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1MilitaryMilitary
Nominally, this small holding is under the control of the regional owner. Practically, a landed noble or a minor warlord is ruling some part of it. He will defend fiercely his own little domain and a large chunk of the regional taxes are kept for his own expenses. It's not all bad though, as his firm hand is of certain help in keeping the populace under control, in an age where authority was often decentralized. It's possible to remove him from power by stationing an army or playing the regional decision 'Remove Civilized'. An extra fiefdom can be added to your realm with the decision 'Grant Land'. It allows the recruitment of Medium Infantry Standing Army Units, if you have any. If the National Authority is very strong, this fiefdom can either be disbanded automatically or provide an Absorb Vassal decision, should you have none (EVENT).
| Field | Value |
|---|---|
| No resource fields populated | |
| Output field | Value |
|---|---|
| Food_Output | -2 |
| Manpower_Output | -2 |
| Income_Output | -8 |
| Bonus field | Value |
|---|---|
| No bonus output values | |
No transverse outputs decoded from linked modifiers.
Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf
| Name | Alias | Description | Effects (decoded) |
|---|---|---|---|
| IDS_MOD_Name_Structure_SPE_Minor_Fiefdom | ID_MOD_STRUCTURE_SPE_MINOR_FIEFDOM | IDS_MOD_Text_SPE_Minor_Fiefdom | Standing Army Flat Bonus: 2 Lobbyhidden: 0 |
| IDS_MOD_Name_LoyaltyBonus_medium | ID_MOD_LOYALTYBONUS_MEDIUM | Loyalty Bonus | Loyalty Bonus: 10 |