Buildings · Impediments · Perks · Resources · Units

Blacksmith

1MilitaryMilitary

Description

With the Blacksmith, a substantial production of war equipment is at last achieved, which is a necessity if one wants to equip knights or armored footmen with quality weapons and armor.

Core data

ID
310
Alias
ID_STRUC_BLACKSMITH
$Alias
$ID_STRUC_BLACKSMITH
Tier
1
Job
Military ($POP_JOB_MILITARY)
SubJob
Military ($JOB_KIND_MILITARY)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_MediumRed

Design and constraints

Notable points
IRON- , MBP++, NO WPN!
DLC notes
-
Constraints
Blacksmith
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
100
Infrastructure upkeep
2
Money upkeep
3

Resources

FieldValue
Input_ResourceIron Ore

Outputs

Output fieldValue
MBPStockpile16
MBP_Output24

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Fortified Manor, Fortified Village, Qasaba, Garrisoned Village
Upgrades to
Master Blacksmith
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
Master Blacksmith

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