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    Beginner Guide
    Essential

    Buildings & Urbanization Guide

    Master EU5's development system — from capital placement to urbanization timing. Learn the building priority that maximizes your control multiplier and economic output.

    Complete Building Priority
    Capital Placement Strategy
    Road Network Optimization

    The Control Multiplier Principle

    Everything in EU5 is multiplied by your control percentage. If you have 50% control, you only receive 50% of tax, manpower, and sailors. Buildings that increase control (roads, forts, marketplaces) provide exponential returns because they boost everything else.

    20%
    Typical Starting Control
    80%+
    Goal After Roads
    4x
    Potential Output Gain

    Capital Placement

    Critical Foundation
    • Capital determines proximity cost — every province's control is affected by distance from your capital
    • Best harbor location wins — capitals with good harbors get massive maritime presence bonuses (control bonuses for coastal provinces)
    • Move capital early if needed — moving later becomes expensive (costs scale with development)
    • Capital gets unique buildings — Royal Palace, Great Library, etc. only available in capital province

    Road Network Priority

    Build First
    • Roads are the #1 priority building — they reduce proximity cost by 20% each, directly increasing control in all connected provinces
    • Build outward from capital — start from your capital and extend roads toward distant provinces for maximum control gain
    • Skip wastelands and seas — roads only help land-connected provinces; island and overseas provinces need maritime presence instead
    • Use parliament for road discount — "Expand Gravel Road Network" debate provides cheaper roads + centralization push

    Urbanization Strategy

    • Rural buildings are cheaper and often better early game — don't urbanize everything immediately
    • Urbanization provides: More building slots, higher population cap, better production output
    • Urbanization costs: Reduces available farmland, requires more food imports, higher building costs
    • Prioritize urbanizing: Capital first, then provinces with trade goods that benefit from processing (wool→textiles, iron→tools)

    Building Priority Order

    Build in this order for maximum early game efficiency. Control-boosting buildings come first because they multiply the value of everything else.

    PriorityBuildingWhyWhen
    1Roads-20% proximity cost per road, massive control increase
    Always
    2Lumber MillsLumber reduces all building costs; surplus sells for profit
    Early
    3MarketplacesIncrease trade capacity, enable more trade routes
    Early
    4Forts (Provincial Capital)+10 control in province, defensive bonus
    Strategic
    5Food RGOsSupport population growth, sell surplus for income
    Mid
    6GuildsProvide construction inputs when market has shortages
    Mid
    7Specialty RGOsBased on market demand (silk, dyes, iron, etc.)
    Late

    Production Methods

    • Production methods affect building output — choose based on available inputs and labor
    • Check input availability first — advanced production methods require specific goods that may not be in your market
    • Labor-intensive methods work early — when you have population surplus but lack trade inputs
    • Capital-intensive methods work late — when you have established trade networks and surplus goods

    Estate Buildings

    Estates autonomously build structures in their preferred provinces. These buildings help the estate, but you don't directly control their output. Here's what to do with them:

    Keep These

    • Lumber mills (benefit construction)
    • Farms in food-deficit regions
    • Buildings that match your economy
    • Infrastructure in strategic locations

    Consider Destroying

    • Buildings in provinces you want to urbanize
    • Duplicate RGOs flooding your market
    • Buildings blocking better uses of the slot
    • Inefficient production in high-control areas

    The Bailiff Building

    Bailiffs are a unique building that provides both control bonus AND production bonus. They're extremely powerful but situational.

    • Best on premium trade goods — silk, dyes, iron, copper give huge returns with bailiff production bonus
    • Provides control increase — useful in low-control provinces that also have valuable goods
    • Skip in grain/food provinces — the production bonus on cheap goods isn't worth the building slot
    • Timing matters — build after roads are done, when you're optimizing specific provinces

    Opening Month Building Checklist

    What to build in the first month of any campaign for optimal economic start:

    1
    Delete unnecessary forts — keep only provincial capital forts, delete the rest to save maintenance
    2
    Queue roads from capital outward — as many as you can afford, prioritize core territory
    3
    Build lumber mills — in any province that can produce lumber, reduces future building costs
    4
    Build marketplaces in capital — priority on trade center provinces for capacity
    5
    Check market for shortages — if lumber is in shortage, prioritize lumber mills even more

    Common Mistakes to Avoid

    1

    Building before roads

    Production buildings in 20% control provinces waste 80% of their output. Build roads first to increase control, then add production.

    2

    Urbanizing everything immediately

    Urban provinces need more food and have higher costs. Keep food-producing provinces rural until you have stable food trade.

    3

    Ignoring lumber mills

    Lumber reduces all building costs. Early lumber mill investment pays dividends throughout the entire campaign.

    4

    Building specialty RGOs without market demand

    Check your market's demand tab before building. Producing goods nobody wants just crashes prices.

    5

    Destroying all estate buildings

    Estate buildings provide production even if you don't control the output directly. Only destroy when you have immediate plans for the slot.

    6

    Forgetting capital-only buildings

    Royal Palace, Great Library, and other capital buildings provide unique bonuses. Don't neglect them for generic buildings.

    7

    Not using parliament for road discounts

    The 'Expand Gravel Road Network' debate reduces road costs. Always try to pass this before major road-building phases.

    8

    Building forts everywhere

    Forts cost maintenance. Only build forts in provincial capitals and strategic chokepoints, not in every province.

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