavic Levy Archers, Onager, Celtic Crossbows, Celtic Archers, Large Onager, Large Onager, Poison Archers, Germanic Brigands, Nordic Brigands, Langobard Clubmen, Celtic Band, Nordic Axe Warband, Alani Warriors, Slavic Large Shields, Horse Cutters, Burgundian Axemen, Nordic Axe Warriors

Artisan
Ruin · 2,000 gold · 2 turns
Wealth: 300 from industry- Needs technology: Warrior Aristocracy
Unlocks

Wickermaker (from Artisan)
Level 1 · 3,000 gold · 3 turns
Wealth: 450 from industry
Wealth: +4% from commercial buildings (province to each region)
Public order: -2- Needs technology: Community Property

Basket Weaver (from Wickermaker)
Level 2 · 4,500 gold · 4 turns
Wealth: 750 from industry
Wealth: +7% from commercial buildings (province to each region)
Public order: -4
Squalor: +3- Needs technology: Craft Specialisation

Basket Weavers' Guild (from Basket Weaver)
Level 3 · 6,500 gold · 5 turns
Wealth: 1250 from industry
Wealth: +10% from commercial buildings (province to each region)
Public order: -8
Squalor: +6- Needs technology: Family Workshops

Bone Carver (from Artisan)
Level 1 · 3,000 gold · 3 turns
Wealth: 750 from industry
Public order: -3- Needs technology: Labour Service
Unlocks

Bone Crafter (from Bone Carver)
Level 2 · 4,500 gold · 4 turns
Wealth: 1200 from industry
Public order: -5
Squalor: +4- Needs technology: Exchange of Expertise

Bone Crafters' Guild (from Bone Crafter)
Level 3 · 6,500 gold · 5 turns
Wealth: 2000 from industry
Public order: -10
Squalor: +8- Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

Wood Carver (from Artisan)
Level 1 · 3,000 gold · 3 turns
Wealth: 350 from industry
Public order: -2- Needs technology: Roman Logistics System or Nordic Shipbuilding Techniques
Unlocks

Carpenter (from Wood Carver)
Level 2 · 4,500 gold · 4 turns
Wealth: 600 from industry
Public order: -5
Squalor: +3
Fletching I: +5% ammunition for missile unit recruits- Needs technology: Foreign Siege Methods
Unlocks

Carpenters' Guild (from Carpenter)
Level 3 · 6,500 gold · 5 turns
Wealth: 900 from industry
Public order: -10
Squalor: +6
Fletching II: +10% ammunition for missile unit recruits
Army recruitment capacity: +1- Needs technology: Advanced Siegecraft
Unlocks

Clay Pit (from Artisan)
Level 1 · 3,000 gold · 3 turns
Construction cost: -4% (province to each region)
Wealth: 450 from industry
Public order: -2- Needs technology: Land Laws

Lime Maker (from Clay Pit)
Level 2 · 4,500 gold · 4 turns
Construction cost: -7% (province to each region)
Wealth: 750 from industry
Public order: -4
Squalor: +3- Needs technology: Craft Specialisation

Plastermaker (from Lime Maker)
Level 3 · 6,500 gold · 5 turns
Construction cost: -10% (province to each region)
Wealth: 1250 from industry
Public order: -8
Squalor: +6- Needs technology: Exchange of Expertise

Smithy (from Artisan)
Level 1 · 3,000 gold · 3 turns
Wealth: 350 from industry
Public order: -2- Needs technology: Militarised Society
Unlocks

Steel Forge (from Smithy)
Level 2 · 4,500 gold · 4 turns
Wealth: 600 from industry
Public order: -5
Squalor: +3
Armour smithing I: +5% armour for all unit recruits
Weaponsmithing I: +5% melee damage for all unit recruits- Needs technology: Standardised Equipment
Unlocks

Smiths' Guild (from Steel Forge)
Level 3 · 6,500 gold · 5 turns
Wealth: 900 from industry
Public order: -10
Squalor: +6
Armour smithing II: +10% armour for all unit recruits
Weaponsmithing II: +10% melee damage for all unit recruits
Army recruitment capacity: +1- Needs technology: Organised Armour Production

Royal Household (Town)
4 levels · unlocks Freemen, Gothic Palatina Defectors, Hearth Guard, Antrustriones Cavalry Guard, Noble Germanic Swordsmen, Hirdmen, Huscarls, Protectores Defectors, Cateran Brigade, Fianna, Celtic Berserkers, Pictish Swordsmen, Slavic Warriors, Slavic Ambushers, Nordic Spear Masters, Royal Anstrutiones, Taifali Cavalry, Chosen Warriors, Horse Whisperers, King's Warband, Black Blades, Burgundian Mounted Axemen, Alani Heavy Cataphracts, Sarmatian Cataphract Lancers
Royal Household (Town)
4 levels · unlocks Freemen, Gothic Palatina Defectors, Hearth Guard, Antrustriones Cavalry Guard, Noble Germanic Swordsmen, Hirdmen, Huscarls, Protectores Defectors, Cateran Brigade, Fianna, Celtic Berserkers, Pictish Swordsmen, Slavic Warriors, Slavic Ambushers, Nordic Spear Masters, Royal Anstrutiones, Taifali Cavalry, Chosen Warriors, Horse Whisperers, King's Warband, Black Blades, Burgundian Mounted Axemen, Alani Heavy Cataphracts, Sarmatian Cataphract Lancers

Chieftain's House
Ruin · 2,000 gold · 3 turns
Wealth: 225 from culture
Public order: +3

Chieftain's Hall (from Chieftain's House)
Level 1 · 3,000 gold · 4 turns
Wealth: 300 from culture
Food consumption: -20
Public order: +7

Chieftain's Hold (from Chieftain's Hall)
Level 2 · 5,000 gold · 5 turns
Enables agent recruitment: Champions
Wealth: 500 from culture
Food consumption: -50
Public order: +10- Needs technology: Sacred King
Unlocks

Chieftain's Keep (from Chieftain's Hold)
Level 3 · 8,000 gold · 6 turns
Enables agent recruitment: Champions
Wealth: 825 from culture
Food consumption: -100
Unit experience: +1 for all recruits
Public order: +13
Army recruitment capacity: +1- Needs technology: Royal Council
Unlocks

