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Restored Fortress

2MilitaryMilitary

Description

Captured strongholds and fortifications are swiftly repaired and manned by Mongol garrisons. These outposts secure conquered lands and serve as forward bases of power.

Core data

ID
818
Alias
ID_STRUC_MON_RESTORED_FORTRESS
$Alias
$ID_STRUC_MON_RESTORED_FORTRESS
Tier
2
Job
Military ($POP_JOB_MILITARY)
SubJob
Military ($JOB_KIND_MILITARY)
Christian available
No
Muslim available
No
TN / Tribe available
No
DisplayOrder
0
Style color
$Col_MediumRed

Design and constraints

Notable points
Alt to Ringwork castle, easier to build
DLC notes
-
Constraints
Restored Fortress
Minimum population
3
Region max buildings
1
Minimum piety
-
Minimum stewardship
-
Required area
-
Required terrain
-
Forbidden terrain
-

Type and economy

Tier
2
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
180
Infrastructure upkeep
1
Money upkeep
3

Resources

FieldValue
No resource fields populated

Outputs

Output fieldValue
MBPStockpile10
MBP_Output5
Steward_Output12

Bonus outputs

Bonus fieldValue
No bonus output values

Building tree

Requires
None
Upgrades to
Concentric Castle, Large Concentric Castle, Artillery-Adapted Castle
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)
IDS_MOD_Name_Structure_Artillery_ResistantID_MOD_STRUCTURE_ARTILLERY_RESISTANTIDS_MOD_Text_Artillery_Resistant-
IDS_MOD_Name_Structure_Authority1ID_MOD_STRUCTURE_AUTHORITY1IDS_MOD_Text_Authority1Flavor: 0