Buildings · Impediments · Perks · Resources · Units

Emporium Depot - Lead

2CommerceCommerce

Description

This is an Emporium specialization where the merchant imports in bulk a single trade good, enough at least to service several large cities and dozens of craftsmen.

Core data

ID
273
Alias
ID_STRUC_EMPORIUM_LEAD
$Alias
$ID_STRUC_EMPORIUM_LEAD
Tier
2
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_Gold

Design and constraints

Notable points
-
DLC notes
-
Constraints
Emporium Depot - Lead
Minimum population
6
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
2
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
175
Infrastructure upkeep
0
Money upkeep
5

Resources

FieldValue
Output_ResourceLead x 3
BonusResource[0]Transport Ships

Outputs

Output fieldValue
Income_Output5

Bonus outputs

Bonus fieldValue
Bonus_Income6

Building tree

Requires
Trade Emporium
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)
No linked modifiers