Buildings · Impediments · Perks · Resources · Units

Forest Clearing

1InfrastructureInfrastructure

Description

A clear-cut of a large portion of the local forest is certainly a good thing in the short term, but can have lasting consequences (EVENT).

Core data

ID
80
Alias
ID_STRUC_FOREST_CLEARING
$Alias
$ID_STRUC_FOREST_CLEARING
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Infrastructure ($JOB_KIND_INFRA)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Salmon1

Design and constraints

Notable points
WOOD++, Forest only, EVT, cheap, Infra+
DLC notes
-
Constraints
Forest Clearing
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
Terrain Cat Forest
Forbidden terrain
-

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
50
Infrastructure upkeep
0
Money upkeep
0

Resources

FieldValue
Output_ResourceWood x 3
BonusResource[0]Tools

Outputs

Output fieldValue
Infra_Output8

Bonus outputs

Bonus fieldValue
Bonus_Infra3

Building tree

Requires
None
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