Buildings · Impediments · Perks · Resources · Units

Pastoral Council

1AgricultureAgricultural

Description

This indispensable structure is the gateway to the 'higher' Tier I Agricultural buildings. It represents a council of experienced men who will advise the farmers and hunters. The more established and thriving the rural community is, the greater the benefits.

Core data

ID
24
Alias
ID_STRUC_TN_PASTORAL_COUNCIL
$Alias
$ID_STRUC_TN_PASTORAL_COUNCIL
Tier
1
Job
Agriculture ($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
LIVESTOCK-
DLC notes
-
Constraints
Pastoral Council
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
50
Required area
-
Required terrain
-
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
1
Infrastructure cost
100
Infrastructure upkeep
1
Money upkeep
0

Resources

FieldValue
Input_ResourceLivestock
BonusResource[0]Legumes
BonusResource[1]Flax
BonusResource[2]Exotic Fruits

Outputs

Output fieldValue
Manpower_Output2

Bonus outputs

Bonus fieldValue
Bonus_Food2

Building tree

Military / garrison links

Transverse outputs (from linked modifiers)

Transverse output: Gain 1.5 food for any building under Agriculture category. Limit 9.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_TN_Pastoral_CouncilID_MOD_STRUCTURE_TN_PASTORAL_COUNCILMaking the best of what they haveTransverse output: Gain 1.5 food for any building under Agriculture category. Limit 9.