
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_speedThe biggest reductions
- -30%Professional RecruitmentLifestyle perk · Not Adventurer government
-30%Duomo of FlorenceBuilding · Province
-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)
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)
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
Buildings (19)

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
Holder
holy-site-great-mosque-of-samarra· 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


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
Holder
damascus-mosque· 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
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)

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.