Buildings · Impediments · Perks · Resources · Units

Tower House

2MilitaryMilitary

Description

In the same vein as the Bastle Houses or fortified farms, the Tower House is another means to strengthen a region's defense using buildings external to the main stronghold. Mostly developed in Italy and named Casatorre this system can deploy extra soldiers in these forward fortifications (One extra garrison added permanently to the Stronghold site).

Core data

ID
360
Alias
ID_STRUC_TOWER_HOUSE
$Alias
$ID_STRUC_TOWER_HOUSE
Tier
2
Job
Military ($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
+1 AG
DLC notes
-
Constraints
Tower House
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
85
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