FAQ/fr

Astuces essentielles en début de jeu
Qu'est ce que je devrais construire en premier pour récolter et stocker des ressources de base ?


 * Démarrez avec ces bâtiments dans cet ordre : un grenier, un entrepôt, un camp de bûcheron, loge de bûcheron. Reportez la construction de parcelles d'habitation tant que ces bâtiments ne sont pas construits. N'améliorez pas les tentes pour sans-abris.

Devrais je me concentrer sur l'agriculture au début ?


 * Eviter l'agriculture au début, car c'est un travail coûteux. Reposez vous sur la chasse/la cueillette and l'extension de parcelle (Potager, Poulailler) pour nourrir votre village. Retenez quelles sont les zones fertiles pour plus tard.

Quand devrais je commencer à construire des parcelles et des bâtiments de production de nourriture ?


 * Un camp de chasse est gratuit à construire, si un troupeau de cerfs est à proximité, vous devriez le construire dès que le Grenier est prêt. Une hutte de cueilleurs dépendra de la proximité d'une source de baies - construisez la le plus vite possible, mais vous pouvez aussi prioriser la construction d'extensions de jardin à la place.

A quel moment devrais je construire un Marché ?


 * Construisez un Marché quand vos parcelles sont habitées pour distribuer la marchandise à la population. Nourriture, Bois de chauffage, habits et autres essentiels ne seront pas répartis sans Marché.
 * Il est important de noter que le Marché a un effet de "proximité" basé sur les marchandises présentes. Si 100% des besoins sont remplis, 100% des parcelles sont couvertes où qu'elles soient dans la région, cependant il y a un effet de proximité, c'est à dire que les parcelles proches seront fournies en premier.
 * Il y a d'autres facteurs, comme alimenter les étals du Marché, qu'il y est suffisamment d'étals, etc. qui peuvent interférer avec le bon fonctionnement du Marché. Pensez à les prendre en compte en priorité si vous avez des soucis de besoins non remplis dans vos parcelles.

Est-il important d'avoir une Eglise et d'autres bâtiment de "luxe" tôt ?


 * Dans le cas de paramètres de difficulté "normaux", une Eglise n'est pas importante dans la première année, et uniquement nécessaire quand vous voudrez améliorer vos parcelles au niveau 2. Un étal de nourriture diversifié (par exemple, baies et viande) boostera le niveau de popularité du village, posant les bases pour un Atelier de tanneur et pour faire progresser les parcelles au niveau 2.

FAQ Gameplay global
Quand le multijoueur sera-t-il disponible ?


 * Pas de tout de suite, voire jamais - merci de ne plus demander.

Faut-il des parcelles vides pour que des gens immigre dans le village ?


 * Oui, des parcelles vides sont nécessaires pour attirer de nouveaux villageois. Notez que si vous améliorer vos Tentes pour sans-abri en Camp de travailleurs, votre population ne déménagera pas dans les parcelles vides sauf si le Camp est supprimé.
 * Bien que ce ne soit pas une sorte de "bug", ce système porte à confusion donc nous ne recommandons pas d'améliorer vos tentes dans votre région de départ.

Est-il possible de fixer une limite de production ?

Non, le jeu ne proposer pas actuellement de limite de production maximale, cependant les extensions peuvent être mise en pauses en sélectionnant le bâtiment en question et en cliquant sur le bouton pause situé en haut à droite de la fenêtre de la parcelle.

Pourquoi mon bœuf fuit ?


 * Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.

What do Horses, Oxen, and Mules do?


 * Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.
 * Mules are used by the Pack Station to move goods between regions.
 * Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.
 * Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.

What is the King's Road, and how do I connect to it?


 * The King's Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.

Retinue


 * You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.

Trade


 * Once you’ve built a Trading Post, you can import and export items.
 * You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.
 * Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.
 * While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.

Regional Wealth vs Personal Treasury


 * Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.
 * It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post
 * It is generated via trade, as well as Level 2 or higher Burgage Plots
 * The Treasury is found in the upper right and is a representation of your character’s personal funds.
 * It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.
 * It is generated via Tax and other Policies, as well as clearing out Bandit Camps.
 * For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury

Resource Management and Production
How to make ale?


 * Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.

How do you produce enough food?


 * Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.
 * There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps.
 * Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.
 * Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it's attached to.
 * This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.
 * Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.

Hunters are refusing to hunt, why?


 * Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters' function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.

Why does my sawmill not make planks?


 * The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.

How do I know how much [X] is producing?


 * Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.
 * Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.
 * The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.
 * Some production information is available via the official Wiki.

Building and Development Tips
New buildings are not being constructed, why?


 * This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.

Advice on placing manor walls:


 * Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.

Farming


 * In order to engage in farming, you will need to create a Field, and build a Farmhouse.
 * The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.
 * If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.
 * There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.
 * The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.

