Buildings · Impediments · Perks · Resources · Units

Granary

2AgricultureAgricultural

Description

The Granary will keep an additional 10% of food after pop growth (as does the Communal Larder and both can be kept together). Granaries, by regulating access to food, are an easy way to keep the population happier also.

Core data

ID
50
Alias
ID_STRUC_GRANARY
$Alias
$ID_STRUC_GRANARY
Tier
2
Job
Agriculture ($POP_JOB_AGRI)
SubJob
Agricultural ($JOB_KIND_AGRI)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_PaleGreen

Design and constraints

Notable points
GRAIN-, Fd Keep%, Loyalty
DLC notes
-
Constraints
Granary
Minimum population
4
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
2
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
225
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
Input_ResourceGrain

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)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_GranaryID_MOD_STRUCTURE_GRANARYAverting StarvationFoodkept Bonus: 10%
Loyalty Bonus: 7