Buildings · Impediments · Perks · Resources · Units

Stone Castle

2MilitaryMilitary

Description

One of the epitomes of the Medieval Ages, the Stone Castle is a massive endeavor whose construction requires ample Manpower, for a long time. A high stone wall defines the outer shape, with fortified towers at regular intervals. In its center, a stone keep is the last refuge of the nobility and what remains of the garrison but will see action from the start, as it is higher than the outer wall. This is not yet a Concentric Castle, with 2 concentric walls, but is already a formidable obstacle to overcome, either by assault or sieging. Even if the style or name might differ, Stone Castles are ubiquitous in the medieval world, from Ireland to Persia. The successors to this building (e.g. Concentric Castle) need an availability of Stone 'on site' and they won't be imported from afar. EVENT: When built, this castle will provide you (once) an extra Regional Decision 'Absorb Vassal'.

Core data

ID
369
Alias
ID_STRUC_STONE_CASTLE
$Alias
$ID_STRUC_STONE_CASTLE
Tier
2
Job
Military ($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
EVT +1 RGD absorb vassal, Low SAU INF Improve
DLC notes
-
Constraints
Stone Castle
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
250
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
1
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
360
Infrastructure upkeep
3
Money upkeep
6

Resources

FieldValue
Input_ResourceStone

Outputs

Output fieldValue
MBPStockpile30
MBP_Output5
Income_Output-5
Steward_Output12

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_Stone_CastleID_MOD_STRUCTURE_STONE_CASTLEIDS_MOD_Text_Stone_CastleLeader Quality Bonus: 1
Lobbyhidden: 0
IDS_MOD_Name_Structure_Authority1ID_MOD_STRUCTURE_AUTHORITY1IDS_MOD_Text_Authority1Flavor: 0
IDS_MOD_Name_Structure_AnyInf_SAU_Improvements_WeakID_MOD_STRUCTURE_ANYINF_SAU_IMPROVEMENTS_WEAKIDS_MOD_Text_AnyInf_SAU_Improvements_WeakAttribute: 3 (params: $ATTR_ANYINF_SAU_IMP)