Chieftain's Castle (from Chieftain's Keep)
Level 4 · 15,000 gold · 8 turns
Enables agent recruitment: Champions
Maximum amount of active Champions increased by +1 (factionwide)
Wealth: 1500 from culture
Food consumption: -150
Unit experience: +2 for all recruits
Public order: +16
Public order: +1 from established authority (all provinces)
Army recruitment capacity: +2- Needs technology: Patrimonial Monarch
Unlocks

Spice Trading Port
4 levels · unlocks März Archers, Spice Warriors, Mounted März Archers, Spice Guard
Spice Trading Port
4 levels · unlocks März Archers, Spice Warriors, Mounted März Archers, Spice Guard

Ruined Trade Docks
Ruin

Oriental Docks (from Ruined Trade Docks)
Level 1 · 2,000 gold · 2 turns
Road Development: 10
Wealth: 150 from maritime commerce
Resource production: 20 spices

Oriental Harbour (from Oriental Docks)
Level 2 · 3,000 gold · 4 turns
Road Development: 20
Wealth: 300 from maritime commerce
Public order: -2
Resource production: 40 spices
Squalor: +2

Oriental Port (from Oriental Harbour)
Level 3 · 5,000 gold · 6 turns
Road Development: 30
Wealth: 500 from maritime commerce
Public order: -4
Resource production: 80 spices
Squalor: +4
Unlocks

Spice Trading Port (from Oriental Port)
Level 4 · 8,000 gold · 8 turns
Road Development: 35
Wealth: 825 from maritime commerce
Public order: -6
Resource production: 160 spices
Squalor: +6- Needs technology: New Aristocracy
Unlocks

Dye Production
3 levels
Dye Production
3 levels

Dye Tubs
Ruin · 2,500 gold · 2 turns
Wealth: +2% from commercial buildings (province to each region)
Wealth: +2% from industrial buildings (province to each region)
Resource production: 20 purple dye

Dye Maker (from Dye Tubs)
Level 1 · 4,000 gold · 4 turns
Wealth: +4% from commercial buildings (province to each region)
Wealth: +4% from industrial buildings (province to each region)
Resource production: 40 purple dye
Squalor: +2

Dye Works (from Dye Maker)
Level 2 · 7,000 gold · 6 turns
Wealth: +6% from commercial buildings (province to each region)
Wealth: +6% from industrial buildings (province to each region)
Resource production: 80 purple dye
Squalor: +4

Dye Factory (from Dye Works)
Level 3 · 11,500 gold · 8 turns
Wealth: +8% from commercial buildings (province to each region)
Wealth: +8% from industrial buildings (province to each region)
Resource production: 160 purple dye
Squalor: +6- Needs technology: New Aristocracy

Fur Production
3 levels
Fur Production
3 levels

Hunting Grounds
Ruin · 2,500 gold · 2 turns
Wealth: 100 from commerce
Food: +30 from animal husbandry
Resource production: 20 furs

Hunting Lodges (from Hunting Grounds)
Level 1 · 4,000 gold · 4 turns
Wealth: 200 from commerce
Food: +50 from animal husbandry
Resource production: 40 furs
Squalor: +1

Fur Trader (from Hunting Lodges)
Level 2 · 7,000 gold · 6 turns
Wealth: 300 from commerce
Food: +70 from animal husbandry
Resource production: 80 furs
Squalor: +3

Fur Market (from Fur Trader)
Level 3 · 11,500 gold · 8 turns
Wealth: 500 from commerce
Food: +90 from animal husbandry
Resource production: 160 furs
Squalor: +5- Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

Goldmine
6 levels
Goldmine
6 levels

Gold Veins
Ruin · 2,500 gold · 2 turns
Wealth: 600 from industry
Wealth: +10% from commercial buildings (province to each region)
Public order: -2
Squalor: +1

Goldsmith (from Gold Veins)
Level 1 · 4,000 gold · 4 turns
Wealth: 1200 from commerce
Trade income: +5% trade agreement tariffs (factionwide)
Public order: -5
Squalor: +3

Jewelsmith (from Goldsmith)
Level 2 · 7,000 gold · 6 turns
Wealth: 2000 from commerce
Trade income: +10% trade agreement tariffs (factionwide)
Public order: -10
Squalor: +6

Jeweller (from Jewelsmith)
Level 3 · 11,500 gold · 8 turns
Wealth: 3000 from commerce
Trade income: +15% trade agreement tariffs (factionwide)
Public order: -15
Squalor: +10- Needs technology: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Small Gold Mine (from Gold Veins)
Level 1 · 4,000 gold · 4 turns
Wealth: 1200 from industry
Public order: -5
Squalor: +3

Gold Mine (from Small Gold Mine)
Level 2 · 7,000 gold · 6 turns
Wealth: 1500 from industry
Public order: -10
Squalor: +6

Deep Gold Mine (from Gold Mine)
Level 3 · 11,500 gold · 8 turns
Wealth: 2500 from industry
Public order: -15
Squalor: +10- Needs technology: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Iron Production
6 levels
Iron Production
6 levels

Iron Smelter
Ruin · 2,000 gold · 2 turns
Resource production: 20 iron

Weaponsmith (from Iron Smelter)
Level 1 · 4,000 gold · 4 turns
Recruitment cost: -5% for land units
Public order: -1
Resource production: 20 iron
Squalor: +2
Army recruitment capacity: +1

Forge (from Weaponsmith)
Level 2 · 7,000 gold · 6 turns
Recruitment cost: -10% for land units
Public order: -2
Resource production: 20 iron
Squalor: +4
Army recruitment capacity: +1

Grand Forge (from Forge)
Level 3 · 11,500 gold · 8 turns
Recruitment cost: -15% for land units
Public order: -4
Resource production: 20 iron
Squalor: +6
Army recruitment capacity: +2- Needs technology: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Toolmaker (from Iron Smelter)
Level 1 · 3,000 gold · 4 turns
Wealth: +5% from industrial and agricultural buildings (province to each region)
Public order: -1
Resource production: 40 iron
Squalor: +2

Ironsmith (from Toolmaker)
Level 2 · 5,000 gold · 6 turns
Wealth: +10% from industrial and agricultural buildings (province to each region)
Public order: -2
Resource production: 80 iron
Squalor: +4

Foundry (from Ironsmith)
Level 3 · 8,000 gold · 8 turns
Wealth: +15% from industrial and agricultural buildings (province to each region)
Public order: -4
Resource production: 160 iron
Squalor: +6- Needs technology: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Lead Production
3 levels
Lead Production
3 levels

