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Craftsmen District

2InfrastructureInfrastructure

Description

This structure is a prerequisite to the second part of Tier II Infrastructure or Health buildings. It represents the gathering of craftsmen into a single place, where they can efficiently manufacture many goods.

Core data

ID
148
Alias
ID_STRUC_CRAFTSMEN_DISTRICT
$Alias
$ID_STRUC_CRAFTSMEN_DISTRICT
Tier
2
Job
Infrastructure ($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
CntrRaid10, AG3
DLC notes
-
Constraints
Craftsmen District
Minimum population
8
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
1
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
300
Infrastructure upkeep
0
Money upkeep
6

Resources

FieldValue
Input_ResourceTools
BonusResource[0]Tools
BonusResource[1]Cloth

Outputs

Output fieldValue
Infra_Output12

Bonus outputs

Bonus fieldValue
Bonus_Infra4

Building tree

Military / garrison links

Transverse outputs (from linked modifiers)

Transverse output: Gain 1.5 infra for any building under Infrastructure category. Limit 18.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_Craftsmen_DistrictID_MOD_STRUCTURE_CRAFTSMEN_DISTRICTArduous WorkTransverse output: Gain 1.5 infra for any building under Infrastructure category. Limit 18.