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Master Rat Catcher

1InfrastructureJob Kind HealthJob Kind Healthdetail

Description

The Rat Catcher in this region is so good that one might even say he is a Master Rat Catcher! With his horde of cats and -- oddly -- a minuscule flute, he will get rid of any rats in the region in no time. Who knows, he might even travel a bit further to remove the varmints of a neighboring region (EVENT)... Weigh carefully the choice of not building this structure, as this is a rare proposal.

Core data

ID
122
Alias
ID_STRUC_MASTER_RAT_CATCHER
$Alias
$ID_STRUC_MASTER_RAT_CATCHER
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
EVT, Leg+
DLC notes
-
Constraints
Master Rat Catcher
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
50
Slot usage cost
1
Infrastructure cost
75
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
No direct output values

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen Borough
Upgrades to
None
Replaces
Rat Catcher
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)
No linked modifiers