Buildings · Impediments · Perks · Resources · Units
3StewardshipStewardshipJob Kind Govern
There are three possible but exclusive Large City structures: one centered on Cloth (Large Feudal City), one on Tiles & Brick (Large Medieval City), and one on Livestock (Large Chartered City). Choose wisely! Large cities dominate regional trade and attract merchants, guilds and craftsmen from afar. Their population is dense and diverse, sustained by a wide hinterland and constant flows of goods. Stone buildings, busy markets and powerful guilds define these thriving urban centers.
| Field | Value |
|---|---|
| Input_Resource | Tiles & Brick |
| BonusResource[0] | Livestock |
| BonusResource[1] | Grain |
| BonusResource[2] | Cloth |
| BonusResource[3] | Leather |
| Output field | Value |
|---|---|
| Food_Output | -10 |
| Manpower_Output | 16 |
| Income_Output | 16 |
| Steward_Output | 12 |
| Bonus field | Value |
|---|---|
| Bonus_Income | 4 |
| Bonus_Manpower | 4 |
No transverse outputs decoded from linked modifiers.
Source: FOG_Kingdoms_Manual_Printer-Friendly.pdf
| Name | Alias | Description | Effects (decoded) |
|---|---|---|---|
| IDS_MOD_Name_Structure_Large_City2 | ID_MOD_STRUCTURE_LARGE_CITY2 | Bustling trade and crowded quarters | Loyalty Bonus: 40 Health Penalty: 12% Trade Acumen Bonus: 8 Recruit Mpw Reduction: 30% |