Buildings · Impediments · Perks · Resources · Units

City Militia

2MilitaryMilitary

Description

The City Militia is formed by the citizens of a large town or city. This building is a cheap way of filling the ranks in light troops, should the region is attacked, but requires a fairly high population count.

Core data

ID
363
Alias
ID_STRUC_CITY_MILITIA
$Alias
$ID_STRUC_CITY_MILITIA
Tier
2
Job
Military ($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
LEATHER- AG+ but high pop req
DLC notes
-
Constraints
City Militia
Minimum population
9
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
125
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Input_ResourceLeather
BonusResource[0]Weapons

Outputs

Output fieldValue
MBPStockpile10
Manpower_Output-2

Bonus outputs

Bonus fieldValue
Bonus_Manpower2

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