Buildings · Impediments · Perks · Resources · Units

Muslim Tenants Houses

1StewardshipStewardshipJob Kind Govern

Description

There was no serfdom in Muslim lands, except in a few backward regions. Many Muslims were considered freemen and would work the land of a landlord, retroceding a fraction of their harvest to him as retribution. The landlord in some cases did not even own in perpetuity the land. Indeed he could be under the Iqta' system, the equivalent of an apanage, but much more widespread and not reserved to the high-ranked nobles. This building will favor the appearance of the Freemen's social class (workers, craftsmen) while reducing the chance to get a Peasant, when you get a new population.

Core data

ID
511
Alias
ID_STRUC_MUS_TENANTS_HOUSES
$Alias
$ID_STRUC_MUS_TENANTS_HOUSES
Tier
1
Job
Stewardship ($POP_JOB_STEWARD)
SubJob
Stewardship ($JOB_KIND_STEWARD)
Christian available
No
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_DodgerBlue1

Design and constraints

Notable points
TILESBRICK- Loy+6 Food%8
DLC notes
-
Constraints
Muslim Tenants Houses
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
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
1
Infrastructure cost
110
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Input_ResourceTiles & Brick
BonusResource[0]Horses
BonusResource[1]Tools

Outputs

Output fieldValue
Manpower_Output1
Income_Output3
Steward_Output2

Bonus outputs

Bonus fieldValue
Bonus_Income3

Building tree

Requires
None
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)
IDS_MOD_Name_Structure_MUS_Tenants_HousesID_MOD_STRUCTURE_MUS_TENANTS_HOUSESQuaint HousesLoyalty Bonus: 6
Food Bonus: 8%
Freemengrow Bonus: 25%
Peasantgrow Penalty: 25%