Buildings · Impediments · Perks · Resources · Units

Forest Glassworks

2InfrastructureInfrastructure

Description

Workshops producing Glass started to develop nearby or even within Germany's expansive forests, as a practical means to get the large amount of Wood needed for the heating of silica (sand mostly) into glass and glassware. This production practice, known as waldglas, spread over time to many parts of Europe.

Core data

ID
153
Alias
ID_STRUC_FOREST_GLASSWORKS
$Alias
$ID_STRUC_FOREST_GLASSWORKS
Tier
2
Job
Infrastructure ($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
GLASS++, WOOD-
DLC notes
-
Constraints
Forest Glassworks
Minimum population
5
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
Terrain Cat Forest
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
220
Infrastructure upkeep
0
Money upkeep
4

Resources

FieldValue
Input_ResourceWood
Output_ResourceGlassware x 2

Outputs

Output fieldValue
Infra_Output6
Piety_Output3
Steward_Output2

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen District
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)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
No linked modifiers