Buildings
·
Impediments
·
Perks
·
Resources
·
Units
Rats
1InfrastructureJob Kind HealthJob Kind Healthdetail
Description
Event building.
Rats tend to appear where there is a lot of Food while Health is bad or the population count is high. Use a Rat Catcher to get rid of them (and prevent their return, most of the time). Having one hundred rats is an issue, having ten thousand is a big problem, so don't be surprised to see more and more of the varmints!
Rats are known to lead to the appearance of epidemics or even worse, like a plague (EVENT).
Core data
ID
120
Alias
ID_STRUC_EVT_RATS
$Alias
$ID_STRUC_EVT_RATS
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
No
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Aquamarine4
Design and constraints
Notable points
3/regions, FURS+, 0 slot, Health-, EVT
DLC notes
-
Constraints
Rats
Minimum population
3
Region max buildings
3
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
15
Infrastructure upkeep
0
Money upkeep
0
Resources
| Field | Value |
| BonusResource[0] | Grain |
Outputs
| Output field | Value |
| Food_Output | -3 |
Bonus outputs
| Bonus field | Value |
| Bonus_Food | -1 |
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
- add to the likelihood as does the impediment, rats. Rats in turn
- Especially for rats, there is also a chance they will be removed
- give you a small legacy bonus) if rats, thieves or bandits are
Modifiers
| Name | Alias | Description | Effects (decoded) |
| IDS_MOD_Name_Structure_EVT_Rats | ID_MOD_STRUCTURE_EVT_RATS | Disease-carrier | Health Penalty: 6% Charhealth Penalty: 3% |