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Boneworker

1InfrastructureInfrastructure

Description

Craftsmen versed in the making of objects of art will help the nomad or tribal population pass to future generations the history of their lives and deeds. In a more mundane approach, bones can also be used to make some tools for weavers, fishermen and many others trades.

Core data

ID
103
Alias
ID_STRUC_TN_BONEWORKER
$Alias
$ID_STRUC_TN_BONEWORKER
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Infrastructure ($JOB_KIND_INFRA)
Christian available
No
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Salmon1

Design and constraints

Notable points
Infra Blds discount, Leg+(0.1)
DLC notes
-
Constraints
Boneworker
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
20
Slot usage cost
1
Infrastructure cost
45
Infrastructure upkeep
0
Money upkeep
1

Resources

FieldValue
BonusResource[0]Livestock

Outputs

Output fieldValue
Infra_Output1

Bonus outputs

Bonus fieldValue
Bonus_Infra2
Bonus_Income2

Building tree

Requires
Craftsmen Borough
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)
IDS_MOD_Name_Structure_TN_BoneWorkerID_MOD_STRUCTURE_TN_BONEWORKERBone RattleStructure Costreduction: 10% (params: $JOB_KIND_INFRA_CONSTEFFECT)