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

FieldValue
Input_ResourceCloth
BonusResource[0]Livestock
BonusResource[1]Grain
BonusResource[2]Fishes
BonusResource[3]Flax

Outputs

Output fieldValue
Manpower_Output5
Steward_Output2

Bonus outputs

Bonus fieldValue
Bonus_Income1
Bonus_Manpower1

Building tree

Requires
None
Upgrades to
Feudal Town, Medieval Town
Replaces
Hamlet
Forbidden with
None
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)
IDS_MOD_Name_Structure_Feudal_VillageID_MOD_STRUCTURE_FEUDAL_VILLAGEOf Cob and StrawsLoyalty Bonus: 12
Health Penalty: 3%