Buildings · Impediments · Perks · Resources · Units

Gold Mine

2InfrastructureInfrastructure

Description

This Gold Mine will make the owner rich, provided he can find workers for the extraction and purification of the precious metal. As with the other mines, a mining exploitation is required which will provide woods to create tunnels and shafts with some semblance of safety.

Core data

ID
156
Alias
ID_STRUC_GOLD_MINE
$Alias
$ID_STRUC_GOLD_MINE
Tier
2
Job
Infrastructure ($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
-
DLC notes
-
Constraints
Gold Mine
Minimum population
6
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
0
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
250
Infrastructure upkeep
0
Money upkeep
6

Resources

FieldValue
Mandatory_ResourceGold Vein
Output_ResourceGold x 1
BonusResource[0]Tools

Outputs

Output fieldValue
Income_Output30

Bonus outputs

Bonus fieldValue
Bonus_Income5

Building tree

Requires
Mining Exploitation
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)
IDS_MOD_Name_Structure_Difficult_WorkID_MOD_STRUCTURE_DIFFICULT_WORKDifficult WorkHealth Penalty: 4%