Buildings Reworked
Every building should mean something.
In vanilla CK3, most economy buildings are a grab-bag — five, six, seven unrelated modifiers bolted together, half of them too small to notice. You don’t build a Hunting Grounds for any particular reason; you build it because the slot was empty.
Buildings Reworked tears that up. Every building is rebuilt around a single, clear identity: a flat tax income plus two hand-picked modifiers that actually fit the theme. A timber camp speeds and cheapens your construction. A quarry strengthens your walls. A war-elephant pen makes your elephants hit harder. No filler. No "+1% to a stat you forgot existed."
- Theme-first. Each building does 2–3 things, and every one of them belongs. Modifiers are chosen to match the building’s flavour, name, and history — not scattered for the sake of a fuller tooltip.
- Everything scales per level. Every modifier ramps smoothly from level 1 to 8, in lockstep with the tax. No dead levels, no single-tier bonuses.
- A clean tax ladder. Every building’s monthly tax falls into one of four grades by strength — 0.15 / 0.25 / 0.35 / 0.50 per level — so a humble quarry and a grand windmill feel appropriately different.
- Costs rebalanced to power. Construction costs are re-tuned to match each building’s new strength and rounded to clean multiples of 50, with smoothly rising tiers. Stronger building, steeper price.
All 20 terrain & holding economy buildings, plus Hospices — 21 building lines, every level, retuned.
The breadbaskets & farms
- Farms & Fields — the county’s treasury: tax, holding taxes, development growth.
- Paddy Fields — rice feeds the many: tax, holding taxes, levy size.
- Orchards — gardens & plenty: a content, growing populace.
- Plantations — lucrative cash crops: wealth and growth.
The landed estate
- Manor Houses — the magnate’s seat: enriches your entire personal domain, not just one county.
- Cattle Pastures — the war-county: supply, levies, garrison, reinforcement and order all in one.
Industry & infrastructure
- Logging Camps — timber for the realm: faster, cheaper construction.
- Quarries — quarried stone: stronger walls and cheaper building.
- Windmills / Watermills — milling wealth & water-powered industry (county capital).
- Tradeport — a bustling harbour: development and firm control.
- Caravanserai — a caravan trade hub: growing wealth that also lightens your army’s upkeep (county capital).
- Qanats / Waterworks — irrigation and flood control: fertile land, provisions, and disease resistance.
Defence, war & the wild
- Hill Farms — defensible heights: defender advantage and garrison.
- Hunting Grounds — forest cover and the lord’s vigour from the hunt.
- Elephant Pens — war elephants that hit harder and endure longer.
Luxury & faith
- Murex Fisheries — imperial purple: a luxury that buys political influence.
- Spice Plantations — the spice trade: pure cash-crop wealth.
- Hospices — legitimacy, piety and plague resistance every tier.
- Peat Quarries — the reclaimed fen: provisions and growth.
- Built for CK3 1.19 "Scribe" (supported_version 1.19.*).
- Save-game safe — building modifiers recalculate on load; no new save required.
- Overrides vanilla economy buildings, so it will conflict with any other mod that edits the same building lines (other building overhauls). Load this after such mods to let it win, or before to let them win.
- Achievement-compatible status follows standard rules for gameplay-altering mods (expect achievements disabled).
Feedback and balance suggestions welcome in the comments — the whole point of the mod is that every building earns its slot.
