Buildings · Impediments · Perks · Resources · Units

Medieval City

2StewardshipStewardshipJob Kind Govern

Description

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.

Core data

ID
566
Alias
ID_STRUC_SMALL_CITY2
$Alias
$ID_STRUC_SMALL_CITY2
Tier
2
Job
Stewardship ($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
ManpW, Loy Health- BRICKS-, 0 Slot
DLC notes
-
Constraints
Medieval City
Minimum population
12
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
0
Infrastructure cost
300
Infrastructure upkeep
1
Money upkeep
5

Resources

FieldValue
Input_ResourceTiles & Brick
BonusResource[0]Livestock
BonusResource[1]Grain
BonusResource[2]Cloth
BonusResource[3]Leather

Outputs

Output fieldValue
Food_Output-5
Manpower_Output11
Income_Output8
Steward_Output7

Bonus outputs

Bonus fieldValue
Bonus_Income3
Bonus_Manpower2

Building tree

Requires
Lord's Manor, Emir Residence, Samanta Residence
Upgrades to
Large Feudal City, Large Medieval City, Large Chartered City
Replaces
FEUD/MED TOWN
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

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_Small_City2ID_MOD_STRUCTURE_SMALL_CITY2Overcrowding and dark back alleysLoyalty Bonus: 24
Health Penalty: 8%
Trade Acumen Bonus: 4
Recruit Mpw Reduction: 20%