Buildings · Impediments · Perks · Resources · Units

Communal Larder

1AgricultureAgricultural

Description

This building will keep an additional 10% of food after pop growth and can be upgraded to the Root Cellar, a Tier II Agricultural building.

Core data

ID
40
Alias
ID_STRUC_COMMUNAL_LARDER
$Alias
$ID_STRUC_COMMUNAL_LARDER
Tier
1
Job
Agriculture ($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
PFOOD-, FoodKept 10%
DLC notes
-
Constraints
Communal Larder
Minimum population
1
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
1
Money upkeep
0

Resources

FieldValue
Input_ResourcePreserved Food

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
Root Cellar
Replaces
Food Storage
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)
IDS_MOD_Name_Structure_Communal_LarderID_MOD_STRUCTURE_COMMUNAL_LARDERGrain and some meatFoodkept Bonus: 10%