Buildings · Impediments · Perks · Resources · Units

Town Watch

2MilitaryMilitary

Description

The Town Watch is an oddity among the military buildings, as it mostly benefits the citizens of the city it is in! The utility of the watch in case of serious fighting is indeed quite dubious, although it can be used in an auxiliary role. It can be further upgraded into the City Watch, a tier II stewardship building.

Core data

ID
343
Alias
ID_STRUC_TOWN_WATCH
$Alias
$ID_STRUC_TOWN_WATCH
Tier
2
Job
Military ($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
WOOL- AG (weak), RR15-, Loy8+
DLC notes
-
Constraints
Town Watch
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
120
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Input_ResourceWool
BonusResource[0]Weapons

Outputs

Output fieldValue
Manpower_Output-1

Bonus outputs

Bonus fieldValue
Bonus_Manpower2

Building tree

Requires
None
Upgrades to
City Watch
Replaces
Local Watch
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

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_Town_WatchID_MOD_STRUCTURE_TOWN_WATCHPatrolling dark alleys and elsewhereRevolt Decrease: 15%
Loyalty Bonus: 8