Buildings · Impediments · Perks · Resources · Units
1CommerceCommerceJob Kind Trade
A Small Harbor will help troops board or disembark faster and without effectiveness loss. It can't produce warships though, you'll need the Tier II port facilities for that. Nonetheless, it provides some income and generates the Transport Ship goods which are used at the national level to determine the quality of available troop transportation assets. In feudal times, many nations did not have a warfleet and relied on hiring ships from merchant republics or a few maritime nations (being allied with them might help provide you with this benefit). It took a dedicated effort from the ruler to build and maintain war galleys at all times.
| Field | Value |
|---|---|
| Input_Resource | Wood |
| Output_Resource | Transport Ships x 1 |
| BonusResource[0] | Tar |
| BonusResource[1] | Hemp |
| BonusResource[2] | Sails |
| Output field | Value |
|---|---|
| Income_Output | 5 |
| Bonus field | Value |
|---|---|
| Bonus_Income | 2 |
No transverse outputs decoded from linked modifiers.
Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf
| Name | Alias | Description | Effects (decoded) |
|---|---|---|---|
| IDS_MOD_Name_Structure_Small_Harbor | ID_MOD_STRUCTURE_SMALL_HARBOR | Lighthouse | Commerce Bonus: 10% Trade Acumen Bonus: 2 |
| IDS_MOD_Name_Structure_Small_Harbor2 | ID_MOD_STRUCTURE_SMALL_HARBOR2 | Lighthouse | Hidden: 1 Fowlift Adjsea: 1 Shipbuilding: 1 |