CK3 DatabaseCrusader Kings III · 1.20.0.3 “Crozier” · unofficial

Effect · every source

How to reduce Building Construction Cost in CK3

1 source raises Building Construction Cost and 29 lower it in the game files of patch 1.20.0.3 — for this one, lower is better.

build_gold_cost

In Crusader Kings III, 1 source raise Building Construction Cost and 29 sources lower it. Biggest cuts: Watermills -30%, Royal Armories -20%, Ruins of the Palace of Ctesiphon -20%, Manor Reform -15% and Great Mosque of Djenne -15%. It goes up with Industrious +15%. Patch 1.20.0.3, from the modifiers of traits, perks, traditions, buildings and the rest of game/common.

The biggest reductions

  1. -30%WatermillsBuilding · Province
  2. -20%Royal ArmoriesBuilding · Each de jure county of the duchy · culture with Metalworkers
  3. -20%Ruins of the Palace of CtesiphonBuilding · County

What lowers Building Construction Cost (29)

Traits (1)

  • Architect-10%

    architect · game/common/traits/00_traits.txt

Lifestyle perks (1)

  • Cutting Costs-5%

    Not Adventurer government

    cutting_corners_perk · game/common/lifestyle_perks/00_stewardship_2_domain_tree_perks.txt

Cultural traditions (1)

  • Expert Artisans-5%

    Counties of this culture

    tradition_artisans · game/common/culture/traditions/00_societal_traditions.txt

Culture pillars (1)

  • Communal-5%

    Provinces of this culture

    ethos_communal · game/common/culture/pillars/00_ethos.txt

Tenets (1)

  • Communal Possessions-10%

    Followers

    tenet_communal_possessions · game/common/religion/tenet_types/00_tenet_types.txt

Holy sites (6)

  • Nakkavaram-10%

    Nakkavaram · Followers, while the faith holds it

    nakkavaram · game/common/religion/faith_types/00_faith_types.txt

  • Nok Kundi-10%

    Riqan · Followers, while the faith holds it

    nok_kundi · game/common/religion/faith_types/00_faith_types.txt

  • Nakkavaram-5%

    Nakkavaram · Holder of the county

    nakkavaram · game/common/religion/faith_types/00_faith_types.txt

  • Yijinai-5%

    Tongcheng · Followers, while the faith holds it

    yijinai · game/common/religion/faith_types/00_faith_types.txt

  • Nok Kundi-5%

    Riqan · Holder of the county

    nok_kundi · game/common/religion/faith_types/00_faith_types.txt

  • Yijinai-3%

    Tongcheng · Holder of the county

    yijinai · game/common/religion/faith_types/00_faith_types.txt

Buildings (16)

  • Watermills-30%

    Province

    Levels 1–8: -5% to -30% (8 levels give it)

    watermills · game/common/buildings/00_standard_economy_buildings.txt

  • Royal Armories-20%

    Each de jure county of the duchy · culture with Metalworkers

    Levels 1–3: -10% to -20% (3 levels give it)

    royal-armory · game/common/buildings/00_duchy_capital_buildings.txt

  • Ruins of the Palace of Ctesiphon-20%

    County

    palace-of-ctesiphon · game/common/buildings/00_special_buildings.txt

  • Great Mosque of Djenne-15%

    Holder

    holy-site-great-mosque-of-djenne · game/common/buildings/00_special_buildings.txt

  • Maijishan Grottoes-15%

    County

    maijishan-grottoes · game/common/buildings/cp8_special_buildings.txt

  • Great Mosque of Samarra-10%

    Holder

    holy-site-great-mosque-of-samarra · game/common/buildings/00_special_buildings.txt

  • Hadrian's Wall-10%

    Province

    hadrians-wall · game/common/buildings/00_special_buildings.txt

  • Great Wall of Gorgan-10%

    Province

    great-wall-of-gorgan · game/common/buildings/00_special_buildings.txt

  • Wetland Farms-10%

    County

    Levels 2–8: -5% to -10% (7 levels give it)

    peat-quarries · game/common/buildings/00_standard_economy_buildings.txt

  • Water Management-8%

    County · culture with Hydraulic Builders

    Levels 1–8: -1% to -8% (8 levels give it)

    waterworks · game/common/buildings/00_standard_economy_buildings.txt

  • Forestry-8%

    County · culture with Forest Wardens or Forest Folk

    Levels 1–8: -1% to -8% (8 levels give it)

    logging-camps · game/common/buildings/00_standard_economy_buildings.txt

  • Wetland Farms-8%

    County · culture with Wetlanders

    Levels 1–8: -1% to -8% (8 levels give it)

    peat-quarries · game/common/buildings/00_standard_economy_buildings.txt

  • Sacred Pool-8%

    County · culture with Hydraulic Builders

    Levels 1–8: -1% to -8% (8 levels give it)

    sacred-pool · game/common/buildings/temple_citadel_buildings.txt

  • Qianling Mausoleum-5%

    County

    qianling-mausoleum · game/common/buildings/00_special_buildings.txt

  • Quarries-5%

    County

    Levels 4–8: -5% to -5% (5 levels give it)

    quarries · game/common/buildings/00_standard_economy_buildings.txt

  • Elephantry-2%

    County

    Levels 3–8: -2% to -2% (6 levels give it)

    elephant-pens · game/common/buildings/00_standard_economy_buildings.txt

Laws (1)

  • Manor Reform-15%

    Imperial Policies · Rulers with this law

    manor_reform_law · game/common/laws/03_imperial_policies.txt

Dynasty legacies (1)

  • Power and Prosperity-5%

    Law legacy · Members of the dynasty

    law_legacy_3 · game/common/dynasty_perks/00_dynasty_perks.txt

What raises Building Construction Cost (1)

Cultural traditions (1)

  • Industrious+15%

    Characters of this culture

    tradition_hard_working · game/common/culture/traditions/00_societal_traditions.txt

Source: game/common/buildings/00_duchy_capital_buildings.txt, game/common/buildings/00_special_buildings.txt, game/common/buildings/00_standard_economy_buildings.txt, game/common/buildings/cp8_special_buildings.txt, game/common/buildings/temple_citadel_buildings.txt, game/common/culture/pillars/00_ethos.txt, game/common/culture/traditions/00_societal_traditions.txt, game/common/dynasty_perks/00_dynasty_perks.txt, game/common/laws/03_imperial_policies.txt, game/common/lifestyle_perks/00_stewardship_2_domain_tree_perks.txt, game/common/religion/faith_types/00_faith_types.txt, game/common/religion/tenet_types/00_tenet_types.txt, game/common/traits/00_traits.txt and the English localisation, Crusader Kings III 1.20.0.3. Building chains are shown once, at their strongest level, with the range over their levels. Effects that come only from events or scale with a script value are not listed.