Buildings · Impediments · Perks · Resources · Units

Wood Cutting

1InfrastructureInfrastructure

Description

A very basic activity done by a few villagers, Wood Cutting is of great importance. The Wood trade good produced will give a decent production bonus to several buildings, like the Wheelmaker and it is also used by Harbors for ship making, and for mining operations. It can be upgraded to the Logging Camp, still a Tier I Building, which will produce more, if needed.

Core data

ID
73
Alias
ID_STRUC_WOOD_CUTTING
$Alias
$ID_STRUC_WOOD_CUTTING
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Infrastructure ($JOB_KIND_INFRA)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Salmon1

Design and constraints

Notable points
WOOD+, not Arid
DLC notes
-
Constraints
Wood Cutting
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
Terrain Cat Arid

Type and economy

Tier
1
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
60
Infrastructure upkeep
0
Money upkeep
1

Resources

FieldValue
Output_ResourceWood x 2

Outputs

Output fieldValue
Infra_Output4

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
Upgrades to
Logging Camp
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