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Toolsmith

2InfrastructureInfrastructure

Description

An indispensable craftsman who will provide tools to many other buildings and workers. EVENT: If a region has a Water Mill it can sometimes be upgraded for free to Master Toolsmith if regional loyalty is 90 or better.

Core data

ID
139
Alias
ID_STRUC_TOOLSMITH
$Alias
$ID_STRUC_TOOLSMITH
Tier
2
Job
Infrastructure ($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
TOOLS++ IRON-
DLC notes
-
Constraints
Toolsmith
Minimum population
5
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
1
Infrastructure cost
200
Infrastructure upkeep
0
Money upkeep
4

Resources

FieldValue
Input_ResourceIron Ore
Output_ResourceTools x 2
BonusResource[0]Tin

Outputs

Output fieldValue
Infra_Output6
Income_Output3

Bonus outputs

Bonus fieldValue
Bonus_Infra1
Bonus_Income2

Building tree

Requires
Craftsmen Borough
Upgrades to
None
Replaces
None
Forbidden with
Master Toolsmith
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