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Wild Beasts Merchant

1CommerceCommerce

Description

This merchant acquires wild beasts and showcases them in arenas or royal courts, using their exotic nature to symbolize power and mastery over the wild.

Core data

ID
694
Alias
ID_STRUC_TN_WILDBEASTS_MERCHANT
$Alias
$ID_STRUC_TN_WILDBEASTS_MERCHANT
Tier
1
Job
Commerce ($POP_JOB_COMMERCE)
SubJob
Commerce ($JOB_KIND_COMMERCE)
Christian available
No
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_Gold

Design and constraints

Notable points
WB-. Leg if non-local trade, TRSV Comm Building (2 Gd, up to 12)
DLC notes
New
Constraints
Wild Beasts Merchant
Minimum population
3
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
60
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Input_ResourceWild Beasts

Outputs

Output fieldValue
Steward_Output6

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
0
FT_MinLevel
0
FT_MaxLevel
100
FT_LevelChange
0

Transverse outputs (from linked modifiers)

Transverse output: Gain 2.0 money for any building under Commerce category. Limit 12.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
IDS_MOD_Name_Structure_TN_WildBeasts_MerchantID_MOD_STRUCTURE_TN_WILDBEASTS_MERCHANTOf Fangs and FursTradelegacy: 10 (params: $ID_RES_WILDBEASTS, 2, 2)
Transverse output: Gain 2.0 money for any building under Commerce category. Limit 12.