Buildings · Impediments · Perks · Resources · Units

Logging Camp

1InfrastructureInfrastructure

Description

Often a necessary upgrade to the Wood Cutting building, if Wood is in high demand in the region. The work is very hard though and will take a toll on the local Manpower. Few men will want to work there, if they can find another job.

Core data

ID
99
Alias
ID_STRUC_LOGGING_CAMP
$Alias
$ID_STRUC_LOGGING_CAMP
Tier
1
Job
Infrastructure ($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++, Not Arid, Health-
DLC notes
-
Constraints
Logging Camp
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
90
Infrastructure upkeep
0
Money upkeep
1

Resources

FieldValue
Output_ResourceWood x 3

Outputs

Output fieldValue
Infra_Output6
Manpower_Output-1

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen Borough
Upgrades to
None
Replaces
Wood Cutting
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)
IDS_MOD_Name_Structure_Logging_CampID_MOD_STRUCTURE_LOGGING_CAMPArduous WorkHealth Penalty: 5%