Europa Universalis V← Leaderboard · Capital finder · Urban rights advisor · Privateer finder
Drop in a save, pick a nation, and see which buildings a loan or a government bond would pay for, and in which locations — from what each building really earns in the save and how much of it your treasury taxes. It all runs in this page; your save is never uploaded.
One more level of a building already there, a building the location doesn't have yet (valued at what that building makes per level across the same market), or one more RGO worker slot. To treasury is the tax your treasury collects on the new profit: profit × the location's control × its estates' tax rates. Break-even is what a level has to return each month to pay for itself on these terms. Click a column to sort.
The same 100 gold, borrowed at the save's rates.
★ capital · each location shows its best buildable project · click one to filter the table to it
In EU5 a loan is interest only: each month you pay amount × rate ÷ 12, and the whole amount falls due at the end of the term. If you can't pay it then, the loan is extended and you lose 3 points of creditworthiness. A government bond never falls due: you pay its interest every month until you redeem it. So a loan only pays for itself if the project returns its interest and enough to put the principal aside by the end of the term; a bond only has to beat its interest.
A building's profit is wealth in its location, not gold in your treasury. Wealth outside your control goes straight to the estates. The rest is tax base, split between the estates by their share of the location's wealth, and each pays you its tax rate. The page rebuilds your tax income from the save this way to within about a percent (the tiles show both), so a profit of 1 gold a month in a 90%-control city whose estates pay about 30% is worth about 0.27 a month to the treasury. The rest still matters — estates grow richer and more content — but it doesn't repay a loan.
A building costs its base price — 50 gold for one unlocked in the Age of Traditions, doubling with each age,
more for expensive ones — times your own cost factor, read from what your constructions in progress
actually cost in the save (your nation's if it is building anything, otherwise the world's). An RGO expansion costs
100 × (0.5 + 0.25 × the good's price) times the same kind of factor.
From the same building elsewhere in the same market: all its profit there divided by all its levels, idle ones counting as zero. If any of them is laying off workers, the market can't use more and the page won't suggest it. It also needs enough unemployed pops of the building's type in the location, and room under its level cap (development, population, rank and market access, as the game's script values have them). The loan plan never adds more levels of a building to a market than it already has there, so prices have a chance to hold.
An RGO expansion adds one worker slot. It's valued at what each RGO worker of that good makes in the market, and the game turns RGO output into somewhat less location wealth than building profit (the page fits both from your save). Unemployed peasants promote into new slots, so they count as available workers.
Building upkeep, price changes as new supply arrives, and everything a building does besides making goods: estate satisfaction, development, prosperity, levies. Interest rates move with creditworthiness; the page starts from the lowest rate you pay now (or the world's going rate) and you can change it.