Buildings
·
Impediments
·
Perks
·
Resources
·
Units
Village
1StewardshipStewardshipJob Kind Govern
Description
With more population, hamlets become villages. The feeling of being part of the same community will improve regional Loyalty.
Somehow the increased population density favors the apparition of unsavory individuals who might racket or ransom unsuspecting villagers and itinerant merchants (EVENT).
Core data
ID
512
Alias
ID_STRUC_FEUDAL_VILLAGE
$Alias
$ID_STRUC_FEUDAL_VILLAGE
Tier
1
Job
Stewardship ($POP_JOB_STEWARD)
SubJob
Stewardship ($JOB_KIND_STEWARD)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_DodgerBlue1
Design and constraints
Notable points
CLOTH-, Loy+12, +Bandits Lair EVT, Health3-, AG2
DLC notes
CLOTH
Constraints
Village
Minimum population
3
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
100
Infrastructure upkeep
1
Money upkeep
1
Resources
| Field | Value |
| Input_Resource | Cloth |
| BonusResource[0] | Livestock |
| BonusResource[1] | Grain |
| BonusResource[2] | Fishes |
| BonusResource[3] | Flax |
Outputs
| Output field | Value |
| Manpower_Output | 5 |
| Steward_Output | 2 |
Bonus outputs
| Bonus field | Value |
| Bonus_Income | 1 |
| Bonus_Manpower | 1 |
Building tree
Requires
None
Upgrades to
Replaces
Forbidden with
None
Used by (reverse dependencies)
None
Military / garrison links
Garrison category
$GAR_LIGHT
Units in this garrison category
Light Slingers,
Light Slingers,
Early Light Javelinmen,
Indian Forest Tribesmen,
Indian Light Javelinmen,
African Light Javelinmen,
Light Javelinmen,
Handgunners,
Light Crossbow Skirmishers,
Azab Light Crossbow,
Light Bow Skirmishers,
Janissary Skirmishers,
Azab Light Bow,
Slingers,
African Light Archers,
Muslim Handgunners,
Janissary Handgunners,
Azab Handgunners,
Early Light Archers,
Light Longbowmen,
Muslim Light Crossbowmen,
Muslim Light Bowmen,
Light Archers,
African Light Archers,
Light Crossbowmen,
Byzantine Light Archers,
Caucasian Archers,
Muslim Light Javelinmen,
Light Militia,
Light Militia
Units unlocked by 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
- permanent fortifications such as a fortified village can be
- 1 fortified village will be less valuable than a tier 3 massive castle.
Modifiers
| Name | Alias | Description | Effects (decoded) |
| IDS_MOD_Name_Structure_Feudal_Village | ID_MOD_STRUCTURE_FEUDAL_VILLAGE | Of Cob and Straws | Loyalty Bonus: 12 Health Penalty: 3% |