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Feudal Town

2StewardshipStewardshipJob Kind Govern

Description

This town is home to a few hundred inhabitants up to a thousand or two. In times of war, many men can be levied from there, willingly or not. It has a small but not insignificant commercial activity when things are quieter. There are two possible but exclusive Town structures, one using Cloth (Feudal Town), the other Tiles & Brick (Medieval Town). Choose wisely! The layout of a medieval town was often irregular, with narrow, winding streets and tightly packed buildings. Most people would live in small, cramped houses made of wood or stone, with thatched roofs and dirt floors. These houses were often built close together, with little space between them, and they had few amenities or comforts.

Core data

ID
553
Alias
ID_STRUC_FEUDAL_TOWN1
$Alias
$ID_STRUC_FEUDAL_TOWN1
Tier
2
Job
Stewardship ($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
ManpW, Loy16, Gold, CLOTH-, AG3, Health 5-
DLC notes
-
Constraints
Feudal Town
Minimum population
9
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
2
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
200
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Input_ResourceCloth
BonusResource[0]Livestock
BonusResource[1]Grain
BonusResource[2]Fishes
BonusResource[3]Flax

Outputs

Output fieldValue
Manpower_Output7
Income_Output4
Steward_Output4

Bonus outputs

Bonus fieldValue
Bonus_Income2
Bonus_Manpower1

Building tree

Requires
Mesne-Lord Manor, Modest Muslim Landlord, Chief House, Mandalika Residence
Upgrades to
Feudal City, Medieval City, Medina
Replaces
Village
Forbidden with
None
Used by (reverse dependencies)
Mendicant Friary, Open Square

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_Feudal_Town1ID_MOD_STRUCTURE_FEUDAL_TOWN1Overcrowding and dark back alleysLoyalty Bonus: 16
Health Penalty: 5%
Trade Acumen Bonus: 2
Recruit Mpw Reduction: 15%