Elder Scrolls Universalis Wiki
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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.

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
  • None

-1 Friendly Attrition

+1 Hostile Attrition

+15% Garrison Growth

Farm Estate Adm 30
  • Livestock
  • Wine
  • Crops
  • Fruits and Vegetables
  • Mushrooms

+50% Trade Good Size

+50% Trade Good Modifier

+25% Local Manpower Modifier

State House Adm 40
  • Is State
  • Do not have same building in same state
-10 Minimum Local Autonomy
Soldier Households Mil  40
  • None
+500 Local Manpower
Impressment Offices Dip 50
  • None
+250 Local Sailors
Mint Adm 60
  • Gold

+50% Trade Good Size

+50% Trade Good Modifier

+5% Global Tax Modifier

Weapons Manufactory Mil 90
  • Copper
  • Iron
  • Weapons and Armor
  • Corundum
  • Orichalcum

+50% Trade Good Size

+50% Trade Good Modifier

+2.5 Land Forcelimit

Wharf Adm 100
  • Naval Supplies
  • Fish
  • Salt
  • Algae
  • Crabs

+50% Trade Good Size

+50% Trade Good Modifier

+2.5 Naval Forcelimit

Mill Dip 100
  • Paper
  • Gems
  • Glass
  • Wood
  • Potions

+50% Trade Good Size

+50% Trade Good Modifier

-25% Local Dev Cost

Textile Manufactory Adm 120
  • Wool
  • Cloth
  • Silk
  • Dyes
  • Leather

+50% Trade Good Size

+50% Trade Good Modifier

+25% Local Tax Modifier

Trade Station Dip 120
  • Ivoery
  • Slaves
  • Fur
  • Corals
  • Pearls

+50% Trade Good Size

+50% Trade Good Modifier

+25% Local Trade Power Modifier

Plantation Adm 150
  • Moon Sugar
  • Herbs
  • Beer

+50% Trade Good Size

+50% Trade Good Modifier

+25% Local Production Efficiency

Furnace* Mil  170
  • Coal
  • Ebony
  • Stalhrim
  • Moonstone
  • Quicksilver
  • Malachite
  • Silver

+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

Navy

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.

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