Buildings · Impediments · Perks · Resources · Units

Royal Architect

2StewardshipStewardshipJob Kind Govern

Description

The Royal Architect will provide a cost reduction for any structure built, regardless of its category. In case of sieges, they have a 15% chance per turn to repair a breach in the walls (EVENT). Medieval architects were familiar with the basic principles of geometry, including concepts such as lines, angles, and geometric shapes. They also used geometric principles in the construction of buildings, such as using the golden ratio to determine the proportions of a structure or using geometric patterns in the design of decorative elements. Most honed their skills and techniques thanks to apprenticeship.

Core data

ID
564
Alias
ID_STRUC_ROYAL_ARCHITECT
$Alias
$ID_STRUC_ROYAL_ARCHITECT
Tier
2
Job
Stewardship ($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
Struct CostReduc 10% all, repair breach 15%
DLC notes
-
Constraints
Royal Architect
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
320
Infrastructure upkeep
0
Money upkeep
4

Resources

FieldValue
Input_ResourceTools
BonusResource[0]Brass

Outputs

Output fieldValue
Income_Output-10

Bonus outputs

Bonus fieldValue
Bonus_Steward6

Building tree

Requires
Lord's Manor, Emir Residence, Samanta Residence
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

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_Royal_ArchitectID_MOD_STRUCTURE_ROYAL_ARCHITECTDividers and CompassesStructure Costreduction: 10%