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Public Lighting

2StewardshipStewardshipJob Kind Govern

Description

Public Lighting, a rare occurrence in Medieval times, was a remarkable advancement that heightened safety and fostered community life. While darkness often enshrouded the streets, there were rare instances, such as in Al-Andalus, where public spaces were illuminated, reducing accidents and instilling a sense of security. Lighting the streets at night will significantly reduce the various incidents that frequently occurred in the winding streets of medieval cities, providing a Health bonus. Even rarer in Christian land, the non Muslim version will ask for a very large population and Stewardship prerequisite.

Core data

ID
574
Alias
ID_STRUC_ALD_PUBLIC_LIGHTING
$Alias
$ID_STRUC_ALD_PUBLIC_LIGHTING
Tier
2
Job
Stewardship ($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
Needs Pop++ Loy++ Leg+. MUS req less SWS
DLC notes
-
Constraints
Public Lighting
Minimum population
15
Region max buildings
1
Minimum piety
-
Minimum stewardship
2500
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
50
Slot usage cost
1
Infrastructure cost
325
Infrastructure upkeep
1
Money upkeep
2

Resources

FieldValue
Input_ResourceHoney & Wax
BonusResource[0]Glassware

Outputs

Output fieldValue
Income_Output-10
Steward_Output12

Bonus outputs

Bonus fieldValue
Bonus_Income4
Bonus_Steward4

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_ALD_Public_LightingID_MOD_STRUCTURE_ALD_PUBLIC_LIGHTINGLet there be lightLoyalty Bonus: 15
Health Bonus: 5%