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Imperial Roads

2InfrastructureInfrastructure

Description

This is the Holy Roman Empire equivalent of the common Regional Roads, except that these ones are patrolled by the Landfrieden, or highway militias.

Core data

ID
128
Alias
ID_STRUC_HRE_ROAD
$Alias
$ID_STRUC_HRE_ROAD
Tier
2
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Infrastructure ($JOB_KIND_INFRA)
Christian available
Yes
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Salmon1

Design and constraints

Notable points
Comm%, Trade range, AG
DLC notes
-
Constraints
Imperial Roads
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
2
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
200
Infrastructure upkeep
0
Money upkeep
4

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
Infra_Output5
Income_Output5
Steward_Output1

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen Borough
Upgrades to
Paved Road
Replaces
Village Roads
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

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_HRE_RoadID_MOD_STRUCTURE_HRE_ROADIDS_MOD_Text_HRE_RoadCommerce Bonus: 15%
Trade Range Bonus: 1