Buildings · Impediments · Perks · Resources · Units

Bandit Lair

1CommerceCommerce

Description

Bandits are present in this region and will regularly steal and bully the local population, until they are dealt with.

Core data

ID
588
Alias
ID_STRUC_IMP_BANDITS
$Alias
$ID_STRUC_IMP_BANDITS
Tier
1
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
No
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_PaleGreen

Design and constraints

Notable points
Can be Gen by Village
DLC notes
Can be Gen by Village
Constraints
Bandit Lair
Minimum population
1
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
1
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
5
Infrastructure upkeep
0
Money upkeep
0

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
Food_Output-2
Income_Output-4
Steward_Output-10

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
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
-
FT_MinLevel
-
FT_MaxLevel
100
FT_LevelChange
-

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_IMP_BanditsID_MOD_STRUCTURE_IMP_BANDITSRansoming the localsLoyalty Penalty: 5