Buildings · Impediments · Perks · Resources · Units

Rustic Fort

1MilitaryMilitary

Description

A rustic fort in tribal nations utilized locally sourced stone, skillfully stacked without mortar, offering robust defense and quick construction suited to the region's resources and landscape.

Core data

ID
710
Alias
ID_STRUC_TN_DRYMASONRY_FORT
$Alias
$ID_STRUC_TN_DRYMASONRY_FORT
Tier
1
Job
Military ($POP_JOB_MILITARY)
SubJob
Military ($JOB_KIND_MILITARY)
Christian available
No
Muslim available
No
TN / Tribe available
Yes
DisplayOrder
0
Style color
$Col_MediumRed

Design and constraints

Notable points
Uncommon, Allows Heavy SAUs, STONE-
DLC notes
-
Constraints
Rustic Fort
Minimum population
12
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
1
Legacy gain / turn
0
Slot usage cost
1
Infrastructure cost
100
Infrastructure upkeep
1
Money upkeep
5

Resources

FieldValue
Input_ResourceStone

Outputs

Output fieldValue
MBPStockpile15
MBP_Output20
Steward_Output8

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
Upgrades to
Shell Keep with Stone Bailey, Stone Castle, Bastioned Castle, Restored Fortress
Replaces
Palisaded Village
Forbidden with
None
Used by (reverse dependencies)
None

Military / garrison links

Transverse outputs (from linked modifiers)

No transverse outputs decoded from linked modifiers.

Manual references

Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf

Modifiers

NameAliasDescriptionEffects (decoded)
No linked modifiers