Buildings & Economy

Every structure available in Napoleon: Total War, grouped by function. Each entry notes its effect (where evidenced) and the starting regions where it already stands at the opening of a campaign. 37 buildings across 10 categories.

Economic (9)

Farm

Agricultural production; food and regional wealth (NTW mechanic).

1 starting region(s)

Farms

Agricultural production; food and regional wealth (NTW mechanic).

10 starting region(s)

Gold Mine

Extracts gold; boosts regional wealth/income (NTW mechanic).

5 starting region(s)

Iron Mine

Extracts iron; feeds industrial buildings (NTW mechanic).

5 starting region(s)

Logging Camp

Produces timber; feeds shipbuilding/industry (NTW mechanic).

5 starting region(s)

Manufactory

Industrial manufacture; boosts trade/wealth (NTW mechanic).

5 starting region(s)

Market

Trade hub; increases commercial income (NTW mechanic).

10 starting region(s)

Tax Office

Collects taxes; primary regional income (NTW mechanic).

29 starting region(s)

Vineyards

Wine production; trade income (NTW mechanic).

5 starting region(s)

Government (2)

Court of Justice

Government building; improves public order/law (NTW mechanic).

2 starting region(s)

Magistrate

Administrative building; improves public order/governance (NTW mechanic).

10 starting region(s)

Happiness (3)

Gentlemens Club

Increases regional happiness (NTW mechanic).

1 starting region(s)

Member's Club

Increases regional happiness (NTW mechanic).

2 starting region(s)

Theatre

Increases happiness/development (namu: theatre, when upgraded, boosts development).

9 starting region(s)

Industrial (4)

Cannon Foundry

Produces artillery units; supports siege capability (NTW mechanic).

12 starting region(s)

Gunsmith

Produces small arms; supports infantry recruitment (NTW mechanic).

3 starting region(s)

Lumber Mill

Processes timber; industrial support (NTW mechanic).

1 starting region(s)

Ordinance Factroy

Produces artillery (TWC sourced spelling of 'Ordnance Factory').

1 starting region(s)

Infrastructure (2)

Basic Roads

Improves regional connectivity and army movement speed (NTW mechanic).

9 starting region(s)

Improved Roads

Upgraded roads; further improves movement and trade (NTW mechanic).

2 starting region(s)

Knowledge (3)

Colege

Educational building; generates research and Gentleman agents. (name spelling as sourced on TWC; = College)

1 starting region(s)

College

Generates research and produces Gentleman agents; may reduce regional happiness (TW guide: universities/clleges can hurt happiness).

6 starting region(s)

Education College

Produces research and Gentleman agents (NTW mechanic).

1 starting region(s)

Logistics (3)

Supply Port

Naval supply depot; supports fleets (NTW mechanic).

1 starting region(s)

Supply Post

Army supply depot; supports front-line armies (TW guide recommends building on front lines).

2 starting region(s)

Supply port

Naval supply depot; supports fleets (TWC sourced lowercase).

1 starting region(s)

Military (6)

Army Cantonment

Military lodging; recruits/replenishes land armies (NTW mechanic).

2 starting region(s)

Army Encampment

Military lodging; recruits/replenishes land armies (NTW mechanic).

1 starting region(s)

Barracks

Core recruitment building for basic infantry (NTW mechanic).

3 starting region(s)

Cantonment

Military lodging; recruits/replenishes troops (NTW mechanic).

16 starting region(s)

Horse farm

Breeds/recruits cavalry mounts (NTW mechanic).

1 starting region(s)

Stables

Recruits/breeds cavalry (NTW mechanic).

5 starting region(s)

Naval (4)

Commercial Port

Trade port; generates maritime trade income (NTW mechanic).

1 starting region(s)

Dockyard

Constructs and repairs warships (NTW mechanic).

5 starting region(s)

Shipyard

Constructs warships (larger capacity than dockyard) (NTW mechanic).

1 starting region(s)

Trading Port

Maritime trade; generates trade income. (namu: trade ports spawn trade fleets; London +105/turn, Paris +35/100turn)

11 starting region(s)

Religious (1)

Chapel

Public-order/religious building. Note: NTW removed the religion mechanic, so chapels function as an order/happiness building (NTW mechanic).

1 starting region(s)