Buildings · Impediments · Perks · Resources · Units

Butchery

1CommerceCommerce

Description

Livestock can be turned into consumable meat through the Butchery, which will lead to a fairly decent income. Sometimes the butcher will prepare special meals for the noble, if Salt and Wine is available. With enough practice, he can even be promoted to be the personal cook of a lord.

Core data

ID
182
Alias
ID_STRUC_BUTCHERY
$Alias
$ID_STRUC_BUTCHERY
Tier
1
Job
Commerce ($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
LIVESTOCK-
DLC notes
-
Constraints
Butchery
Minimum population
3
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
85
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Input_ResourceLivestock
BonusResource[0]Wine
BonusResource[1]Salt

Outputs

Output fieldValue
Food_Output3
Income_Output6
Steward_Output2

Bonus outputs

Bonus fieldValue
Bonus_Income3
Bonus_Steward1

Building tree

Requires
None
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)
No linked modifiers