Buildings · Impediments · Perks · Resources · Units

Fish Farming

2AgricultureAgricultural

Description

Freshwater fishing is a good source of Food but seldom produces enough to feed a large population. Using ponds as a fish farm on the other hand was a clever practice first developed by monks of the Cistercian order.

Core data

ID
65
Alias
ID_STRUC_FISH_FARMING
$Alias
$ID_STRUC_FISH_FARMING
Tier
2
Job
Agriculture ($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
FISH+, Swamp only, Fd10
DLC notes
-
Constraints
Fish Farming
Minimum population
2
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
Terrain Cat Swampy
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
150
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Output_ResourceFishes x 1

Outputs

Output fieldValue
Food_Output10

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)

Transverse output: 4 money from Smokehouse (Livestock)

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_Fish_FarmingID_MOD_STRUCTURE_FISH_FARMINGSmoke on the waterTransverse output: 4 money from Smokehouse