CK3 DatabaseCrusader Kings III · 1.20.0.3 “Crozier” · unofficial

Effect · every source

How to reduce Building Construction Time in CK3

2 sources raise Building Construction Time and 29 lower it in the game files of patch 1.20.0.3 — for this one, lower is better.

build_speed

The biggest reductions

  1. -30%Professional RecruitmentLifestyle perk · Not Adventurer government
  2. -30%Duomo of FlorenceBuilding · Province
  3. -20%Ora et LaboraTenet · Counties of this faith

What lowers Building Construction Time (29)

Traits (1)

  • Architect-15%

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

Lifestyle perks (1)

  • Professional Recruitment-30%

    Not Adventurer government

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

Cultural traditions (1)

  • Industrious-15%

    Characters of this culture

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

Culture pillars (1)

  • Communal-10%

    Provinces of this culture

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

Innovations (2)

  • Cranes-15%

    Characters of this culture

    innovation_cranes · game/common/culture/innovations/00_late_medieval_innovations.txt

  • Manorialism-10%

    Characters of this culture

    innovation_manorialism · game/common/culture/innovations/00_early_medieval_innovations.txt

Tenets (1)

  • Ora et Labora-20%

    Counties of this faith

    tenet_ora_et_labora · game/common/religion/tenet_types/00_pam_tenets.txt

Holy sites (2)

  • Chakla-15%

    Chakla · Followers, while the faith holds it

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

  • Chakla-5%

    Chakla · Holder of the county

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

Buildings (19)

  • Duomo of Florence-30%

    Province

    Levels 2–4: -10% to -30% (3 levels give it)

    duomo-florence · game/common/buildings/ccp3_special_buildings.txt

  • Forestry-20%

    Province

    Levels 1–8: -3% to -20% (8 levels give it)

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

  • Elephantry-20%

    Province

    Levels 1–8: -3% to -20% (8 levels give it)

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

  • Quarries-20%

    Province

    Levels 1–8: -3% to -20% (8 levels give it)

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

  • Forestry-16%

    County · culture with Forest Wardens or Forest Folk

    Levels 1–8: -2% to -16% (8 levels give it)

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

  • Wetland Farms-16%

    County · culture with Wetlanders

    Levels 1–8: -2% to -16% (8 levels give it)

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

  • Castle-10%

    Province · culture with Polders, coastal

    Levels 1–4: -10% to -10% (4 levels give it)

    castle · game/common/buildings/00_castle_buildings.txt

  • City-10%

    Province · culture with Polders, coastal

    Levels 1–4: -10% to -10% (4 levels give it)

    city · game/common/buildings/00_city_buildings.txt

  • Great Mosque of Samarra-10%

    Holder

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

  • The Colosseum-10%

    Province

    the-colosseum · game/common/buildings/00_special_buildings.txt

  • Ruins of the Palace of Ctesiphon-10%

    County

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

  • Borobudur-10%

    County

    borobudur · game/common/buildings/00_special_buildings.txt

  • Dazaifu Office-10%

    Holder

    dazaifu · game/common/buildings/00_special_buildings.txt

  • Temple-10%

    Province · culture with Polders, coastal

    Levels 1–4: -10% to -10% (4 levels give it)

    temple · game/common/buildings/00_temple_buildings.txt

  • Great Mosque of Damascus-10%

    Holder

    damascus-mosque · game/common/buildings/ccp3_special_buildings.txt

  • St George of Lalibela-10%

    Province

    beta-giyorgis · game/common/buildings/ccp3_special_buildings.txt

  • Temple Citadel-10%

    Province · culture with Polders, coastal

    Levels 1–4: -10% to -10% (4 levels give it)

    temple-citadel · game/common/buildings/temple_citadel_buildings.txt

  • Qanats-8%

    Province

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

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

  • Wetland Farms-8%

    Province

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

    peat-quarries · 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

What raises Building Construction Time (2)

Cultural traditions (1)

  • Collective Lands+20%

    Counties of this culture

    tradition_collective_lands · game/common/culture/traditions/00_realm_traditions.txt

Tenets (1)

  • Megalithic Constructions+25%

    Characters holding it as a personal tenet

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

Source: game/common/buildings/00_castle_buildings.txt, game/common/buildings/00_city_buildings.txt, game/common/buildings/00_special_buildings.txt, game/common/buildings/00_standard_economy_buildings.txt, game/common/buildings/00_temple_buildings.txt, game/common/buildings/ccp3_special_buildings.txt, game/common/buildings/temple_citadel_buildings.txt, game/common/culture/innovations/00_early_medieval_innovations.txt, game/common/culture/innovations/00_late_medieval_innovations.txt, game/common/culture/pillars/00_ethos.txt, game/common/culture/traditions/00_realm_traditions.txt, game/common/culture/traditions/00_societal_traditions.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_pam_tenets.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.