Buildings · Impediments · Perks · Resources · Units

Ravenous Lions

1AgricultureAgricultural

Description

Lions roam across this region threatening farmers and their stock.

Core data

ID
623
Alias
ID_STRUC_IMP_RAVENOUS_LIONS
$Alias
$ID_STRUC_IMP_RAVENOUS_LIONS
Tier
1
Job
Agriculture ($POP_JOB_AGRI)
SubJob
Agricultural ($JOB_KIND_AGRI)
Christian available
No
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_PaleGreen

Design and constraints

Notable points
-
DLC notes
WILDB
Constraints
Ravenous Lions
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-3
Manpower_Output-1

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
Upgrades to
None
Replaces
None
Forbidden with
None
Used by (reverse dependencies)
Furs & Pelts Trader, Wild Beasts Trader

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_Ravenous_LionsID_MOD_STRUCTURE_IMP_RAVENOUS_LIONSTop of the food chainMbp Penalty: 5%