Lead Deposit
Ruin · 2,000 gold · 2 turns
Construction cost: -5% for sanitation buildings (province to each region)
Wealth: +5% from industrial buildings (province to each region)
Resource production: 20 lead

Lead Mine (from Lead Deposit)
Level 1 · 3,000 gold · 4 turns
Construction cost: -10% for sanitation buildings (province to each region)
Wealth: +10% from industrial buildings (province to each region)
Public order: -1
Resource production: 40 lead
Squalor: +2

Lead Smelter (from Lead Mine)
Level 2 · 5,000 gold · 6 turns
Construction cost: -20% for sanitation buildings (province to each region)
Wealth: +15% from industrial buildings (province to each region)
Public order: -2
Resource production: 80 lead
Squalor: +4

Glass Workshop (from Lead Smelter)
Level 3 · 8,000 gold · 8 turns
Construction cost: -40% for sanitation buildings (province to each region)
Wealth: +20% from industrial buildings (province to each region)
Public order: -4
Resource production: 160 lead
Squalor: +6- Needs technology: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Marble Production
6 levels
Marble Production
6 levels

Marble Stonecutter
Ruin · 1,500 gold · 2 turns
Resource production: 20 marble

Column Carver (from Marble Stonecutter)
Level 1 · 3,000 gold · 4 turns
Construction cost: -5% (province to each region)
Wealth: +5% from cultural buildings (province to each region)
Public order: -1
Resource production: 20 marble
Religious influence: +1 state religion
Squalor: +2

Statue Carver (from Column Carver)
Level 2 · 5,000 gold · 6 turns
Construction cost: -10% (province to each region)
Wealth: +10% from cultural buildings (province to each region)
Public order: -2
Resource production: 20 marble
Religious influence: +2 state religion
Squalor: +4

Sculptor (from Statue Carver)
Level 3 · 8,000 gold · 8 turns
Construction cost: -15% (province to each region)
Wealth: +20% from cultural buildings (province to each region)
Public order: -4
Resource production: 20 marble
Religious influence: +3 state religion
Squalor: +6- Needs technology: Family Workshops

Small Marble Quarry (from Marble Stonecutter)
Level 1 · 3,000 gold · 4 turns
Wealth: 600 from industry
Public order: -2
Resource production: 40 marble
Squalor: +2

Marble Quarry (from Small Marble Quarry)
Level 2 · 5,000 gold · 6 turns
Wealth: 1000 from industry
Public order: -4
Resource production: 80 marble
Squalor: +4

Marble Quarry Complex (from Marble Quarry)
Level 3 · 8,000 gold · 8 turns
Wealth: 1650 from industry
Public order: -8
Resource production: 160 marble
Squalor: +6- Needs technology: Family Workshops

Olive Production
3 levels
Olive Production
3 levels

Olive Trees
Ruin · 1,500 gold · 2 turns
Wealth: +5% from commercial buildings (province to each region)
Food: +50 from reserves
Resource production: 20 olive oil

Olive Orchards (from Olive Trees)
Level 1 · 3,000 gold · 4 turns
Wealth: +10% from commercial buildings (province to each region)
Food: +90 from reserves
Resource production: 40 olive oil
Squalor: +1

Olive Press (from Olive Orchards)
Level 2 · 5,000 gold · 6 turns
Wealth: +15% from commercial buildings (province to each region)
Food: +130 from reserves
Resource production: 80 olive oil
Squalor: +3

Olive Oil Mill (from Olive Press)
Level 3 · 8,000 gold · 8 turns
Wealth: +20% from commercial buildings (province to each region)
Food: +170 from reserves
Resource production: 160 olive oil
Squalor: +5- Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

Salt Production
3 levels
Salt Production
3 levels

Salt Deposit
Ruin · 2,000 gold · 2 turns
Wealth: 120 from industry
Food: +30 from reserves
Resource production: 20 salt

Saltworks (from Salt Deposit)
Level 1 · 3,000 gold · 4 turns
Wealth: 240 from industry
Food: +50 from reserves
Public order: -1
Resource production: 40 salt
Squalor: +2

Large Saltworks (from Saltworks)
Level 2 · 5,000 gold · 6 turns
Wealth: 450 from industry
Food: +70 from reserves
Public order: -2
Resource production: 80 salt
Squalor: +4

Salt Trading Post (from Large Saltworks)
Level 3 · 8,000 gold · 8 turns
Wealth: 900 from industry
Food: +90 from reserves
Public order: -4
Resource production: 160 salt
Squalor: +6- Needs technology: Master Craftsmen or Advanced Silverwork or Advanced Silverwork or Advanced Silverwork

Silk Road
3 levels
Silk Road
3 levels

Silk Road Resthouse
Ruin · 2,500 gold · 2 turns
Road Development: 10
Wealth: +5% from commercial buildings (province to each region)
Resource production: 20 textiles

Silk Road Tradehouse (from Silk Road Resthouse)
Level 1 · 4,000 gold · 4 turns
Road Development: 20
Wealth: +10% from commercial buildings (province to each region)
Public order: -1
Resource production: 40 textiles
Squalor: +2

Silk Road Market (from Silk Road Tradehouse)
Level 2 · 7,000 gold · 6 turns
Road Development: 30
Wealth: +15% from commercial buildings (province to each region)
Public order: -2
Resource production: 80 textiles
Squalor: +4

Silk Road Bazaar (from Silk Road Market)
Level 3 · 11,500 gold · 8 turns
Road Development: 35
Wealth: +20% from commercial buildings (province to each region)
Public order: -4
Resource production: 160 textiles
Squalor: +6- Needs technology: New Aristocracy

Wine Production
6 levels
Wine Production
6 levels

Orchards
Ruin · 2,500 gold · 2 turns
Food: +50 from agriculture
Public order: +3
Resource production: 20 wine

Fruit Orchard (from Orchards)
Level 1 · 3,000 gold · 4 turns
Food: +90 from agriculture
Public order: +3
Resource production: 20 wine
Squalor: +1

Fruit Plantation (from Fruit Orchard)
Level 2 · 5,000 gold · 6 turns
Food: +130 from agriculture
Public order: +4
Resource production: 20 wine
Squalor: +3

Fruit Dryer (from Fruit Plantation)
Level 3 · 8,000 gold · 8 turns
Food: +170 from agriculture
Public order: +5
Resource production: 20 wine
Squalor: +5- Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

Vineyard (from Orchards)
Level 1 · 4,000 gold · 4 turns
Food: +50 from agriculture
Public order: +5
Resource production: 40 wine
Squalor: +1

