[h1]Buildings Reworked[/h1]

[b]Every building should mean something.[/b]

In vanilla CK3, most economy buildings are a grab-bag — five, six, seven unrelated modifiers bolted together, half of them too small to notice. You don't build a Hunting Grounds for any particular reason; you build it because the slot was empty.

[b]Buildings Reworked[/b] tears that up. Every building is rebuilt around a single, clear identity: a flat tax income plus [b]two hand-picked modifiers that actually fit the theme[/b]. A timber camp speeds and cheapens your construction. A quarry strengthens your walls. A war-elephant pen makes your elephants hit harder. No filler. No "+1% to a stat you forgot existed."

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[h2]Design Philosophy[/h2]
[list]
[*][b]Theme-first.[/b] Each building does 2–3 things, and every one of them belongs. Modifiers are chosen to match the building's flavour, name, and history — not scattered for the sake of a fuller tooltip.
[*][b]Everything scales per level.[/b] Every modifier ramps smoothly from level 1 to 8, in lockstep with the tax. No dead levels, no single-tier bonuses.
[*][b]A clean tax ladder.[/b] Every building's monthly tax falls into one of four grades by strength — [b]0.15 / 0.25 / 0.35 / 0.50[/b] per level — so a humble quarry and a grand windmill feel appropriately different.
[*][b]Costs rebalanced to power.[/b] Construction costs are re-tuned to match each building's new strength and rounded to clean multiples of 50, with smoothly rising tiers. Stronger building, steeper price.
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[h2]What's Reworked[/h2]
All 20 terrain & holding economy buildings, plus Hospices — 21 building lines, every level, retuned.

[b]The breadbaskets & farms[/b]
[list]
[*][b]Farms & Fields[/b] — the county's treasury: tax, holding taxes, development growth.
[*][b]Paddy Fields[/b] — rice feeds the many: tax, holding taxes, levy size.
[*][b]Orchards[/b] — gardens & plenty: a content, growing populace.
[*][b]Plantations[/b] — lucrative cash crops: wealth and growth.
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[b]The landed estate[/b]
[list]
[*][b]Manor Houses[/b] — the magnate's seat: enriches your [i]entire[/i] personal domain, not just one county.
[*][b]Cattle Pastures[/b] — the war-county: supply, levies, garrison, reinforcement and order all in one.
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[b]Industry & infrastructure[/b]
[list]
[*][b]Logging Camps[/b] — timber for the realm: faster, cheaper construction.
[*][b]Quarries[/b] — quarried stone: stronger walls and cheaper building.
[*][b]Windmills / Watermills[/b] — milling wealth & water-powered industry (county capital).
[*][b]Tradeport[/b] — a bustling harbour: development and firm control.
[*][b]Caravanserai[/b] — a caravan trade hub: growing wealth that also lightens your army's upkeep (county capital).
[*][b]Qanats / Waterworks[/b] — irrigation and flood control: fertile land, provisions, and disease resistance.
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[b]Defence, war & the wild[/b]
[list]
[*][b]Hill Farms[/b] — defensible heights: defender advantage and garrison.
[*][b]Hunting Grounds[/b] — forest cover and the lord's vigour from the hunt.
[*][b]Elephant Pens[/b] — war elephants that hit harder and endure longer.
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[b]Luxury & faith[/b]
[list]
[*][b]Murex Fisheries[/b] — imperial purple: a luxury that buys political influence.
[*][b]Spice Plantations[/b] — the spice trade: pure cash-crop wealth.
[*][b]Hospices[/b] — legitimacy, piety and plague resistance every tier.
[*][b]Peat Quarries[/b] — the reclaimed fen: provisions and growth.
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[h2]Compatibility[/h2]
[list]
[*]Built for CK3 [b]1.19 "Scribe"[/b] ([b]supported_version 1.19.*[/b]).
[*][b]Save-game safe[/b] — building modifiers recalculate on load; no new save required.
[*]Overrides vanilla economy buildings, so it will [b]conflict with any other mod that edits the same building lines[/b] (other building overhauls). Load this [i]after[/i] such mods to let it win, or [i]before[/i] to let them win.
[*]Achievement-compatible status follows standard rules for gameplay-altering mods (expect achievements disabled).
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[i]Feedback and balance suggestions welcome in the comments — the whole point of the mod is that every building earns its slot.[/i]
