Buildings · Impediments · Perks · Resources · Units

Deep Well

2InfrastructureJob Kind HealthJob Kind Healthdetail

Description

A Deep Well never run dry, as it taps into an underground aquifer. This is a great addition to any region, as the water is very pure and will be a large plus in case of siege.

Core data

ID
166
Alias
ID_STRUC_DEEP_WELL
$Alias
$ID_STRUC_DEEP_WELL
Tier
2
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
Health+, Supp+, SR 6
DLC notes
-
Constraints
Deep Well
Minimum population
5
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
190
Infrastructure upkeep
1
Money upkeep
6

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
No direct output values

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Craftsmen District
Upgrades to
None
Replaces
Well
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
6
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_Deep_WellID_MOD_STRUCTURE_DEEP_WELLDigging past bedrockHealth Bonus: 5%
Extra Supply: 10