Buildings · Impediments · Perks · Resources · Units

City Watch

2StewardshipStewardshipJob Kind Govern

Description

Barring the sending of a rather large army, the City Watch is one of the few forces capable of handling major Thieves' Guilds (even the almighty Underground Network), albeit with a low chance of success, eliminating them entirely. The City Watch was typically made up of volunteers or paid individuals who patrolled the city's streets and kept an eye out for crime or other problems. They were often armed with weapons such as clubs or swords, and they were responsible for arresting criminals and bringing them before the local authorities for punishment. The city watch was typically organized and supervised by the city's governing body or by the local lord, and they often worked in cooperation with other law enforcement officials, such as the town guard or the constable.

Core data

ID
569
Alias
ID_STRUC_CITY_WATCH
$Alias
$ID_STRUC_CITY_WATCH
Tier
2
Job
Stewardship ($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
Remove Thieves (all levels), WOOL- AG (weak), RR15-, Loy8+
DLC notes
-
Constraints
City Watch
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
300
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
Input_ResourceWool
BonusResource[0]Gold
BonusResource[1]Luxury
BonusResource[2]Precious Stones

Outputs

Output fieldValue
MBPStockpile10
Manpower_Output-2
Income_Output-5
Steward_Output14

Bonus outputs

Bonus fieldValue
Bonus_Steward-3

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

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_Town_WatchID_MOD_STRUCTURE_TOWN_WATCHPatrolling dark alleys and elsewhereRevolt Decrease: 15%
Loyalty Bonus: 8