Buildings · Impediments · Perks · Resources · Units

Lord's Estate

2AgricultureAgricultural

Description

This indispensable structure is the gateway to the higher Tier II Agricultural buildings. It represents the feudal organization of manorialism, where a local lord would oversee the peasants and serfs (quasi-slaves) in almost all aspects of their lives. The more established and thriving the rural community is, the greater the benefits.

Core data

ID
56
Alias
ID_STRUC_LORDS_ESTATE
$Alias
$ID_STRUC_LORDS_ESTATE
Tier
2
Job
Agriculture ($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
PFOOD+ LIVESTOCK-, Auth, Trsv Fd+
DLC notes
-
Constraints
Lord's Estate
Minimum population
5
Region max buildings
1
Minimum piety
-
Minimum stewardship
150
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
1
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
300
Infrastructure upkeep
3
Money upkeep
4

Resources

FieldValue
Input_ResourceLivestock
Output_ResourcePreserved Food x 1
BonusResource[0]Tools

Outputs

Output fieldValue
No direct output values

Bonus outputs

Bonus fieldValue
Bonus_Infra5

Building tree

Military / garrison links

Transverse outputs (from linked modifiers)

Transverse output: Gain 1.5 food for any building under Agriculture category. Limit 18.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_Lords_EstateID_MOD_STRUCTURE_LORDS_ESTATEExpansive Feudal DomainTransverse output: Gain 1.5 food for any building under Agriculture category. Limit 18.
Loyalty Bonus: 6