Buildings · Impediments · Perks · Resources · Units

Kennel

1AgricultureAgricultural

Description

The Kennel houses many dogs for the benefit of local huntsmen or the regional lord (in this case, he will be pleased if they are robusts and healthy). A Kennel might be able to prevent or remove some impediments, and will slightly boost the productivity of the Hunting Reserve or the Hunting Grounds structures.

Core data

ID
36
Alias
ID_STRUC_KENNEL
$Alias
$ID_STRUC_KENNEL
Tier
1
Job
Agriculture ($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
Trsv to Hunting Grounds&Resv
DLC notes
-
Constraints
Kennel
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
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
75
Infrastructure upkeep
0
Money upkeep
0

Resources

FieldValue
BonusResource[0]Livestock

Outputs

Output fieldValue
Infra_Output2
Steward_Output3

Bonus outputs

Bonus fieldValue
Bonus_Steward2

Building tree

Requires
Manorial Demesne, Iqta' Land Grant, Iqta' Land Grant (Poor), Iqta' Land Grant (Very Poor), Pastoral Council
Upgrades to
Lord's Kennel
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