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Difference between revisions of "Buildings (TW3K)"

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|-
 
! <h6>Office of Works</h6>
 
! <h6>Office of Works</h6>
| [[Building Chains (TW3K)#Labour|Labour]] || 5 ||  {{required|text=[[Office of Arts & Crafts (TW3K_Reform)|Office of Arts & Crafts]]}} || {{unlocked|text=Artisans}} || ~ || ~ || Population Growth +100K || 110 || 3 || 5400
+
| [[Building Chains (TW3K)#Labour|Labour]] || 5 ||  {{required|text=[[State Monopolies (TW3K_Reform)|State Monopolies]]}} || {{unlocked|text=Artisans}} || ~ || ~ || Population Growth +100K || 110 || 3 || 5400
 
|-
 
|-
 
! <h6>Bureau of Mining Subsidiaries</h6>
 
! <h6>Bureau of Mining Subsidiaries</h6>
| [[Building Chains (TW3K)#Labour|Labour]] || 4 || {{required|text=[[Shaft Mining (TW3K_Reform)|Shaft Mining]]}} || {{required|text=Iron}}<br>{{required|text=Salt}}<br>{{unlocked|text=Industrialists}} || Income || Income Multiplier || Other Effects || Cost per Turn || Base Build Turns || Base Cost
+
| [[Building Chains (TW3K)#Labour|Labour]] || 4 || {{required|text=[[Shaft Mining (TW3K_Reform)|Shaft Mining]]}} || {{required|text=Iron}}<br>{{required|text=Salt}}<br>{{unlocked|text=Industrialists}} || ~ || Industry +25% || Population Growth +40K || 40 || 4 || 2800
 
|-
 
|-
! <h6>Building</h6>
+
! <h6>Bureau of State Mining Expeditions</h6>
| Chain || Level || Reforms Required / Unlocked || Resources Required / Unlocked || Income || Income Multiplier || Other Effects || Cost per Turn || Base Build Turns || Base Cost
+
| [[Building Chains (TW3K)#Labour|Labour]] || 5 || {{required|text=[[Carburettor Chambers (TW3K_Reform)|Carburettor Chambers]]}} || {{required|text=Iron}}<br>{{required|text=Salt}}<br>{{unlocked|text=Industrialists}} || ~ || Industry +40% || Population Growth +80K || 80 || 4 || 3800
 
|-
 
|-
 
! <h6>Building</h6>
 
! <h6>Building</h6>

Revision as of 08:34, 20 October 2019


The sortable table below gives details of the main effects and requirements of buildings in Total War: Three Kingdoms. The cost per turn, number of build turns and initial cost can all be altered by character or faction generated effects, assignments and administrators.

Building Chain Level Reforms Required
Required
/ !Unlocked
Unlocked
Resources Required
Required
/ !Unlocked
Unlocked
Income Income Multiplier Other Effects Cost per Turn Base Build Turns Base Build Cost
Drifter Workforce Camp
Labour 1 ~ ~ ~ ~ Population Growth +4K ~ 1 700
Temporary Labour Housing
Labour 2 ~ ~ ~ ~ Population Growth +12K 10 2 1150
Labourer Conscription Housing
Labour 3 !Unlocked ~ ~ ~ Population Growth +25K 30 2 1800
Permanent Labour Housing
Labour 4 Required !Unlocked
Artisans
~ ~ Population Growth +50K 60 3 3050
Office of Works
Labour 5 Required !Unlocked
Artisans
~ ~ Population Growth +100K 110 3 5400
Bureau of Mining Subsidiaries
Labour 4 Required Required
Iron

Required
Salt

!Unlocked
Industrialists
~ Industry +25% Population Growth +40K 40 4 2800
Bureau of State Mining Expeditions
Labour 5 Required Required
Iron

Required
Salt

!Unlocked
Industrialists
~ Industry +40% Population Growth +80K 80 4 3800
Building
Chain Level Reforms Required / Unlocked Resources Required / Unlocked Income Income Multiplier Other Effects Cost per Turn Base Build Turns Base Cost