Buildings · Impediments · Perks · Resources · Units

Large Keep

2MilitaryMilitary

Description

The keep of this stronghold is particularly massive, an oddity unheard of dozens of miles around. This certainly gives the local lord a kind of prestige or authority among his peers (provides a lump sum of Stewardship points plus one extra National Authority point).

Core data

ID
358
Alias
ID_STRUC_LARGE_KEEP
$Alias
$ID_STRUC_LARGE_KEEP
Tier
2
Job
Military ($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
+50 SWS, +1 Auth +1 AG
DLC notes
-
Constraints
Large Keep
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
250
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
Wallburg, Grad, Trelleborg, Shell Keep, Motte-and-Bailey, Qal'at
Upgrades to
None
Replaces
None
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)
No linked modifiers