Buildings · Impediments · Perks · Resources · Units

Major Garrison

2MilitaryMilitary

Description

This represents a significant defensive force of up to several thousands men, garrisoning either a fortress or an important holding. They won't engage into offensive operations, but are able to fend off any enemy invading the region, barring perhaps a large army. It will prevent adding a Minor Garrison, which is weaker but much cheaper. Last but not least, garrisons require constant upkeep in Equipment and Money to keep the soldiers properly equipped and motivated.

Core data

ID
391
Alias
ID_STRUC_MAJORGARRISON
$Alias
$ID_STRUC_MAJORGARRISON
Tier
2
Job
Military ($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
AG12+++
DLC notes
-
Constraints
Major Garrison
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
1
Infrastructure cost
250
Infrastructure upkeep
0
Money upkeep
7

Resources

FieldValue
BonusResource[0]Weapons
BonusResource[1]Armors

Outputs

Output fieldValue
MBPStockpile20
MBP_Output-10
Income_Output-12

Bonus outputs

Bonus fieldValue
Bonus_MBP5
Bonus_Steward5

Building tree

Requires
Concentric Castle, Large Concentric Castle, Artillery-Adapted Castle
Upgrades to
None
Replaces
None
Forbidden with
Minor Garrison
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