Buildings · Impediments · Perks · Resources · Units

Cotton Fields

2AgricultureAgricultural

Description

Cotton will be used to make clothes, as Wool does, using a Spinning Mill, a Tier II Commerce building. It can lead to much higher value garments though, using Dyes. Originally cultivated only by India, its cultivation spread over time to many hot climates in Europe. Its seed can be made into consumable oil.

Core data

ID
61
Alias
ID_STRUC_COTTON_FIELD
$Alias
$ID_STRUC_COTTON_FIELD
Tier
2
Job
Agriculture ($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
COTTON+
DLC notes
-
Constraints
Cotton Fields
Minimum population
4
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
Id Aea Event Hotcultivation
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
180
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Output_ResourceCotton x 1

Outputs

Output fieldValue
Food_Output4

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Lord's Estate, Iqta' Land Grant (Major), Iqta' Land Grant M. (Poor), Iqta' Land Grant M. (Very Poor)
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)
No linked modifiers