Buildings · Impediments · Perks · Resources · Units

Bailey

2MilitaryMilitary

Description

This structure will provide a Fortification bonus to the region, and once enough Fortification points are accumulated, a new castle-like building will be available for construction. In its most basic definition, a Bailey is an inhabited enclosure protected by a wall of sort (it can be as simple as a palisade), adjacent to a fortified tower hosting the noble and his family. Originally appearing in Europe, the same concept more or less applied in some parts of the Muslim world (notably Persia) with the Kuhandiz, a combination of fortified and inhabited enclosure adjacent to a fortress. This structure is a staple of fortified development and provides a solid bonus plus 2 Fortifications points.

Core data

ID
331
Alias
ID_STRUC_BAILEY
$Alias
$ID_STRUC_BAILEY
Tier
2
Job
Military ($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
Mod +Loy, +Fd
DLC notes
-
Constraints
Bailey
Minimum population
3
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
0
Infrastructure cost
75
Infrastructure upkeep
0
Money upkeep
0

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
No direct output values

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Rudimentary Fort, Rustic Ringwork Castle, Rustic Hill Fort
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
10
FT_MaxLevel
11
FT_LevelChange
2

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_BaileyID_MOD_STRUCTURE_BAILEYFeeling ProtectedLoyalty Bonus: 8
Food Bonus: 12%