Grape Press (from Vineyard)
Level 2 · 7,000 gold · 6 turns
Food: +70 from agriculture
Public order: +7
Resource production: 80 wine
Squalor: +3

Winery (from Grape Press)
Level 3 · 11,500 gold · 8 turns
Food: +90 from agriculture
Public order: +9
Resource production: 160 wine
Squalor: +5- Needs technology: Tithes or Payment in Gold or Payment in Gold or Payment in Gold

Wood Production
3 levels
Wood Production
3 levels

Prime Forest
Ruin · 2,000 gold · 2 turns
Wealth: +5% from industrial buildings (province to each region)
Resource production: 20 timber

Woodcutter (from Prime Forest)
Level 1 · 3,000 gold · 4 turns
Wealth: +10% from industrial buildings (province to each region)
Resource production: 40 timber

Logging Camp (from Woodcutter)
Level 2 · 5,000 gold · 6 turns
Wealth: +15% from industrial buildings (province to each region)
Resource production: 80 timber

Lumber Camp (from Logging Camp)
Level 3 · 8,000 gold · 8 turns
Wealth: +20% from industrial buildings (province to each region)
Resource production: 160 timber- Needs technology: Family Workshops
Religion

Eastern Christianity
3 levels
Eastern Christianity
3 levels

Monks' Quarters
Ruin · 1,500 gold · 2 turns
Enables agent recruitment: Priests
Corruption: -1% of current value
Food consumption: -30
Public order: +3
Religious influence: +4 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Cave Church (from Monks' Quarters)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Corruption: -2% of current value
Food consumption: -60
Public order: +5
Religious influence: +6 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Rock-Cut Church (from Cave Church)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Corruption: -3% of current value
Food consumption: -90
Public order: +7
Religious influence: +8 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Cathedral of Zion (from Rock-Cut Church)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Corruption: -4% of current value
Food consumption: -125
Public order: +10
Religious influence: +10 Eastern Christianity
Religious osmosis: +1 Eastern Christianity

Eastern Christianity
2 levels
Eastern Christianity
2 levels

Desert Hermitage
Ruin · 1,500 gold · 2 turns
Food consumption: -10
Upkeep cost: -10% for all units in region
Public order: +2
Religious influence: +3 Eastern Christianity

Stylite Column (from Desert Hermitage)
Level 1 · 3,000 gold · 3 turns
Food consumption: -30
Upkeep cost: -20% for all units in region (local armies)
Public order: +4
Religious influence: +5 Eastern Christianity

Clifftop Monastery (from Stylite Column)
Level 2 · 4,500 gold · 4 turns
Food consumption: -50
Upkeep cost: -30% for all units in region (local armies)
Public order: +6
Religious influence: +7 Eastern Christianity

Judaism
3 levels
Judaism
3 levels

Torah Shrine
Ruin · 1,500 gold · 2 turns
Enables agent recruitment: Priests
Food consumption: -30
Public order: +3
Religious influence: +4 Judaism
Religious osmosis: +1 Judaism
Research rate: +5% (factionwide)

Mishnah House (from Torah Shrine)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +5
Religious influence: +6 Judaism
Religious osmosis: +1 Judaism
Research rate: +10% (factionwide)

Talmud Centre (from Mishnah House)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -90
Public order: +7
Religious influence: +8 Judaism
Religious osmosis: +1 Judaism
Research rate: +15% (factionwide)

Synagogue of the Chosen (from Talmud Centre)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -125
Public order: +10
Religious influence: +10 Judaism
Religious osmosis: +1 Judaism
Research rate: +20% (factionwide)

Judaism
2 levels
Judaism
2 levels

River Mikve
Ruin · 1,500 gold · 2 turns
Food consumption: -10
Public order: +2
Religious influence: +3 Judaism
Sanitation: +2 to all regions in this province (province to each region)

Buried Mikve (from River Mikve)
Level 1 · 3,000 gold · 3 turns
Food consumption: -30
Public order: +4
Religious influence: +5 Judaism
Sanitation: +4 to all regions in this province (province to each region)

Monumental Mikve (from Buried Mikve)
Level 2 · 4,500 gold · 4 turns
Food consumption: -50
Public order: +6
Religious influence: +7 Judaism
Sanitation: +6 to all regions in this province (province to each region)

Religion
4 levels
Religion
4 levels

Arian Patriarchal Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Arian Christianity

Arian Patriarchal Church (from Arian Patriarchal Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Arian Christianity

Arian Patriarchal Basilica (from Arian Patriarchal Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Arian Christianity

Arian Partriarchal Cathedral (from Arian Patriarchal Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Arian Christianity

Arian Patriarchal See (from Arian Partriarchal Cathedral)
Level 4 · 25,000 gold · 8 turns · upkeep 3,000
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Public order: +15
Religious influence: +15 Arian Christianity
Religious influence: +1 state religion (all regions)
Religious osmosis: +1 Arian Christianity

Religion
6 levels
Religion
6 levels

Arian Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Arian Christianity

Arian Church (from Arian Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Arian Christianity

Arian Basilica (from Arian Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Arian Christianity- Needs technology: Land for Loyalty

Arian Cathedral (from Arian Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Arian Christianity- Needs technology: New Aristocracy

Arian Hermitage (from Arian Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Wealth: +5% from agricultural and animal husbandry buildings (province to each region)
Food: +30 from agriculture
Religious influence: +4 Arian Christianity
Religious osmosis: +1 Arian Christianity

Arian Monastery (from Arian Hermitage)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Wealth: +10% from agricultural and animal husbandry buildings (province to each region)
Food: +40 from agriculture
Religious influence: +5 Arian Christianity
Religious osmosis: +2 Arian Christianity- Needs technology: Land for Loyalty

Monastic Estates (from Arian Monastery)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Wealth: +15% from agricultural and animal husbandry buildings (province to each region)
Food: +50 from agriculture
Religious influence: +6 Arian Christianity
Religious osmosis: +3 Arian Christianity- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Arian Baptistry
Ruin · 2,000 gold · 2 turns · upkeep 100
Public order: +2
Religious influence: +1 Arian Christianity

Arian Shrine (from Arian Baptistry)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +2 Arian Christianity

Arian Martyrium (from Arian Shrine)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Public order: +4
Religious influence: +3 Arian Christianity- Needs technology: Land for Loyalty

