Buildings · Impediments · Perks · Resources · Units

Hunting Party

1AgricultureAgricultural

Description

The people living there often form large parties to hunt wild animals for their Furs or Pelts that can be transformed into Leather, while the meat is a most welcome source of food. This will tie up some of the able men for this activity though.

Core data

ID
8
Alias
ID_STRUC_TN_HUNTING_PARTY
$Alias
$ID_STRUC_TN_HUNTING_PARTY
Tier
1
Job
Agriculture ($POP_JOB_AGRI)
SubJob
Agricultural ($JOB_KIND_AGRI)
Christian available
No
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_PaleGreen

Design and constraints

Notable points
3/regions, FURS+, 0 slot
DLC notes
-
Constraints
Hunting Party
Minimum population
1
Region max buildings
3
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
Terrain Cat Arid

Type and economy

Tier
1
Is depot
No
Is fort
No
Is city structure
No
Is harbor
No
Authority gain
0
Legacy gain / turn
0
Slot usage cost
0
Infrastructure cost
55
Infrastructure upkeep
1
Money upkeep
0

Resources

FieldValue
Output_ResourceFurs & Pelts x 1

Outputs

Output fieldValue
Food_Output4
Manpower_Output-2

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
Upgrades to
None
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

Garrison category
0
Units in this garrison category
No units mapped for this garrison category
Units unlocked by this structure
No units directly requiring this structure
WallValue
0
SiegeResist
0
CounterRaid
0
FT_Level
0
FT_MinLevel
0
FT_MaxLevel
100
FT_LevelChange
0

Transverse outputs (from linked modifiers)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
No linked modifiers