Buildings

Lex Talionis II add many new buildings to EU IV, here are the list of buildings. The first bracket indicate their base cost and the second one indicates their build time.

Tax/Government:

 * Town Hall (100)(12)
 * Court House (200)(12)
 * City Hall (300)(12)
 * Region Capital (500)(4)

Trade/Economy:

 * Market Place (100)(12)          +25% province trade power
 * Trade Depot (200)(12)           +75% province trade power
 * Customs House (300)(12)     +100% province trade power, +1 trade value
 * Canal (150)(12)                      +15% Trade Value,+10% Supply limit
 * Road Network (300)(12)        +25% Trade Value,+25% Supply limit,+25% Local movement speed
 * Bank (250)(12)                       +1 tax

Production:

 * Mill (100)(12)                          +25% Goods Produced
 * Workshop (200)(12)               +50% Goods Produced
 * Factory (500)(12)                    +100% Goods Produced, +10% supply limit, +1 tax income

Health/Education:

 * University (300)(12)                 -15% Development Cost,+25% Local spy defense
 * Public schools (500)(12)         -20% Development Cost,+20% local spy defense
 * Hospital (200)(12)                   +10% Garrison growth,+10% Regiment recruit speed,-1 Local unrest

Culture:

 * Cathedral (300)(12)                 -0.02% Local autonomy, +2% Local missionary strength, -2 Local unrest
 * theater (200)(12)                     -2 local unrest, +1 tax income

Army:

 * Barracks (100)(12)                   +1 Land FL, +2 Supply Limit
 * Regimental Camp (400)(12)    +2 Land FL, +5 Supply Limit
 * Arsenal (200)(12)                     +25% Manpower,-10% regiment recruitment speed
 * Conscription Center(400)(12)  +50% Manpower,-25% regiment recruitment speed

Navy:

 * Dock (200)(12)                        +Naval FL, Trade Power
 * Naval Base (400)(12)              +Naval FL, Trade Power
 * Shipyard (200)(12)
 * Grand Shipyard (400)(12)

Fortifications:

 * Citadel (250)(18)                      +2 Fort Level
 * Star Fort (500)(24)                   +4 Fort Level
 * Tenaille and Crownwork (750)(30) +6 Fort Level
 * Fortress (1000)(36)                  +8 Fort Level
 * Redoubt and Ravelin (500)(30) +50% local_defensiveness, +1 local_hostile_attrition (Needs atleast Star Fort)