Buildings · Impediments · Perks · Resources · Units

Raider Cove

1CommerceCommerce

Description

The Raider Cove allows raiding nations to create light warships quickly and easily and is the equivalent of a small harbor, but for nations with some seafaring expertise and raiding practices. It is as cheap as an anchorage, so is very easy to set up.

Core data

ID
223
Alias
ID_STRUC_SKN_RAIDER_COVE
$Alias
$ID_STRUC_SKN_RAIDER_COVE
Tier
1
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
Yes
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_SlateBlue

Design and constraints

Notable points
NavOp, WOOD-, TRSS+
DLC notes
-
Constraints
Raider Cove
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
Yes
Authority gain
0
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
30
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
Input_ResourceWood
Output_ResourceTransport Ships x 1
BonusResource[0]Tar
BonusResource[1]Hemp
BonusResource[2]Sails

Outputs

Output fieldValue
MBP_Output3
Income_Output3

Bonus outputs

Bonus fieldValue
Bonus_MBP1
Bonus_Income1
Bonus_Manpower1

Building tree

Requires
None
Upgrades to
Medium Harbor, Medium Protected Harbor
Replaces
Anchorage
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

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_SKN_Raider_CoveID_MOD_STRUCTURE_SKN_RAIDER_COVECall from the seaCommerce Bonus: 12%
Trade Range Bonus: 1
IDS_MOD_Name_Structure_SKN_Raider_Cove2ID_MOD_STRUCTURE_SKN_RAIDER_COVE2Call from the seaHidden: 1
Fowlift Adjsea: 1
Boarding Cost: 1
Shipbuilding: 2