Buildings · Impediments · Perks · Resources · Units

Dyer

1CommerceCommerce

Description

Being a Dyer is a difficult job where one will inhale toxic fumes daily. But it is a very lucrative one, as dyes are used in many items such as clothes, ceramics, and works of arts.

Core data

ID
194
Alias
ID_STRUC_DYER
$Alias
$ID_STRUC_DYER
Tier
1
Job
Commerce ($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
HERBS- DYES+
DLC notes
-
Constraints
Dyer
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
2
Money upkeep
2

Resources

FieldValue
Input_ResourceDrugs & Herbs
Output_ResourceDyes
BonusResource[0]Lead

Outputs

Output fieldValue
Income_Output7

Bonus outputs

Bonus fieldValue
Bonus_Income5

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_DyerID_MOD_STRUCTURE_DYERToxic fumesHealth Penalty: 2%