Buildings · Impediments · Perks · Resources · Units

Subsistence Agriculture

1AgricultureAgricultural

Description

With hard work and effort, but at the expense of men's Health, it is possible to grow robust plants almost everywhere. With quality Tools, productivity can be slightly improved.

Core data

ID
17
Alias
ID_STRUC_SUBSISTENCE_AGRICULTURE
$Alias
$ID_STRUC_SUBSISTENCE_AGRICULTURE
Tier
1
Job
Agriculture ($POP_JOB_AGRI)
SubJob
Agricultural ($JOB_KIND_AGRI)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_PaleGreen

Design and constraints

Notable points
GRAIN+, 0 slot
DLC notes
-
Constraints
Subsistence Agriculture
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
Terrain Cat Arid
Forbidden terrain
-

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
40
Infrastructure upkeep
1
Money upkeep
0

Resources

FieldValue
Output_ResourceGrain x 1
BonusResource[0]Tools

Outputs

Output fieldValue
Food_Output4
Manpower_Output-1

Bonus outputs

Bonus fieldValue
Bonus_Food1
Bonus_Infra1

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