Buildings · Impediments · Perks · Resources · Units

Dungeon

2StewardshipStewardshipJob Kind Govern

Description

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.

Core data

ID
556
Alias
ID_STRUC_DUNGEON_PRISON
$Alias
$ID_STRUC_DUNGEON_PRISON
Tier
2
Job
Stewardship ($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
RR-20, EVT on creation Rem 1 level of thief, (even UG) or Bandits, recurring low chance rem otherwise
DLC notes
-
Constraints
Dungeon
Minimum population
6
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
140
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
Manpower_Output-1
Steward_Output7

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
Town Jail
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

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_Dungeon_PrisonID_MOD_STRUCTURE_DUNGEON_PRISONDamp, dark and coldRevolt Decrease: 20%