Buildings · Impediments · Perks · Resources · Units

Barley Field

1AgricultureAgricultural

Description

Barley Fields don't produce a trade good, but will instead greatly enhance the benefits of the Brewery building. On their own, they produce a decent amount of Food.

Core data

ID
35
Alias
ID_STRUC_BARLEY_FIELD
$Alias
$ID_STRUC_BARLEY_FIELD
Tier
1
Job
Agriculture ($POP_JOB_AGRI)
SubJob
Agricultural ($JOB_KIND_AGRI)
Christian available
Yes
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_PaleGreen

Design and constraints

Notable points
Brewery has Trsv from it, Fd
DLC notes
-
Constraints
Barley Field
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
Terrain Cat Arid|Terrain Cat Mountainous

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
1
Money upkeep
1

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
Food_Output5

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)

Transverse output: 6 money to Bakery
Transverse output: 6 money to Brewery

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
No linked modifiers