Buildings · Impediments · Perks · Resources · Units

Water Mill

2InfrastructureInfrastructure

Description

Installed along rivers, Water Mills will make use of the formidable power of a water flow to grind Grains, cut Wood, or keep dry mine shafts. Engineering techniques developed over time and many centuries, from the simple Noria to complex paddle wheels made of wood and steel.

Core data

ID
158
Alias
ID_STRUC_WATER_MILL
$Alias
$ID_STRUC_WATER_MILL
Tier
2
Job
Infrastructure ($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
Transverse to sawmill
DLC notes
-
Constraints
Water Mill
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
230
Infrastructure upkeep
0
Money upkeep
6

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
Food_Output6
Infra_Output6
Income_Output3
Steward_Output3

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen District
Upgrades to
None
Replaces
Rustic Water Mill
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)

Transverse output: 7 infra to Sawmill

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_Water_MillID_MOD_STRUCTURE_WATER_MILLIDS_MOD_Text_Water_MillFlavor: 0