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Slave Workforce

1InfrastructureInfrastructure

Description

This is a work camp for slaves, where they will toil the land and transport goods. Up to three Slave Workforces can be present in a given region, and they appear spontaneously if the conditions are met (a battle must have happened and religions must differ, although no Christian will capture slaves). EVENT: After a while, the camp will be removed as the slaves die from exhaustion or simply grow old. Slavery subsided in medieval times compared to the Ancient era, in part because peasants were a cheap workforce, often bound to the land they were born. Christianity also forbade slavery of fellow Christians and the Quran also disallowed it against other Muslims. When another religion is involved though, it was permitted although you would not often see it in practice in mainland Europe. Norse populations, until Christianization, did capture people which were named thralls, and were slaves in all but name. Many monks and educated clergymen found themselves in Scandinavia because of Vikings raids, and it is said that this influenced the speed of spread of Christianity in the region.

Core data

ID
109
Alias
ID_STRUC_EVT_SLAVE_WORKFORCE
$Alias
$ID_STRUC_EVT_SLAVE_WORKFORCE
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Infrastructure ($JOB_KIND_INFRA)
Christian available
No
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Salmon1

Design and constraints

Notable points
EVT, Leg-, Loy-, RR+, Fd++, Infra++
DLC notes
-
Constraints
Slave Workforce
Minimum population
1
Region max buildings
6
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
-60
Slot usage cost
1
Infrastructure cost
75
Infrastructure upkeep
0
Money upkeep
0

Resources

FieldValue
BonusResource[0]Tools

Outputs

Output fieldValue
Food_Output12
Infra_Output15
Income_Output4

Bonus outputs

Bonus fieldValue
Bonus_Food3
Bonus_Infra4

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)
IDS_MOD_Name_Structure_EVT_Slave_WorkforceID_MOD_STRUCTURE_EVT_SLAVE_WORKFORCEMiserable lifeLoyalty Penalty: 10
Revolt Increase: 35%