Buildings · Impediments · Perks · Resources · Units

Warchief's Guards

1StewardshipStewardshipJob Kind Govern

Description

These bodyguards often double as an elite retinue in case of war. They are far from being parade soldiers and usually fought in many skirmishes and minor conflicts with neighboring tribes.

Core data

ID
530
Alias
ID_STRUC_TN_WARCHIEF_GUARDS
$Alias
$ID_STRUC_TN_WARCHIEF_GUARDS
Tier
1
Job
Stewardship ($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
AG2 BdyG+6 RR-10
DLC notes
-
Constraints
Warchief's Guards
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
45
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
MBPStockpile10
MBP_Output5
Income_Output-2

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
Mesne-Lord Manor, Modest Muslim Landlord, Chief House, Mandalika Residence
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)
IDS_MOD_Name_Structure_TN_Warchief_GuardsID_MOD_STRUCTURE_TN_WARCHIEF_GUARDSEver-ready BodyguardsBodyguard Bonus: 6
Revolt Decrease: 10%