Buildings · Impediments · Perks · Resources · Units

War Preparation

1MilitaryMilitary

Description

Scouts and spies are sent out. Supplies are requisitioned, and finally, numerous warriors are summoned in preparation for a large-scale military campaign.. EVENT: Each War Preparation has a 10% chance of granting you a Declare Wargoal regional decision if you have none, and a 5% chance if you already have one. This Preparation provides no additional benefit if you have two or more Declare Wargoal decision.

Core data

ID
718
Alias
ID_STRUC_TN_WAR_PREPARATION
$Alias
$ID_STRUC_TN_WAR_PREPARATION
Tier
1
Job
Military ($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
Event: Can grant WG
DLC notes
Evt done
Constraints
War Preparation
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
50
Infrastructure upkeep
1
Money upkeep
1

Resources

FieldValue
Input_ResourceLivestock
BonusResource[0]Weapons

Outputs

Output fieldValue
Metal_Output-1
Manpower_Output-5

Bonus outputs

Bonus fieldValue
Bonus_Metal1

Building tree

Requires
None
Upgrades to
None
Replaces
None
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