Buildings · Impediments · Perks · Resources · Units

Palace

1StewardshipStewardshipJob Kind Govern

Description

This is the place where a monarch, great noble or even a patriarch will rule over his realm. The Palace guards are numerous, even if not trained to elite level. A great care to the beauty of the place is usually the mark of such building, and only the most talented craftmen will be hired to embellish it.

Core data

ID
544
Alias
ID_STRUC_PALACE
$Alias
$ID_STRUC_PALACE
Tier
1
Job
Stewardship ($POP_JOB_STEWARD)
SubJob
Stewardship ($JOB_KIND_STEWARD)
Christian available
Yes
Muslim available
Yes
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_DodgerBlue1

Design and constraints

Notable points
AG7+
DLC notes
-
Constraints
Palace
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
20
Legacy gain / turn
100
Slot usage cost
0
Infrastructure cost
150
Infrastructure upkeep
1
Money upkeep
6

Resources

FieldValue
BonusResource[0]Gold
BonusResource[1]Luxury
BonusResource[2]Precious Stones
BonusResource[3]Marble

Outputs

Output fieldValue
Steward_Output15

Bonus outputs

Bonus fieldValue
Bonus_Steward7

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)
IDS_MOD_Name_Structure_PalaceID_MOD_STRUCTURE_PALACEInfluent families and oligarchyLoyalty Bonus: 10
Capitol: 1
IDS_MOD_Name_Structure_Palace2ID_MOD_STRUCTURE_PALACE2Palace: Standing the test of timeLegacy Bonus: 5
Lobbyhidden: 0