Buildings · Impediments · Perks · Resources · Units

Chief House

1StewardshipStewardshipJob Kind Govern

Description

Tribal and nomads people are organized around small communities led by a chief or local warlord, often ruling over at most a few dozens families. It asks for a lot of charisma, luck, shrewdness to manage unifying them into a bigger entity. This organizational construct remains not very stable and will often collapse when the warchief dies.

Core data

ID
517
Alias
ID_STRUC_TN_CHIEF_HOUSE
$Alias
$ID_STRUC_TN_CHIEF_HOUSE
Tier
1
Job
Stewardship ($POP_JOB_STEWARD)
SubJob
Stewardship ($JOB_KIND_STEWARD)
Christian available
No
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_DodgerBlue1

Design and constraints

Notable points
AG1hi Sws250 FURS-, Trsv12 Auth+
DLC notes
New: Auth+
Constraints
Chief House
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
250
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
125
Infrastructure upkeep
2
Money upkeep
2

Resources

FieldValue
Input_ResourceFurs & Pelts
BonusResource[0]Horses
BonusResource[1]Gold
BonusResource[2]Silver

Outputs

Output fieldValue
MBP_Output5
Manpower_Output2
Steward_Output8

Bonus outputs

Bonus fieldValue
Bonus_Steward2

Building tree

Military / garrison links

Transverse outputs (from linked modifiers)

Transverse output: Gain 1.0 stewardship for any building under Stewardship category. Limit 12.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_TN_Chief_HouseID_MOD_STRUCTURE_TN_CHIEF_HOUSEPersonal RuleTransverse output: Gain 1.0 stewardship for any building under Stewardship category. Limit 12.
IDS_MOD_Name_Structure_Authority2ID_MOD_STRUCTURE_AUTHORITY2IDS_MOD_Text_Authority2Flavor: 0