Buildings · Impediments · Perks · Resources · Units

Salt Marsh

1AgricultureAgricultural

Description

Salt is the trade good used to preserve food by the Salt House. It also has a few other minor uses by craftsmen or in medicine.

Core data

ID
25
Alias
ID_STRUC_SALT_MARSH
$Alias
$ID_STRUC_SALT_MARSH
Tier
1
Job
Agriculture ($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
Coastal SALT+
DLC notes
-
Constraints
Salt Marsh
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
Terrain Cat Swampy
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
75
Infrastructure upkeep
0
Money upkeep
0

Resources

FieldValue
Output_ResourceSalt x 1

Outputs

Output fieldValue
Food_Output2
Infra_Output2

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Manorial Demesne, Iqta' Land Grant, Iqta' Land Grant (Poor), Iqta' Land Grant (Very Poor), Pastoral Council
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