Buildings · Impediments · Perks · Resources · Units

Armor Smith

2MilitaryMilitary

Description

Armor is a catch-all term for a very large range of body protection. Light armor, such as leather cuirasses and gambesons can be made fairly easily, but it requires a lot of expertise, time, and resource to make high-quality armor as worn by knights and heavy lancers. Such armors, contrary to popular belief, were not that heavy and had often to be tailored to the man they were destined to. Depending on the quality, a piece of armor could take from 10 to 30 days, with a full set requiring several months (Prestige armor like the ones done for a King were playing in another court altogether, with a fabrication time of thousands hours).

Core data

ID
344
Alias
ID_STRUC_ARMORSMITH
$Alias
$ID_STRUC_ARMORSMITH
Tier
2
Job
Military ($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
ARMORS+ (1st Armor producer)
DLC notes
-
Constraints
Armor Smith
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
1
Infrastructure cost
120
Infrastructure upkeep
1
Money upkeep
4

Resources

FieldValue
Input_ResourceIron Ore
Output_ResourceArmors
BonusResource[0]Tools

Outputs

Output fieldValue
MBPStockpile6
MBP_Output6

Bonus outputs

Bonus fieldValue
Bonus_MBP4

Building tree

Requires
None
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
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