Buildings
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Impediments
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Perks
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Resources
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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
| Field | Value |
| No resource fields populated |
Outputs
| Output field | Value |
| No direct output values |
Bonus outputs
| Bonus field | Value |
| No bonus output values |
Building tree
Requires
Upgrades to
None
Replaces
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
- No direct manual mention found for this exact structure name.
Modifiers
| Name | Alias | Description | Effects (decoded) |
| IDS_MOD_Name_Structure_Deep_Well | ID_MOD_STRUCTURE_DEEP_WELL | Digging past bedrock | Health Bonus: 5% Extra Supply: 10 |