Buildings · Impediments · Perks · Resources · Units

Emir Residence

2StewardshipStewardshipJob Kind Govern

Description

This structure is pivotal in developing Stewardship and National Authority in a region as it is mandatory to access the second part of Tier II Stewardship structures. An Emir residence is equivalent to a Lord's Manor in other nations, with more emphasis on cultural projection and defensiveness, as Emirs would often rule from within a town or city as a minor political power.

Core data

ID
563
Alias
ID_STRUC_MUS_EMIR_RESIDENCE
$Alias
$ID_STRUC_MUS_EMIR_RESIDENCE
Tier
2
Job
Stewardship ($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
AG2 Sws1000 PFOOD-, Trsv24
DLC notes
-
Constraints
Emir Residence
Minimum population
6
Region max buildings
1
Minimum piety
-
Minimum stewardship
1000
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
1
Legacy gain / turn
100
Slot usage cost
1
Infrastructure cost
320
Infrastructure upkeep
4
Money upkeep
5

Resources

FieldValue
Input_ResourcePreserved Food
BonusResource[0]Luxury

Outputs

Output fieldValue
MBP_Output6
Steward_Output8

Bonus outputs

Bonus fieldValue
Bonus_Steward4

Building tree

Military / garrison links

Transverse outputs (from linked modifiers)

Transverse output: Gain 2.0 stewardship for any building under Stewardship category. Limit 24.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_MUS_Emir_ResidenceID_MOD_STRUCTURE_MUS_EMIR_RESIDENCEEmir's Residence: Undisputed AuthorityTransverse output: Gain 2.0 stewardship for any building under Stewardship category. Limit 24.
Lobbyhidden: 0