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Craft Distillery

1CommerceCommerce

Description

This small workshop will process Fruits into strong alcohol, inebriating the workers and peasants and making them oblivious to their conditions of life.

Core data

ID
191
Alias
ID_STRUC_CRAFT_DISTILLERY
$Alias
$ID_STRUC_CRAFT_DISTILLERY
Tier
1
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
Yes
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Gold

Design and constraints

Notable points
FRUITS- Loy+
DLC notes
-
Constraints
Craft Distillery
Minimum population
6
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
2

Resources

FieldValue
Input_ResourceFruits
BonusResource[0]Exotic Fruits
BonusResource[1]Honey & Wax

Outputs

Output fieldValue
Income_Output8
Piety_Output-1

Bonus outputs

Bonus fieldValue
Bonus_Income3
Bonus_Piety-1

Building tree

Requires
Traders Borough
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_Craft_DistilleryID_MOD_STRUCTURE_CRAFT_DISTILLERYInebriate but obliviousLoyalty Bonus: 6