Arian Sanctuary (from Arian Martyrium)
Level 3 · 8,000 gold · 5 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +4 Arian Christianity- Needs technology: New Aristocracy

Religion
4 levels
Religion
4 levels

Latin Patriarchal Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Latin Christianity

Latin Patriarchal Church (from Latin Patriarchal Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +4
Religious influence: +7 Latin Christianity

Latin Patriarchal Basilica (from Latin Patriarchal Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +6
Religious influence: +9 Latin Christianity

Latin Patriarchal Cathedral (from Latin Patriarchal Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +8
Religious influence: +12 Latin Christianity

Latin Patriarchal See (from Latin Patriarchal Cathedral)
Level 4 · 25,000 gold · 8 turns · upkeep 3,000
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Public order: +12
Religious influence: +15 Latin Christianity
Religious influence: +1 state religion (all regions)
Religious osmosis: +1 Latin Christianity

Religion
6 levels
Religion
6 levels

Latin Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Latin Christianity

Latin Church (from Latin Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +4
Religious influence: +6 Latin Christianity

Latin Basilica (from Latin Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +6
Religious influence: +9 Latin Christianity- Needs technology: Land for Loyalty

Latin Cathedral (from Latin Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +8
Religious influence: +12 Latin Christianity- Needs technology: New Aristocracy

Latin Hermitage (from Latin Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Religious influence: +4 Latin Christianity
Religious osmosis: +1 Latin Christianity
Sanitation: +6

Latin Monastery (from Latin Hermitage)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Religious influence: +5 Latin Christianity
Religious osmosis: +2 Latin Christianity
Sanitation: +10- Needs technology: Land for Loyalty

Monastic Hospice (from Latin Monastery)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Religious influence: +6 Latin Christianity
Religious osmosis: +3 Latin Christianity
Sanitation: +15- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Latin Baptistry
Ruin · 2,000 gold · 2 turns · upkeep 100
Public order: +2
Religious influence: +1 Latin Christianity

Latin Shrine (from Latin Baptistry)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +2 Latin Christianity

Latin Martyrium (from Latin Shrine)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Public order: +4
Religious influence: +3 Latin Christianity- Needs technology: Land for Loyalty

Latin Sanctuary (from Latin Martyrium)
Level 3 · 8,000 gold · 5 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +4 Latin Christianity- Needs technology: New Aristocracy

Religion
4 levels
Religion
4 levels

Cairnstones
Ruin · 2,500 gold · 3 turns
Food consumption: -20
Public order: +2
Religious influence: +3 Celtic paganism

Serpent Stone (from Cairnstones)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -40
Public order: +3
Religious influence: +5 Celtic paganism

Stone Circle (from Serpent Stone)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +4
Religious influence: +7 Celtic paganism- Needs technology: Land for Loyalty

Temple of Camulos (from Stone Circle)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -80
Public order: +5
Religious influence: +10 Celtic paganism- Needs technology: New Aristocracy

Temple of Belenus (from Temple of Camulos)
Level 4 · 13,000 gold · 6 turns
Enables agent recruitment: Priests
Food consumption: -140
Public order: +5
Public order: +1 from established authority (factionwide)
Religious influence: +13 Celtic paganism
Religious osmosis: +5 Celtic paganism

Religion
6 levels
Religion
6 levels

Holy Grounds
Ruin · 2,000 gold · 2 turns
Public order: +1
Religious influence: +1 Celtic paganism

Symbol Stones (from Holy Grounds)
Level 1 · 3,000 gold · 3 turns
Religious influence: +1 Celtic paganism
Religious osmosis: +1 Celtic paganism
Sanitation: +1 to all regions in this province (province to each region)

Celtic Burial Site (from Symbol Stones)
Level 2 · 5,000 gold · 4 turns
Religious influence: +1 Celtic paganism
Religious osmosis: +1 Celtic paganism
Sanitation: +2 to all regions in this province (province to each region)- Needs technology: Land for Loyalty

Celtic Barrows (from Celtic Burial Site)
Level 3 · 8,000 gold · 5 turns
Religious influence: +2 Celtic paganism
Religious osmosis: +1 Celtic paganism
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: New Aristocracy

Sacred Well (from Holy Grounds)
Level 1 · 3,000 gold · 3 turns · upkeep 60
Public order: +2
Religious influence: +2 Celtic paganism

Sacred Marsh (from Sacred Well)
Level 2 · 5,000 gold · 4 turns · upkeep 120
Public order: +3
Religious influence: +3 Celtic paganism- Needs technology: Land for Loyalty

Sacrificial Grounds (from Sacred Marsh)
Level 3 · 8,000 gold · 5 turns · upkeep 240
Enables agent recruitment: Priests
Unit experience: +1 for all recruits
Public order: +3
Religious influence: +4 Celtic paganism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Hunters' Shrine
Ruin · 2,500 gold · 3 turns
Food consumption: -20
Public order: +2
Religious influence: +3 Germanic paganism

Warriors' Shrine (from Hunters' Shrine)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -40
Public order: +3
Religious influence: +5 Germanic paganism

Blood Altar (from Warriors' Shrine)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +4
Religious influence: +7 Germanic paganism- Needs technology: Land for Loyalty

Temple of Wodan (from Blood Altar)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -80
Public order: +5
Religious influence: +10 Germanic paganism- Needs technology: New Aristocracy

Religion
6 levels
Religion
6 levels

Sacred Ground
Ruin · 2,000 gold · 2 turns
Public order: +1
Religious influence: +1 Germanic paganism

Germanic Standing Stone (from Sacred Ground)
Level 1 · 3,000 gold · 3 turns
Religious influence: +1 Germanic paganism
Religious osmosis: +1 Germanic paganism
Sanitation: +1 to all regions in this province (province to each region)

Germanic Burial Site (from Germanic Standing Stone)
Level 2 · 5,000 gold · 4 turns
Religious influence: +1 Germanic paganism
Religious osmosis: +1 Germanic paganism
Sanitation: +2 to all regions in this province (province to each region)- Needs technology: Land for Loyalty

Germanic Barrows (from Germanic Burial Site)
Level 3 · 8,000 gold · 5 turns
Religious influence: +2 Germanic paganism
Religious osmosis: +1 Germanic paganism
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: New Aristocracy

Sacred Grove (from Sacred Ground)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Growth: +1
Public order: +2
Religious influence: +1 Germanic paganism

Sacred Forest (from Sacred Grove)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Growth: +1
Public order: +3
Religious influence: +2 Germanic paganism- Needs technology: Land for Loyalty

