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Part 82
Europa Universalis IV

Part 82

A comprehensive guide to buildings, manufactories, fortresses, and advisors in Europa Universalis IV, detailing costs, build times, and effects to optimize your empire's growth and efficiency.

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A comprehensive guide to buildings, manufactories, fortresses, and advisors in Europa Universalis IV, detailing costs, build times, and effects to optimize your empire's growth and efficiency.

This section of the guide covers various buildings, manufactories, fortresses, and advisors available in Europa Universalis IV. It details their costs, build times, and the bonuses they provide to your nation.

Buildings

The following buildings can be constructed to provide various benefits:

Building Cost Build Time (Months) Effects
Shipyard 1000 24 Ship Recruit -50%, Port
Constable 50 12 +50% Tax, +2 Revolt Risk
Courthouse 50 12 -2 Revolt Risk
Marketplace 50 12 +1% Population Growth
Tax Assessor 50 12 Inflation -0.5%
War College 500 24 Army Tradition +0.01
Admiralty 500 24 Navy Tradition +0.01
Customs House 50 12 +5% Tax Income

Note: The War College and Admiralty can only be built in the Capital. You can only have one of these two buildings. Build times are in months.

Manufactories

Manufactories offer significant bonuses, especially when built on provinces with matching trade goods. Their costs increase as more are built.

Manufactory Cost Build Time (Months) Tech Investment
Refinery 1000 60 Trade
Wharf 1000 60 Naval
Weapons 1000 60 Land
Textile 1000 60 Production
Fine Arts 1000 60 Stability
University 1000 60 Government

All manufactories provide a +1% to population growth. Their productivity doubles if built on a province with the matching trade good. The trade goods associated with each manufactory are:

  • Refinery: Wine and Sugar
  • Wharf: Naval Supplies
  • Weapons: Iron and Copper
  • Textile: Wool and Cloth

Caution: Manufactory costs increase with each one built, becoming very expensive later in the game. Choose placement wisely.

Fortresses

Fortresses increase your defensive capabilities and missionary success rate.

Fort Level Cost Build Time (Months) Supply Limit Missionary Chance
1 50 12 0.5 +0.02
2 100 12 0.5 +0.04
3 200 12 0.5 +0.06
4 400 12 0.5 +0.08
5 800 12 1 +0.10
6 1600 12 1 +0.12

Advisors

You can have up to three advisors at a time, with their effectiveness scaling with their star rating (up to a maximum of 10 stars).

  • Philosopher: +0.5 Prestige per Star
  • Natural Scientist: Production Tech +3 per Star
  • Artist: Stability Investment +3 per Star
  • Statesman: Government Tech +3 per Star
  • Treasurer: Trade Tech +3 per Star
  • Naval Reformer: Naval Tech +3 per Star
  • Army Reformer: Army Tech +3 per Star
  • Trader: Merchant Compete Chance +2% per Star
  • Theologian: Missionary Success Rate +2% per Star
  • Spymaster: Spy Efficiency +2% per Star
  • Colonial Governor: Colonist Compete Chance +2% per Star
  • Diplomat: Badboy Modifier -0.05 per Star

Infantry Types

The following are descriptions of various infantry types, detailing their technology group, level, and combat statistics:

  • Adal Guerrilla Warfare: Technology Group: African, Technology Level: 54, Maneuver: 1, Offensive Morale: 5, Defensive Morale: 6, Offensive Fire: 3, Defensive Fire: 4, Offensive Shock: 4, Defensive Shock: 4
  • Adal Gunpowder Warfare: Technology Group: African, Technology Level: 19, Maneuver: 1, Offensive Morale: 3, Defensive Morale: 4, Offensive Fire: 1, Defensive Fire: 2, Offensive Shock: 0, Defensive Shock: 2
  • African Clubmen: Technology Group: African, Technology Level: 0, Maneuver: 1, Offensive Morale: 1, Defensive Morale: 1, Offensive Fire: 0, Defensive Fire: 0, Offensive Shock: 1, Defensive Shock: 0
  • African Hill Warfare: Technology Group: African, Technology Level: 13, Maneuver: 1, Offensive Morale: 2, Defensive Morale: 3, Offensive Fire: 0, Defensive Fire: 0, Offensive Shock: 0, Defensive Shock: 2
  • African Spearmen Tactics: Technology Group: African, Technology Level: 0, Maneuver: 1, Offensive Morale: 1, Defensive Morale: 1, Offensive Fire: 0, Defensive Fire: 0, Offensive Shock: 1, Defensive Shock: 0
  • African Western Franchise Warfare: Technology Group: African, Technology Level: 54, Maneuver: 1, Offensive Morale: 6, Defensive Morale: 3, Offensive Fire: 4, Defensive Fire: 3, Offensive Shock: 4, Defensive Shock: 3
  • Afsharid Reformed Infantry: Technology Group: Muslim, Technology Level: 36, Maneuver: 1, Offensive Morale: 5, Defensive Morale: 4, Offensive Fire: 4, Defensive Fire: 4, Offensive Shock: 4, Defensive Shock: 4
  • Algonkin Tomahawk Charge Tactics: Technology Group: New World, Technology Level: 13, Maneuver: 1, Offensive Morale: 3, Defensive Morale: 1, Offensive Fire: 1, Defensive Fire: 0, Offensive Shock: 1, Defensive Shock: 0
  • American Western Franchise Warfare: Technology Group: New World, Technology Level: 54, Maneuver: 1, Offensive Morale: 7, Defensive Morale: 5, Offensive Fire: 7, Defensive Fire: 3, Offensive Shock: 7, Defensive Shock: 3
  • Anglo-French Line: Technology Group: Latin, Technology Level: 26, Maneuver: 1, Offensive Morale: 7, Defensive Morale: 3, Offensive Fire: 4, Defensive Fire: 3

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