Buildings · Impediments · Perks · Resources · Units

Quality Vineyard

2AgricultureAgricultural

Description

After several generations, farmers will under certain conditions start to grow vineyards of fine quality grapes, which will be dearly appreciated by the wealthy and nobles (often the same people).

Core data

ID
62
Alias
ID_STRUC_REFINED_VINEYARD
$Alias
$ID_STRUC_REFINED_VINEYARD
Tier
2
Job
Agriculture ($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
WINE+, Gd
DLC notes
-
Constraints
Quality Vineyard
Minimum population
4
Region max buildings
1
Minimum piety
-
Minimum stewardship
75
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
195
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Output_ResourceWine x 1

Outputs

Output fieldValue
Food_Output4
Income_Output6

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
Vineyard
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