Buildings · Impediments · Perks · Resources · Units

Lord Chapel

1PietyJob Kind Religious

Description

At the juncture between the two influential worlds of the Middle Ages, this building will benefit both. It is often attached to the Lord's Manor, so is not using up a lot of real estate.

Core data

ID
430
Alias
ID_STRUC_LORD_CHAPEL
$Alias
$ID_STRUC_LORD_CHAPEL
Tier
1
Job
Piety ($POP_JOB_PIETY)
SubJob
Job Kind Religious ($JOB_KIND_RELIGIOUS)
Christian available
Yes
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_DarkOrange

Design and constraints

Notable points
Min Sws 0 Slot
DLC notes
-
Constraints
Lord Chapel
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
250
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
1
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
60
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
BonusResource[0]Silver
BonusResource[1]Precious Stones

Outputs

Output fieldValue
Piety_Output6
Steward_Output4

Bonus outputs

Bonus fieldValue
Bonus_Piety1
Bonus_Steward2

Building tree

Requires
Parish Church
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
0
FT_MaxLevel
100
FT_LevelChange
0

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