Buildings · Impediments · Perks · Resources · Units
2StewardshipStewardshipJob Kind Govern
Dungeons could be considered the ancestor of the modern-day penitentiary. EVENT: When built, it is assured to remove a Bandit or reduce by a single level of a Thief impediment in the region (even the powerful Underground Network, which would be reduced to a Thieves' Guild), then there will be a slim chance each turn that it further removes this kind of nuisances (half the success rate of a City watch). They were often dark, cramped, and damp, and used to hold people considered enemies of the state, such as political prisoners or prisoners of war. The conditions in Dungeons were often brutal, and prisoners were often subjected to torture or other forms of mistreatment. Imprisonment as a sentence by itself, and not as a mean to keep people while they wait for their trial or sentence, was rare during antiquity but became widespread in the Middle Ages.
| Field | Value |
|---|---|
| No resource fields populated | |
| Output field | Value |
|---|---|
| Manpower_Output | -1 |
| Steward_Output | 7 |
| Bonus field | Value |
|---|---|
| No bonus output values | |
No transverse outputs decoded from linked modifiers.
Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf
| Name | Alias | Description | Effects (decoded) |
|---|---|---|---|
| IDS_MOD_Name_Structure_Dungeon_Prison | ID_MOD_STRUCTURE_DUNGEON_PRISON | Damp, dark and cold | Revolt Decrease: 20% |