Buildings · Impediments · Perks · Resources · Units

Gatehouse/Guardhouse

2MilitaryMilitary

Description

The gate that harbors the portcullis is quite massive and a building by itself. Aptly named the Gatehouse or Guardhouse, it can be used as barracks for the soldiery. The guards posted there will greatly help the local watch in fighting off highwaymen, marauders, or thieves (EVENT: One extra Decision 'Remove Hostiles' provided).

Core data

ID
376
Alias
ID_STRUC_GATEHOUSE_GUARDHOUSE
$Alias
$ID_STRUC_GATEHOUSE_GUARDHOUSE
Tier
2
Job
Military ($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
SR0 F2, RGD Remove Hostiles
DLC notes
-
Constraints
Gatehouse/Guardhouse
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
125
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
Shell Keep with Stone Bailey, Stone Castle, Bastioned Castle
Upgrades to
None
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

Garrison category
0
Units in this garrison category
No units mapped for this garrison category
Units unlocked by this structure
No units directly requiring this structure
WallValue
0
SiegeResist
0
CounterRaid
0
FT_Level
0
FT_MinLevel
34
FT_MaxLevel
36
FT_LevelChange
2

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