Buildings · Impediments · Perks · Resources · Units

Aromatic Herbs garden

2PietyJob Kind Religious

Description

Often dependent on a religious or scientific building, here religious persons (monks in the Christian worlds), or secular herborists would cultivate on a large scale the many herbs necessary for medical and alchemical practices.

Core data

ID
474
Alias
ID_STRUC_HERB_GARDEN
$Alias
$ID_STRUC_HERB_GARDEN
Tier
2
Job
Piety ($POP_JOB_PIETY)
SubJob
Job Kind Religious ($JOB_KIND_RELIGIOUS)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_DarkOrange

Design and constraints

Notable points
HERB++
DLC notes
-
Constraints
Aromatic Herbs garden
Minimum population
6
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
Terrain Cat Mountainous

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
230
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Output_ResourceDrugs & Herbs x 2

Outputs

Output fieldValue
Piety_Output10

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Monastery, Muslim Scholar
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