Irminsul (from Sacred Forest)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -50
Growth: +2
Public order: +4
Religious influence: +3 Germanic paganism- Needs technology: New Aristocracy

Religion
7 levels
Religion
7 levels

Consecrated Ground
Ruin · 2,500 gold · 3 turns
Food consumption: -30
Public order: +3
Religious influence: +3 Roman paganism

Sacred Shrine (from Consecrated Ground)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +5
Religious influence: +5 Roman paganism

Temple Precinct (from Sacred Shrine)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -90
Public order: +7
Religious influence: +7 Roman paganism- Needs technology: Land for Loyalty

Imperial Cult Basilica (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -125
Public order: +10
Religious influence: +8 Roman paganism
Religious osmosis: +1 Roman paganism- Needs technology: New Aristocracy

Basilica of Hermes (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Agent recruit experience: +1 for spies
Wealth: +20% from commercial buildings (province to each region)
Food consumption: -125
Public order: +10
Religious influence: +10 Roman paganism- Needs technology: New Aristocracy

Basilica of Isis (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Wealth: +15% from agricultural buildings (province to each region)
Food consumption: -125
Growth: +4
Public order: +10
Religious influence: +10 Roman paganism- Needs technology: New Aristocracy

Serapeum (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Wealth: +20% from cultural buildings (province to each region)
Food consumption: -125
Public order: +10
Religious influence: +10 Roman paganism- Needs technology: New Aristocracy

Basilica of Sol Invictus (from Temple Precinct)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Champions
Enables agent recruitment: Priests
Food consumption: -125
Unit experience: +1 for all recruits
Public order: +8
Religious influence: +10 Roman paganism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Statue of the Divine
Ruin · 2,000 gold · 2 turns
Religious influence: +1 Roman paganism

Sculpture of the Divine (from Statue of the Divine)
Level 1 · 3,000 gold · 3 turns
Religious influence: +2 Roman paganism

Column of the Divine (from Sculpture of the Divine)
Level 2 · 5,000 gold · 4 turns
Religious influence: +3 Roman paganism- Needs technology: Land for Loyalty

Altar of the Di Superi (from Column of the Divine)
Level 3 · 8,000 gold · 5 turns
Religious influence: +4 Roman paganism- Needs technology: New Aristocracy

Religion
6 levels
Religion
6 levels

Manichaeist Chapel
Ruin · 2,500 gold · 3 turns
Food consumption: -30
Religious influence: +3 Manichaeism

Manichaeist Temple (from Manichaeist Chapel)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Immigration public order penalties: -5%
Religious influence: +5 Manichaeism

Manichaeist Temple Complex (from Manichaeist Temple)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -90
Immigration public order penalties: -10%
Religious influence: +7 Manichaeism- Needs technology: Land for Loyalty

Manichaeist Basilica (from Manichaeist Temple Complex)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Food consumption: -125
Immigration public order penalties: -20%
Religious influence: +10 Manichaeism- Needs technology: New Aristocracy

Manichaeist Hermitage (from Manichaeist Chapel)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Wealth: 300 from culture
Wealth: +5% from cultural buildings (province to each region)
Food consumption: -60
Religious influence: +4 Manichaeism
Religious osmosis: +1 Manichaeism

Manichaeist Monastery (from Manichaeist Hermitage)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Wealth: 500 from culture
Wealth: +10% from cultural buildings (province to each region)
Food consumption: -90
Religious influence: +5 Manichaeism
Religious osmosis: +2 Manichaeism- Needs technology: Land for Loyalty

Manichaeist Library (from Manichaeist Monastery)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Wealth: 750 from culture
Wealth: +20% from cultural buildings (province to each region)
Food consumption: -125
Religious influence: +6 Manichaeism
Religious osmosis: +3 Manichaeism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Shrine of Mani
Ruin · 2,000 gold · 2 turns
Food consumption: -10
Immigration public order penalties: -2%
Religious influence: +1 Manichaeism

Moon Shrine (from Shrine of Mani)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Immigration public order penalties: -4%
Religious influence: +2 Manichaeism

Sun Shrine (from Moon Shrine)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Immigration public order penalties: -6%
Religious influence: +3 Manichaeism- Needs technology: Land for Loyalty

Shrine of Light (from Sun Shrine)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -40
Immigration public order penalties: -10%
Religious influence: +4 Manichaeism- Needs technology: New Aristocracy

Religion
4 levels
Religion
4 levels

Greek Patriarchal Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Greek Christianity

Greek Patriarchal Church (from Greek Patriarchal Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Greek Christianity

Greek Patriarchal Basilica (from Greek Patriarchal Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Greek Christianity

Greek Patriarchal Cathedral (from Greek Patriarchal Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Greek Christianity

Greek Patriarchal See (from Greek Patriarchal Cathedral)
Level 4 · 25,000 gold · 8 turns · upkeep 3,000
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Public order: +15
Religious influence: +15 Greek Christianity
Religious influence: +1 state religion (all regions)
Religious osmosis: +1 Greek Christianity

Religion
6 levels
Religion
6 levels

Greek Chapel
Ruin · 2,500 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +3 Greek Christianity

Greek Church (from Greek Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +5 Greek Christianity

Greek Basilica (from Greek Church)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Public order: +7
Religious influence: +7 Greek Christianity- Needs technology: Land for Loyalty

Greek Cathedral (from Greek Basilica)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Public order: +10
Religious influence: +10 Greek Christianity- Needs technology: New Aristocracy

Greek Hermitage (from Greek Chapel)
Level 1 · 4,000 gold · 4 turns · upkeep 600
Enables agent recruitment: Priests
Religious influence: +4 Greek Christianity
Religious osmosis: +1 Greek Christianity
Research rate: +4% (factionwide)

Greek Monastery (from Greek Hermitage)
Level 2 · 7,000 gold · 5 turns · upkeep 1,000
Enables agent recruitment: Priests
Religious influence: +5 Greek Christianity
Religious osmosis: +2 Greek Christianity
Research rate: +15% (factionwide)- Needs technology: Land for Loyalty

Greek Monastic School (from Greek Monastery)
Level 3 · 11,500 gold · 6 turns · upkeep 1,500
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Religious influence: +6 Greek Christianity
Religious osmosis: +3 Greek Christianity
Research rate: +25% (factionwide)- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Greek Baptistry
Ruin · 2,000 gold · 2 turns · upkeep 100
Public order: +2
Religious influence: +1 Greek Christianity

