Buildings · Impediments · Perks · Resources · Units

Alarm Bell

1StewardshipStewardshipJob Kind Govern

Description

In case of impending danger, the watchman will use this bell to raise an alarm, so that the militia can be mustered. Thus the Alarm Bell adds one Fortification level (a requisite for stronger Military structures, like a circular castle e.g.), and provides some extra garrison.

Core data

ID
513
Alias
ID_STRUC_ALARM_BELL
$Alias
$ID_STRUC_ALARM_BELL
Tier
1
Job
Stewardship ($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
C-Raid20, AG2, +1FTF
DLC notes
-
Constraints
Alarm Bell
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
50
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
BonusResource[0]Weapons

Outputs

Output fieldValue
Steward_Output4

Bonus outputs

Bonus fieldValue
Bonus_Manpower2
Bonus_Steward2

Building tree

Requires
None
Upgrades to
None
Replaces
None
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)
No linked modifiers