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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

FieldValue
BonusResource[0]Tools

Outputs

Output fieldValue
Steward_Output4

Bonus outputs

Bonus fieldValue
Bonus_Infra3
Bonus_Income4

Building tree

Requires
Craftsmen District
Upgrades to
Domain Expansion IV
Replaces
Domain Expansion II
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

Modifiers

NameAliasDescriptionEffects (decoded)
No linked modifiers