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Inn

1CommerceCommerce

Description

A rest for the weary, Inns also play an important role as a place where news can be exchanged and deals struck. As alcohol was sometimes banned, this building will be less common in Muslim nations.

Core data

ID
248
Alias
ID_STRUC_INN
$Alias
$ID_STRUC_INN
Tier
1
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
Yes
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Gold

Design and constraints

Notable points
WINE-, TransV. Brewery, Trade Acu.
DLC notes
-
Constraints
Inn
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
195
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Input_ResourceWine
BonusResource[0]Livestock
BonusResource[1]Preserved Food
BonusResource[2]Fishes

Outputs

Output fieldValue
Food_Output-2
Income_Output8

Bonus outputs

Bonus fieldValue
Bonus_Food1
Bonus_Income4

Building tree

Requires
Traders District
Upgrades to
None
Replaces
Ale House
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)

Transverse output: 8 money from Brewery
Transverse output: 5 money to Gambling Ring

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_InnID_MOD_STRUCTURE_INNWine and laughsTransverse output: 8 money from Brewery
Trade Acumen Bonus: 2