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2StewardshipStewardshipJob Kind Govern
There are two possible but exclusive City structures, one using Cloth (Feudal City), the other Tiles & Brick (Medieval City). Choose wisely! Small cities are more geared toward regional trading than towns and more often than not depend on a network of villages to feed their population. They offer several amenities to the citizens, like one or several religious buildings, a central marketplace and the protection of a city watch. Although many houses are still made of wood, entire neighborhoods can be built out of stone, depending on the location and the wealth of the inhabitants.
| Field | Value |
|---|---|
| Input_Resource | Cloth |
| BonusResource[0] | Livestock |
| BonusResource[1] | Grain |
| BonusResource[2] | Tiles & Brick |
| BonusResource[3] | Leather |
| Output field | Value |
|---|---|
| Food_Output | -5 |
| Manpower_Output | 11 |
| Income_Output | 8 |
| Steward_Output | 7 |
| Bonus field | Value |
|---|---|
| Bonus_Income | 3 |
| Bonus_Manpower | 2 |
No transverse outputs decoded from linked modifiers.
Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf
| Name | Alias | Description | Effects (decoded) |
|---|---|---|---|
| IDS_MOD_Name_Structure_Small_City1 | ID_MOD_STRUCTURE_SMALL_CITY1 | Overcrowding and dark back alleys | Loyalty Bonus: 24 Health Penalty: 8% Trade Acumen Bonus: 4 Trade Range Bonus: 1 Recruit Mpw Reduction: 20% |