Elder Scrolls Universalis boasts a massive timeline, around 2000 years, which allows for a much longer and more expansive game. One feature of ESU that compliments this is the wide variety of buildings available throughout the 200 tech levels of the game. The buildings are listed by type and ordered by tech only, despite other similarities, as to represent the progression of unlocking and building them in game.
Contents
Taxation
Each successive building replaces the next.
Building | Adm Tech | Cost | Time (yrs) | Modifiers |
---|---|---|---|---|
Temple | 0 | 75 | 1 | +1.5% Local Missionary Strength
-1.5 Local Unrest +1.5 Tax Income |
Cathedral | 90 | 150 | 2 | +2.5% Local Missionary Strength
-25% Culture Conversion Cost +25% Local Tax Modifier |
Tax Accessor | 170 | 225 | 4 | +50% Local Tax Modifier |
Trade
Each successive building replaces the next.
Building | Dip Tech | Cost | Time (yrs) | Modifiers |
---|---|---|---|---|
Marketplace | 10 | 50 | 1 | +25% Province Trade Power |
Trade Depot | 110 | 150 | 2 | +50% Province Trade Power |
Stock Exchange | 170 | 250 | 3 | +75% Province Trade Power |
Production
Each successive building replaces the next.
Building | Dip Tech | Cost | Time (yrs) | Modifiers |
---|---|---|---|---|
Workshop | 20 | 75 | 1 | -15% Local Dev Cost
+15% Local Production Efficiency +15% Trade Goods Modifier |
Counting House | 95 | 150 | 2 | -35% Local Dev Cost
+35% Local Production Efficiency +35% Trade Goods Modifier |
Customs House | 180 | 225 | 4 | -50% Local Dev Cost
+50% Local Production Efficiency +50% Trade Goods Modifier |
- These buildings cannot be built in gold producing provinces.
Manufactories
All manufactories cost 350 ducats and take 3 years to build
Building | Tech | Manufactory Trigger | Modifiers |
---|---|---|---|
Ramparts | Mil 20 |
|
-1 Friendly Attrition +1 Hostile Attrition +15% Garrison Growth |
Farm Estate | Adm 30 |
|
+50% Trade Good Size +50% Trade Good Modifier +25% Local Manpower Modifier |
State House | Adm 40 |
|
-10 Minimum Local Autonomy |
Soldier Households | Mil 40 |
|
+500 Local Manpower |
Impressment Offices | Dip 50 |
|
+250 Local Sailors |
Mint | Adm 60 |
|
+50% Trade Good Size +50% Trade Good Modifier +5% Global Tax Modifier |
Weapons Manufactory | Mil 90 |
|
+50% Trade Good Size +50% Trade Good Modifier +2.5 Land Forcelimit |
Wharf | Adm 100 |
|
+50% Trade Good Size +50% Trade Good Modifier +2.5 Naval Forcelimit |
Mill | Dip 100 |
|
+50% Trade Good Size +50% Trade Good Modifier -25% Local Dev Cost |
Textile Manufactory | Adm 120 |
|
+50% Trade Good Size +50% Trade Good Modifier +25% Local Tax Modifier |
Trade Station | Dip 120 |
|
+50% Trade Good Size +50% Trade Good Modifier +25% Local Trade Power Modifier |
Plantation | Adm 150 |
|
+50% Trade Good Size +50% Trade Good Modifier +25% Local Production Efficiency |
Furnace* | Mil 170 |
|
+40% Trade Good Size +50% Trade Good Modifier +3% Global Trade Good Modifier |
- Furnaces require Rule Britannia DLC.
Infrastructure
Building | Tech | Cost | Time (yrs) | Trigger | Modifiers |
---|---|---|---|---|---|
Road Network | Adm 10 | 135 | 3 |
OR: Is Capital Province has Center of Trade lvl 2 or 3 Neighboring Province has Road Network |
-25% Local Movement Speed +25% Hostile Movement Speed +25% Province Trade Power |
Grain Depot | Mil 30 | 75 | 3 | None | -10% Local Monthly Devastation |
College | Adm 50 | 150 | 2 | None |
+25% Local Institution Spread +10% Local Tax Modifier +10% Local Production Efficiency |
Courthouse | Adm 80 | 125 | 1 | Is in State |
-15% Local State Maintenance -1.5% Local Autonomy -15% Local Governing Ccost |
Canal | Adm 110 | 100 | 3 |
Has a Port or Neighboring Province has a Canal |
-25% Local Dev Cost +25% Province Trade Good Size +25% Province Trade Power |
Town Hall | Adm 130 | 175 | 2 | Is in State (replaces Courthouse) |
-35% Local State Maintenance -3.5% Local Autonomy -35% Local Governing Cost |
University | Adm 140 | 250 | 4 | None (replaces College) |
+50% Local Institution Spread +25% Local Tax Modifier +25% Local Production Efficiency |
State Administration
These buildings can be built in a state, only one building per state can be built and effects will apply to all owned and cored provinces in that state.