Greek Shrine (from Greek Baptistry)
Level 1 · 3,000 gold · 3 turns · upkeep 200
Public order: +3
Religious influence: +2 Greek Christianity

Greek Martyrium (from Greek Shrine)
Level 2 · 5,000 gold · 4 turns · upkeep 400
Public order: +4
Religious influence: +3 Greek Christianity- Needs technology: Land for Loyalty

Greek Sanctuary (from Greek Martyrium)
Level 3 · 8,000 gold · 5 turns · upkeep 600
Enables agent recruitment: Priests
Public order: +5
Religious influence: +4 Greek Christianity- Needs technology: New Aristocracy

Religion
0 levels
Religion
0 levels

Shrine of a Dark Cult
Ruin · 10,000 gold · 5 turns
Wealth: 800 from culture
Wealth: +30% from immigration
Public order: +20
Immigration public order penalties: -30%
Religious influence: +6 minor religions
Religious osmosis: +2 Minor Religions
Squalor: +12

Religion
3 levels
Religion
3 levels

Lightning Shrine
Ruin · 2,500 gold · 3 turns
Religious influence: +3 Tengrism

Sky Shrine (from Lightning Shrine)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Religious influence: +5 Tengrism

Celestial Temple (from Sky Shrine)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Religious influence: +7 Tengrism- Needs technology: Land for Loyalty

Temple of the Eternal Sky (from Celestial Temple)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Religious influence: +10 Tengrism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Totem Carver
Ruin · 2,000 gold · 2 turns
Religious influence: +1 Tengrism

Shaman's Tent (from Totem Carver)
Level 1 · 3,000 gold · 3 turns
Religious influence: +2 Tengrism

Shamanic Circle (from Shaman's Tent)
Level 2 · 5,000 gold · 4 turns
Religious influence: +3 Tengrism- Needs technology: Land for Loyalty

Ancestral Altar (from Shamanic Circle)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Religious influence: +4 Tengrism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Burial Platform
Ruin · 2,500 gold · 3 turns
Religious influence: +1 Zoroastrianism
Sanitation: +2
Sanitation: +1 to all regions in this province (province to each region)

Tower of Silence (from Burial Platform)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Religious influence: +1 Zoroastrianism
Religious osmosis: +1 Zoroastrianism
Sanitation: +3
Sanitation: +2 to all regions in this province (province to each region)

Ossuary (from Tower of Silence)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Religious influence: +2 Zoroastrianism
Religious osmosis: +1 Zoroastrianism
Sanitation: +4
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: Land for Loyalty

Astudan (from Ossuary)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Religious influence: +3 Zoroastrianism
Religious osmosis: +1 Zoroastrianism
Sanitation: +5
Sanitation: +4 to all regions in this province (province to each region)- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Holy Brazier
Ruin · 2,500 gold · 3 turns
Food consumption: -30
Public order: +3
Religious influence: +3 Zoroastrianism

Fire Altar (from Holy Brazier)
Level 1 · 4,000 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Public order: +5
Religious influence: +5 Zoroastrianism

Fire Temple (from Fire Altar)
Level 2 · 7,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -90
Public order: +7
Religious influence: +7 Zoroastrianism- Needs technology: Land for Loyalty

Temple of Great Fires (from Fire Temple)
Level 3 · 11,500 gold · 6 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Food consumption: -125
Public order: +12
Religious influence: +10 Zoroastrianism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Sacred Site
Ruin · 2,000 gold · 2 turns
Food consumption: -10
Public order: +1
Religious influence: +1 Zoroastrianism

Sacred Hill (from Sacred Site)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Public order: +2
Religious influence: +2 Zoroastrianism

Hilltop Shrine (from Sacred Hill)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Public order: +3
Religious influence: +3 Zoroastrianism- Needs technology: Land for Loyalty

Pirangah (from Hilltop Shrine)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -50
Public order: +4
Religious influence: +4 Zoroastrianism- Needs technology: New Aristocracy

Religion
3 levels
Religion
3 levels

Sacred Grove of Perun
Ruin · 1,500 gold · 2 turns
Food consumption: -20
Replenishment: +5%
Public order: +2
Religious influence: +3 Slavic paganism
Religious osmosis: +1 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Shrine of Perun (from Sacred Grove of Perun)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Food consumption: -40
Replenishment: +10%
Public order: +3
Religious influence: +5 Slavic paganism
Religious osmosis: +2 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Sanctuary of Perun (from Shrine of Perun)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Food consumption: -60
Replenishment: +15%
Public order: +4
Religious influence: +7 Slavic paganism
Religious osmosis: +3 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Temple of Perun (from Sanctuary of Perun)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -80
Replenishment: +20%
Public order: +5
Religious influence: +10 Slavic paganism
Religious osmosis: +4 Slavic paganism
Enables the Last Stand ability for all Slavic units. (armies in province)

Religion
3 levels
Religion
3 levels

Sacred Grove of Mokosh
Ruin · 2,000 gold · 2 turns
Food consumption: -10
Irrigation: +1 fertility bonus in this province
Growth: +1
Public order: +1
Religious influence: +1 Slavic paganism

Shrine of Mokosh (from Sacred Grove of Mokosh)
Level 1 · 3,000 gold · 3 turns
Food consumption: -20
Irrigation: +1 fertility bonus in this province
Growth: +1
Public order: +2
Religious influence: +2 Slavic paganism

Sanctuary of Mokosh (from Shrine of Mokosh)
Level 2 · 5,000 gold · 4 turns
Food consumption: -30
Irrigation: +2 fertility bonus in this province
Growth: +2
Public order: +3
Religious influence: +3 Slavic paganism

Temple of Mokosh (from Sanctuary of Mokosh)
Level 3 · 8,000 gold · 5 turns
Enables agent recruitment: Priests
Food consumption: -50
Irrigation: +3 fertility bonus in this province
Growth: +3
Public order: +4
Religious influence: +4 Slavic paganism

