Buildings · Impediments · Perks · Resources · Units

Rat Catcher

1InfrastructureJob Kind HealthJob Kind Healthdetail

Description

Rats will rapidly abound when and where harvests are brought in, unless cats or a Rat Catcher (often employing cats) is present. This building will usually prevent the arrival of Rats, and if already present, will have a chance each turn to remove them. This structure uses no slot.

Core data

ID
93
Alias
ID_STRUC_RAT_CATCHER
$Alias
$ID_STRUC_RAT_CATCHER
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
0 Slot, % chance removing Rats
DLC notes
-
Constraints
Rat Catcher
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
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
0
Infrastructure cost
50
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
BonusResource[0]Grain

Outputs

Output fieldValue
No direct output values

Bonus outputs

Bonus fieldValue
Bonus_Income3

Building tree

Requires
None
Upgrades to
Master Rat Catcher
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