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).
Source: twcenter
Farms
Agricultural production; food and regional wealth (NTW mechanic).
Source: twcenter
Gold Mine
Extracts gold; boosts regional wealth/income (NTW mechanic).
Source: twcenter
Iron Mine
Extracts iron; feeds industrial buildings (NTW mechanic).
Source: twcenter
Logging Camp
Produces timber; feeds shipbuilding/industry (NTW mechanic).
Source: twcenter
Manufactory
Industrial manufacture; boosts trade/wealth (NTW mechanic).
Source: twcenter
Market
Trade hub; increases commercial income (NTW mechanic).
Source: twcenter
Tax Office
Collects taxes; primary regional income (NTW mechanic).
Source: twcenter
Vineyards
Wine production; trade income (NTW mechanic).
Source: twcenter
Government (2)
Court of Justice
Government building; improves public order/law (NTW mechanic).
Source: twcenter
Magistrate
Administrative building; improves public order/governance (NTW mechanic).
Source: twcenter
Happiness (3)
Gentlemens Club
Increases regional happiness (NTW mechanic).
Source: twcenter
Member's Club
Increases regional happiness (NTW mechanic).
Source: twcenter
Theatre
Increases happiness/development (namu: theatre, when upgraded, boosts development).
Source: twcenter
Industrial (4)
Cannon Foundry
Produces artillery units; supports siege capability (NTW mechanic).
Source: twcenter
Gunsmith
Produces small arms; supports infantry recruitment (NTW mechanic).
Source: twcenter
Lumber Mill
Processes timber; industrial support (NTW mechanic).
Source: twcenter
Ordinance Factroy
Produces artillery (TWC sourced spelling of 'Ordnance Factory').
Source: twcenter
Infrastructure (2)
Basic Roads
Improves regional connectivity and army movement speed (NTW mechanic).
Source: twcenter
Improved Roads
Upgraded roads; further improves movement and trade (NTW mechanic).
Source: twcenter
Knowledge (3)
Colege
Educational building; generates research and Gentleman agents. (name spelling as sourced on TWC; = College)
Source: twcenter
College
Generates research and produces Gentleman agents; may reduce regional happiness (TW guide: universities/clleges can hurt happiness).
Source: twcenter
Education College
Produces research and Gentleman agents (NTW mechanic).
Source: twcenter
Logistics (3)
Supply Port
Naval supply depot; supports fleets (NTW mechanic).
Source: twcenter
Supply Post
Army supply depot; supports front-line armies (TW guide recommends building on front lines).
Source: twcenter
Supply port
Naval supply depot; supports fleets (TWC sourced lowercase).
Source: twcenter
Military (6)
Army Cantonment
Military lodging; recruits/replenishes land armies (NTW mechanic).
Source: twcenter
Army Encampment
Military lodging; recruits/replenishes land armies (NTW mechanic).
Source: twcenter
Barracks
Core recruitment building for basic infantry (NTW mechanic).
Source: twcenter
Cantonment
Military lodging; recruits/replenishes troops (NTW mechanic).
Source: twcenter
Horse farm
Breeds/recruits cavalry mounts (NTW mechanic).
Source: twcenter
Stables
Recruits/breeds cavalry (NTW mechanic).
Source: twcenter
Naval (4)
Commercial Port
Trade port; generates maritime trade income (NTW mechanic).
Source: twcenter
Dockyard
Constructs and repairs warships (NTW mechanic).
Source: twcenter
Shipyard
Constructs warships (larger capacity than dockyard) (NTW mechanic).
Source: twcenter
Trading Port
Maritime trade; generates trade income. (namu: trade ports spawn trade fleets; London +105/turn, Paris +35/100turn)
Source: twcenter
Religious (1)
Chapel
Public-order/religious building. Note: NTW removed the religion mechanic, so chapels function as an order/happiness building (NTW mechanic).
Source: twcenter