Building | Tech | Cost | Time (yrs) | Triggers | Modifiers |
---|---|---|---|---|---|
Glorious Monument | Adm 20 | 225 | 3 | Is in a State |
-1 Local Unrest -10% Local Culture Conversion Cost +1% Local Missionary Strength |
Constable | Adm 70 | 225 | 3 | Is in a state |
+25% Local Tax Modifier -25% Local Build Cost -25% Local Build Time |
Post Office | Dip 90 | 225 | 3 | Is in a state |
+25% Local Institution Spread +25% Local Manpower Modifier +25% Local Sailors Modifier |
Treasury Office | Adm 160 | 225 | 3 | Is in a state
Cannot be built in gold producing provinces |
+25% Local Trade Goods Size +25% Local Trade Power +25% Local Trade Value |
Military
Building | Miltary Tech | Cost | Time (yrs) | Triggers | Modifiers | |
---|---|---|---|---|---|---|
Barracks | 50 | 75 | 1 | +25% Local Manpower Modifier | ||
Regimental Camp | 60 | 75 | 1 |
+25% Local Land Forcelimit -10% Local Regiment Cost -15% Local Recruitment Speed |
||
Armory | 70 | 50 | 1 |
+1 Supply Limit -15% Local Regiment Cost +50% Local Supply Limit Modifier |
||
Conscription Center | 110 | 150 | 2 | (replaces Regimental Camp) |
+50% Local Land Forcelimit -25% Local Regiment Cost -35% Local Recruitment Speed |
|
Arsenal | 120 | 125 | 2 | (replaces Armory) |
+2.5 Supply Limit -25% Local Regiment Cost +100% Local Supply Limit Modifier |
|
Training Fields | 150 | 150 | 2 | (replaces Barracks) | +50% Local Manpower Modifier |
Forts
Fort | Mil Tech | Cost | Time (yrs) | Requirements | Fort Lvl | Modifiers |
---|---|---|---|---|---|---|
Castle | 10 | 100 | 2.5 | 1 |
-1 Local Unrest +10% Local Defensiveness | |
Ramparts | 80 | 75 | 1 | Has any fort | (Needs 1-4) | +1 Local Hostile Attrition |
Bastion | 100 | 225 | 3 | (replaces Castle) | 2 |
-1.5 Local Unrest +15% Local Defensiveness |
Tenaille | 130 | 150 | 2 | Has any fort above Castle
(replaces Ramparts) |
(Needs 2-4) |
+10% Local Defensiveness -2 Local Attrition +2 Local Hostile Attrition |
Star Fort | 140 | 350 | 4 | (replaces Bastion) | 3 |
-2 Local Unrest +20% Local Defensiveness |
Redoubt | 160 | 250 | 4 |
Has any fort above Bastion (replaces Tenaille) |
(Needs fort lvl 3 or 4) |
+20% Local Defensiveness -4 Local Attrition +4 Local Hostile Attrition |
Fortress | 180 | 500 | 6 | (replaces Star Fort) | 4 |
-2.5 Local Unrest +25% Local Defensiveness |
Building | Diplo Tech | Cost | Time (yrs) | Requirements | Modifiers |
---|---|---|---|---|---|
Shipyard | 30 | 75 | 1 | Has a Port |
+0.5 Naval Force Limit -25% Local Ship Recruitment Speed +25% Local Ship Repair |
Coastal Defense | 40 | 50 | 1 | Has a Port |
+50% Blockade Force Required -1 Hostile Disembark Speed +2.5 Hostile Fleet Attrition |
Dock | 60 | 75 | 1 | Has a Port | +50% Local Sailor Modifier |
Drydock | 130 | 150 | 2 | Has Port
(replaces Dock) |
+100% Local Sailor Modifier |
Grand Shipyard | 140 | 150 | 2 | Has Port
(replaces Shipyard) |
+1 Naval Force Limit -50% Local Ship Recruitment Speed +50% Local Ship Repair |
Naval Battery | 160 | 125 | 2 | Has Port (replaces Coastal Defense) |
+100% Blockade Force Required -2.5 Hostile Disembark Speed +5 Hostile Fleet Attrition |
Influence
All influence buildings can only be built if nation is a subject under another nation; if that nation becomes independent, the buildings will be destroyed due to a keep_trigger for being a subject nation.
The first two buildings apply local modifiers, and can be built multiple times; however, the Spy Agency is unique in that it can only be built once (in a subject's capital) and applies rather large national modifiers.
Building | Diplo Tech | Cost | Time (yrs) | Requirements | Modifiers |
---|---|---|---|---|---|
March Building | 70 | 175 | 4 |
Has any fort OR: Is a March Is a Holy Order Is a junior Partner |
+25% Local Defensiveness +25% Local Garrison Growth +25% Local Friendly Movement Speed |
Embassy | 80 | 350 | 4 | Province has 25 Development
Is any Subject |
-2.5 Local Unrest -25% Local Culture Conversion Cost -25% Local Development Cost |
Spy Agency | 150 | 500 | 4 |
Can only be built in Capital Is any Subject |
-15% Liberty Desire +15% Administrative Desire +15% Global Spy Defense |
Native Buildings
The native buildings can be built for Tribal Nations where they apply if player has the Conquest of Paradise DLC which enables Native Council Mechanics. These buildings are the same as vanilla.