Buildings · Impediments · Perks · Resources · Units

Sawmill

2InfrastructureInfrastructure

Description

The Sawmill will allow workers to exploit forests for their Wood, in a quasi-industrial manner. It benefits greatly from a Water Mill (late tier II building) which will double its infrastructure output. A Sawmill can't be built in Arid terrain, as there won't be enough wood for it.

Core data

ID
130
Alias
ID_STRUC_SAWMILL
$Alias
$ID_STRUC_SAWMILL
Tier
2
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Infrastructure ($JOB_KIND_INFRA)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Salmon1

Design and constraints

Notable points
WOOD++
DLC notes
-
Constraints
Sawmill
Minimum population
4
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
Terrain Cat Arid

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
1
Infrastructure cost
180
Infrastructure upkeep
0
Money upkeep
4

Resources

FieldValue
Output_ResourceWood x 4

Outputs

Output fieldValue
Infra_Output7

Bonus outputs

Bonus fieldValue
No bonus output values

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)

Transverse output: 7 infra from Water Mill

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_SawMillID_MOD_STRUCTURE_SAWMILLWater powerTransverse output: 7 infra from Water Mill