Buildings · Impediments · Perks · Resources · Units

Forest Assarting

2InfrastructureInfrastructure

Description

Assarting is the reclamation of arable land from Forests. It provides more room for agricultural land but will deplete the region of several natural resources. A Hunting Reserve will forbid this structure.

Core data

ID
154
Alias
ID_STRUC_FOREST_ASSARTING
$Alias
$ID_STRUC_FOREST_ASSARTING
Tier
2
Job
Infrastructure ($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
-2 slots, forest only, rem res, health-
DLC notes
-
Constraints
Forest Assarting
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
-2
Infrastructure cost
225
Infrastructure upkeep
0
Money upkeep
4

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
Food_Output5

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen District
Upgrades to
None
Replaces
None
Forbidden with
Hunting Reserve
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)
IDS_MOD_Name_Structure_Forest_AssartingID_MOD_STRUCTURE_FOREST_ASSARTINGIDS_MOD_Text_Forest_AssartingHealth Penalty: 3%