Buildings
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Impediments
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Perks
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Resources
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Units
Domain Expansion III
2InfrastructureInfrastructure
Description
This is the third land expansion, ordered by the local lord. With arduous work, the peasants and hired freemen can make the land more habitable, thus giving some extra room for the growing population to expand.
The expansion following this one can only be started if you have enough population and Stewardship in the region.
Core data
ID
141
Alias
ID_STRUC_DOMAIN_EXPANSION3
$Alias
$ID_STRUC_DOMAIN_EXPANSION3
Tier
2
Job
Infrastructure ($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
-3 slot, sws+
DLC notes
-
Constraints
Domain Expansion III
Minimum population
9
Region max buildings
1
Minimum piety
-
Minimum stewardship
125
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
-3
Infrastructure cost
225
Infrastructure upkeep
0
Money upkeep
4
Resources
| Field | Value |
| BonusResource[0] | Tools |
Outputs
| Output field | Value |
| Steward_Output | 4 |
Bonus outputs
| Bonus field | Value |
| Bonus_Infra | 3 |
| Bonus_Income | 4 |
Building tree
Requires
Upgrades to
Replaces
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
- No direct manual mention found for this exact structure name.
Modifiers
| Name | Alias | Description | Effects (decoded) |
| No linked modifiers |