Buildings · Impediments · Perks · Resources · Units

Salthouse

1InfrastructureJob Kind HealthJob Kind Healthdetail

Description

The Salthouse will make use of Salt to preserve food, thus providing a hefty Health bonus in the region. Preserved Food can then be used either by the military or in some circumstances by the nobility.

Core data

ID
110
Alias
ID_STRUC_SALTHOUSE
$Alias
$ID_STRUC_SALTHOUSE
Tier
1
Job
Infrastructure ($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
SALT- PREFOOD+, Fd-, Health+
DLC notes
PFOOD also used for War Prep (Mil)
Constraints
Salthouse
Minimum population
3
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
1
Infrastructure cost
75
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
Input_ResourceSalt
Output_ResourcePreserved Food x 1
BonusResource[0]Livestock
BonusResource[1]Fishes

Outputs

Output fieldValue
Food_Output-3

Bonus outputs

Bonus fieldValue
Bonus_Food3
Bonus_Income1

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_SalthouseID_MOD_STRUCTURE_SALTHOUSESalty but HealthyHealth Bonus: 8%