Buildings · Impediments · Perks · Resources · Units

Shell Keep

2MilitaryMilitary

Description

The keep is fully enclosed by a sturdy stone wall, with buildings set against it. There might be no additional tower and the design is still somehow simple, much more in any case than the later concentric castle design.

Core data

ID
350
Alias
ID_STRUC_SHELL_KEEP
$Alias
$ID_STRUC_SHELL_KEEP
Tier
2
Job
Military ($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
Extra SR, AG
DLC notes
-
Constraints
Shell Keep
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
125
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
160
Infrastructure upkeep
1
Money upkeep
4

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
MBPStockpile10
MBP_Output5
Steward_Output6

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

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_Shell_KeepID_MOD_STRUCTURE_SHELL_KEEPUndisputed ruleStewardship Bonus: 15%
IDS_MOD_Name_Structure_Authority2ID_MOD_STRUCTURE_AUTHORITY2IDS_MOD_Text_Authority2Flavor: 0