Semitic Paganism
3 levels
Semitic Paganism
3 levels

Altar of the Ibex
Ruin · 1,500 gold · 2 turns
Enables agent recruitment: Priests
Wealth: +10% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -30
Public order: +3
Religious influence: +3 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Shrine of Athtar (from Altar of the Ibex)
Level 1 · 3,000 gold · 3 turns
Enables agent recruitment: Priests
Wealth: +20% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -60
Public order: +5
Religious influence: +5 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Temple of the Moon (from Shrine of Athtar)
Level 2 · 4,500 gold · 4 turns
Enables agent recruitment: Priests
Wealth: +30% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -90
Public order: +7
Religious influence: +7 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Enclosure of Almaqah (from Temple of the Moon)
Level 3 · 6,000 gold · 5 turns
Enables agent recruitment: Priests
Maximum amount of active Priests increased by +1 (factionwide)
Wealth: +40% from agricultural and animal husbandry buildings (province to each region)
Food consumption: -125
Public order: +10
Religious influence: +10 Semitic Paganism
Religious osmosis: +1 Semitic Paganism

Semitic Paganism
2 levels
Semitic Paganism
2 levels

Minor Stelae Field
Ruin · 1,500 gold · 2 turns
Food: +10
Public order: +2
Religious influence: +3 Semitic Paganism

Colonnade of the Zodiac (from Minor Stelae Field)
Level 1 · 3,000 gold · 3 turns
Food: +20
Public order: +4
Religious influence: +5 Semitic Paganism

Large Stelae Field (from Colonnade of the Zodiac)
Level 2 · 4,500 gold · 4 turns
Food: +30
Public order: +6
Religious influence: +7 Semitic Paganism
Public order, sanitation and settlements

City
4 levels · unlocks Germanic Levy, Nordic Levy, Persian Levy, Limitanei Borderguards, Scavenger Mob, Young Wolves, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Warhounds, Sarmatian Spears, Saxon Spears, Thrall Spears, Burgundian Warhounds, Celtic Woodrunners, Gazehounds, Germanic Pikes, Nordic Pikemen
City
4 levels · unlocks Germanic Levy, Nordic Levy, Persian Levy, Limitanei Borderguards, Scavenger Mob, Young Wolves, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Warhounds, Sarmatian Spears, Saxon Spears, Thrall Spears, Burgundian Warhounds, Celtic Woodrunners, Gazehounds, Germanic Pikes, Nordic Pikemen

Ruined City
Ruin

Burg (from Ruined City)
Level 1 · 3,000 gold · 4 turns
Road Development: 2
Wealth: 300 from subsistence
Growth: +2
Public order: +2
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.
Unlocks

Small City (from Burg)
Level 2 · 6,000 gold · 5 turns
Road Development: 4
Wealth: 400 from subsistence
Food consumption: -35
Growth: +4
Public order: +3
Squalor: +1
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Land Laws
Unlocks

City (from Small City)
Level 3 · 9,000 gold · 6 turns
Road Development: 6
Wealth: 500 from subsistence
Food consumption: -70
Growth: +6
Public order: +4
Squalor: +2
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Bailiffs or Elite Dominance or Elite Dominance or Elite Dominance

Large City (from City)
Level 4 · 12,000 gold · 7 turns
Road Development: 8
Wealth: 600 from subsistence
Food consumption: -120
Growth: +8
Public order: +5
Squalor: +3
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Local Nobility

Town
4 levels · unlocks Nordic Levy, Germanic Levy, Persian Levy, Limitanei Borderguards, Scavenger Mob, Young Wolves, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Warhounds, Sarmatian Spears, Saxon Spears, Thrall Spears, Burgundian Warhounds, Celtic Woodrunners, Gazehounds, Germanic Pikes, Nordic Pikemen
Town
4 levels · unlocks Nordic Levy, Germanic Levy, Persian Levy, Limitanei Borderguards, Scavenger Mob, Young Wolves, Celtic Levy, Sarmatian Band, Slavic Levy Spearmen, Warhounds, Sarmatian Spears, Saxon Spears, Thrall Spears, Burgundian Warhounds, Celtic Woodrunners, Gazehounds, Germanic Pikes, Nordic Pikemen

Ruined Village
Ruin

Torp (from Ruined Village)
Level 1 · 2,400 gold · 3 turns
Road Development: 1
Wealth: 150 from subsistence
Unlocks

Village (from Torp)
Level 2 · 3,600 gold · 4 turns
Road Development: 2
Wealth: 200 from subsistence
Food consumption: -15
Growth: +1
Public order: +1- Needs technology: Land Laws
Unlocks

Town (from Village)
Level 3 · 4,800 gold · 5 turns
Road Development: 3
Wealth: 250 from subsistence
Food consumption: -30
Growth: +2
Public order: +2- Needs technology: Bailiffs or Elite Dominance or Elite Dominance or Elite Dominance

Fortified Town (from Town)
Level 4 · 6,000 gold · 6 turns
Road Development: 4
Wealth: 300 from subsistence
Food consumption: -60
Growth: +3
Public order: +3
Squalor: +1
Number of picks a defender can make when choosing wall-mounted artillery in pre-battle. Used as region bonuses.- Needs technology: Local Nobility

City Sanitation
3 levels
City Sanitation
3 levels

Granary
Ruin · 2,500 gold · 3 turns
Food: +30 from reserves
Sanitation: +3

Stores (from Granary)
Level 1 · 3,000 gold · 4 turns
Food: +50 from reserves
Sanitation: +5

Souterrain (from Stores)
Level 2 · 4,000 gold · 5 turns
Food: +70 from reserves
Sanitation: +7- Needs technology: Land for Loyalty

Smokehouse (from Souterrain)
Level 3 · 6,000 gold · 6 turns
Food: +90 from reserves
Sanitation: +9- Needs technology: Local Nobility

Town Sanitation
3 levels
Town Sanitation
3 levels

Well
Ruin · 1,500 gold · 2 turns
Growth: +3
Sanitation: +2
Sanitation: +1 to all regions in this province (province to each region)

Troughs (from Well)
Level 1 · 2,500 gold · 3 turns
Growth: +5
Sanitation: +3
Sanitation: +2 to all regions in this province (province to each region)

Dikes (from Troughs)
Level 2 · 4,000 gold · 4 turns
Growth: +7
Sanitation: +4
Sanitation: +3 to all regions in this province (province to each region)- Needs technology: Labour Service

Canals (from Dikes)
Level 3 · 6,000 gold · 5 turns
Growth: +9
Sanitation: +5
Sanitation: +4 to all regions in this province (province to each region)- Needs technology: Land for Loyalty
In the game's own words, from the tables building_levels, building_culture_variants, building_effects_junction, building_units_allowed, building_upgrades_junction and building_level_required_technology_junctions (Steam build 25370302). Wealth is the game's figure before taxes; costs are before skill, technology and difficulty modifiers.