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Rainwater collector

1InfrastructureJob Kind HealthJob Kind Healthdetail

Description

In regions where water is scarce, using rainwater collectors, despite requiring substantial materials and labor, is often a vital necessity. EVENT: This building can help in containing epidemics.

Core data

ID
689
Alias
ID_STRUC_TN_RAINWATER_COLLECTORS
$Alias
$ID_STRUC_TN_RAINWATER_COLLECTORS
Tier
1
Job
Infrastructure ($POP_JOB_INFRA)
SubJob
Job Kind Health ($JOB_KIND_HEALTH)
Christian available
No
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Aquamarine4

Design and constraints

Notable points
Health4+, Food Keep 4%
DLC notes
Fight plague done
Constraints
Rainwater collector
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
1
Infrastructure cost
55
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
BonusResource[0]Pottery

Outputs

Output fieldValue
Food_Output2

Bonus outputs

Bonus fieldValue
Bonus_Food2

Building tree

Requires
Craftsmen Borough
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_TN_Rainwater_CollectorsID_MOD_STRUCTURE_TN_RAINWATER_COLLECTORSEach drop countsHealth Bonus: 4%
Foodkept Bonus: 4%