Europa Universalis V← Leaderboard · Capital finder · Privateer finder · Loan advisor
Drop in a save, pick a nation, and see which urban rights pay most in each town and city — from what its RGO and buildings actually make, at its market's prices. Focused on the Borough Privileges rights (Printing, Textile, Tooling…): +20–30% of some goods, −5% production efficiency for every building there. It all runs in this page; your save is never uploaded.
Values are gold a month of extra output at the location's market prices — the change in what its RGO and buildings sell. Inputs don't change, so it's all extra profit for the building owners and the location's wealth; your treasury sees the part you tax.
Rural locations and towns whose RGO a right would boost, or whose raw material feeds a guild that a right boosts — good places to urbanise, or to give a town a second right once it's a city. A new town starts without buildings, so this values the RGO boost, and what the right would add to a guild just big enough to use all the RGO's output, up to 10 levels, among the guilds you've unlocked that use it as their main input (its margin per level at today's prices shows whether that guild pays on its own).
★ capital ● city ◆ town □ outline: has urban rights · click a location for its details
The Borough Privileges advance (Age of Discovery) unlocks nine production rights. Each adds +20% (Tooling, Naval Supplies and Masonry: +25–30%) output of two or three goods in the location and costs 5% production efficiency there. A town holds one urban right, a city two, a megalopolis three. This page reads what each location makes from your save — its RGO workers and every building's level, staffing and production method — scales it to the supply its market records, and prices it at that market's prices.
A right's goods bonus (e.g. local_dyes_output_modifier) changes all output of that good in the
location, RGO included — Naval Supplies Rights boosting tar, a raw material, shows it. The penalty is
local_production_efficiency, which the game applies to buildings; RGOs use a separate raw material
output modifier. Tick −5% efficiency hits the RGO too for the pessimistic case.
Both boost dyes, so the dyes RGO gains the same either way. The difference is the buildings: Printing boosts paper and books (a scriptorium, a paper guild), Textile boosts cloth and fine cloth. Whichever set of guilds is bigger in the city wins, and the penalty is the same 5% of every building's output in both cases.
A building gets a production efficiency bonus when the raw materials it uses are made by an RGO in the same province. Each boosted building names the inputs of the production method it's running that an RGO in the province makes, and where (“its own RGO” for the location itself). Those guilds are the ones a right pays best on, and they're worth growing; the bonus itself is already in the output the save records.
Rights already granted count against the slots. When a town or city is full the table still shows what the best production right would be worth, so you can weigh it against what's there (Lübeck rights' marketplace levels, a staple port…) — this page doesn't value those.
Output follows the save: each building's output per level times its level and staffing, and the RGO's workers, scaled so the location's share of its market matches the market's recorded supply. The page assumes a right's bonus and penalty add up (+20% − 5% = +15% for a boosted good). Prices move as supply grows, so a big boost to a good your market already has plenty of will be worth a little less than shown.