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Stable

1MilitaryMilitary

Description

The Stable will remove the penalty Levy Cavalry gets when recruited and will provide an additional experience bonus to SAU Medium Cavalry. There is no obligation to set up military stables if you favor quantity over quality though, as all Levy units can be recruited without any specific buildings.

Core data

ID
286
Alias
ID_STRUC_STABLE
$Alias
$ID_STRUC_STABLE
Tier
1
Job
Military ($POP_JOB_MILITARY)
SubJob
Military ($JOB_KIND_MILITARY)
Christian available
Yes
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_MediumRed

Design and constraints

Notable points
HORSES-, Unraw all Cav levies, Improve Med SAU Cav
DLC notes
-
Constraints
Stable
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
No
Authority gain
0
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
75
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Input_ResourceHorses
BonusResource[0]Legumes
BonusResource[1]Grain

Outputs

Output fieldValue
MBP_Output3

Bonus outputs

Bonus fieldValue
Bonus_Infra1

Building tree

Requires
None
Upgrades to
Stable Master
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_Medium_Cavalry_ImprovementsID_MOD_STRUCTURE_MEDIUM_CAVALRY_IMPROVEMENTSIDS_MOD_Text_Medium_Cavalry_ImprovementsAttribute: 3 (params: $ATTR_MEDCAV_IMP)