Buildings
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Impediments
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Perks
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Resources
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Units
Abandoned Palace
1StewardshipStewardshipJob Kind Govern
Description
This abandoned building is not in complete disarray, but clearly has seen better days. It might have been the residence of a disgraced king, or perhaps the former place of power of a conquered nation.
Core data
ID
549
Alias
ID_STRUC_ABANDONED_PALACE
$Alias
$ID_STRUC_ABANDONED_PALACE
Tier
1
Job
Stewardship ($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
Leg+
DLC notes
-
Constraints
Abandoned 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
0
Legacy gain / turn
40
Slot usage cost
0
Infrastructure cost
75
Infrastructure upkeep
1
Money upkeep
1
Resources
| Field | Value |
| No resource fields populated |
Outputs
| Output field | Value |
| Steward_Output | 5 |
Bonus outputs
| Bonus field | Value |
| No bonus output values |
Building tree
Requires
None
Upgrades to
None
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
None
Military / garrison links
Garrison category
0
Units in this garrison category
No units mapped for this garrison category
Units unlocked by this structure
No units directly requiring this structure
WallValue
0
SiegeResist
0
CounterRaid
0
FT_Level
0
FT_MinLevel
0
FT_MaxLevel
100
FT_LevelChange
0
Transverse outputs (from linked modifiers)
No transverse outputs decoded from linked modifiers.
Manual references
Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf
- with an abandoned palace building and, over time, this will be
Modifiers
| Name | Alias | Description | Effects (decoded) |
| IDS_MOD_Name_Structure_Abandoned_Palace | ID_MOD_STRUCTURE_ABANDONED_PALACE | Lost Grandeur | Abandoned Capitol: 1 |