Buildings · Impediments · Perks · Resources · Units

Coastal Market

1CommerceCommerceJob Kind Market

Description

The Coastal Market will make use of local Fish (only) to supplement the diet mostly of the lower classes, as nobles generally preferred meat.

Core data

ID
176
Alias
ID_STRUC_COASTAL_MARKET
$Alias
$ID_STRUC_COASTAL_MARKET
Tier
1
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Gold

Design and constraints

Notable points
FISH-, in-region, Health+
DLC notes
-
Constraints
Coastal Market
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
1
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
75
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Mandatory_ResourceFishes
Input_ResourceFishes
BonusResource[0]Pottery

Outputs

Output fieldValue
Food_Output2
Income_Output4

Bonus outputs

Bonus fieldValue
Bonus_Food2
Bonus_Income2

Building tree

Requires
Fishermen House
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_Coastal_MarketID_MOD_STRUCTURE_COASTAL_MARKETSea foodHealth Bonus: 4%