Buildings
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Impediments
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Perks
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Resources
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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
| Field | Value |
| Output_Resource | Wood x 4 |
Outputs
| Output field | Value |
| Infra_Output | 7 |
Bonus outputs
| Bonus field | Value |
| No bonus output values |
Building tree
Requires
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
- No direct manual mention found for this exact structure name.
Modifiers
| Name | Alias | Description | Effects (decoded) |
| IDS_MOD_Name_Structure_SawMill | ID_MOD_STRUCTURE_SAWMILL | Water power | Transverse output: 7 infra from Water Mill |