Expansion and Conquest
How do we settle new regions?


 * Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.
 * You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.
 * You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.
 * It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.
 * Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.

Seasonal Work and Crop Management
Do farmers still work in winter?

The current cycle for farming is:

September - Harvest

October & November - Plowing then sowing

Winter - Anything not sown to 100% will die off

Population and Approval Management
How do I increase my population and maintain approval ratings?


 * Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.
 * Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot
 * There is a potential issue under investigation with people not moving into free housing later on in the game.

Strategic Expansion and Military Tactics
How do I effectively use military forces against AI or bandits?


 * Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.

Misc.


 * The intended GLOBAL cap on army size is six military units, including militia and your personal retinue.
 * This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.
 * There are a couple of known exploits, namely:
 * If you build six militia units, you can still unlock your first retinue when you build the Manor.
 * Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.
 * Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.

Other Known Issues and Common Misconceptions
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:


 * Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.
 * Pressing the TAB key can reveal more information about a variety of on-map game elements.
 * Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.
 * You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.
 * If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.
 * The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.
 * A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.
 * The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.
 * If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.

PC Game Pass version
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.

If you are having an issue with the Game Pass version of the game, please consider these steps first:


 * Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to 'Library'
 * Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)
 * Try uninstalling and reinstalling Gaming Services

If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.

Basic Questions
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords

''' C'est sur quel moteur ? '''

Unreal Engine 4. Pour le moment, il n'est pas prévu de passer à UE5.

''' Travaillez-vous vraiment seul sur ce sujet ? '''

Je suis le seul membre permanent du studio, mais je coopère de plus en plus avec des freelances. Parfois, j'achète des actifs pour accélérer le développement (par exemple Megascans), et récemment, je me suis associé à une société professionnelle d'assurance qualité appelée QLOC. J'ai aussi un éditeur – Hooded Horse – qui s'occupe du marketing et de la distribution.

''' Quelle est la date de sortie ? '''

Le jeu est sorti le 26/04/2024.

''' Sur quelles plateformes arrive-t-il ? '''

Manor Lords sera disponible en accès anticipé sur PC via Steam, GOG et la boutique Microsoft. Il sera également disponible dès le premier jour via PC Games Pass. Une version console Xbox arrivera ultérieurement.

''' Attends, quoi, tu développes une version console ? '''

Actuellement, Manor Lords est confirmé pour les plateformes PC et Xbox. Nous fournirons des informations supplémentaires sur la console à une date ultérieure.

''' Combien de temps sera-t-il en accès anticipé ? '''

La durée dépendra de facteurs tels que les commentaires des joueurs et les besoins de développement.

''' Y aura-t-il un mode sans combat ? '''

Oui.

''' Les batailles se déroulent-elles sur une carte séparée ? '''

Tout le jeu se déroule sur une seule carte, en temps réel (avec contrôles de vitesse/pause).

''' Y aura-t-il des murs et des fortifications ? Y aura-t-il des batailles navales ? Cavalerie ? '''

Ce sont toutes des fonctionnalités que je souhaite ajouter après avoir lancé l'accès anticipé initial et résolu tous les problèmes liés au gameplay de base.

''' Y aura-t-il des cultures différentes ? Y a-t-il une campagne ? '''

La version de lancement EA du jeu sera une seule faction et un bac à sable uniquement. Cependant, explorer différentes cultures et thèmes à l’avenir est une chose à laquelle j’ai pensé.

''' Multijoueur ? '''

Je veux d'abord peaufiner l'expérience solo.

''' Comment puis-je soutenir le projet ? '''

If you're here discussing the game and sharing info, you're already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don't worry about it too much: https://www.patreon.com/GregStyczen

''' Y aura-t-il une autre démo ? '''

Il n'est pas prévu de faire une autre démo pour le moment.

''' Qu’est-ce qui est prévu pour la version initiale en accès anticipé ? '''

L'accès anticipé aura :

Construction de villes – Développez votre région d'un petit village à une ville dense, construisez des industries, débloquez des branches de développement, planifiez et améliorez votre manoir.

Gestion et batailles de l'armée – Recrutez des villageois, embauchez et améliorez votre suite, et embauchez des mercenaires pour lutter contre les bandits et les seigneurs envahisseurs.

Revendications – Gagnez de l’influence et revendiquez les terres voisines.

Une petite sélection de différents modes et scénarios, ainsi que des versions initiales de choses comme les politiques et l'arbre technologique.

''' Puis-je avoir accès à une alpha fermée ? '''

Il n'est plus possible de postuler à l'Alpha fermée.

''' Y aura-t-il un support pour les mods ? '''

Oui, mais je n'ai pas l'intention de l'implémenter avant au moins la version 1.0.

''' Quand avez-vous commencé à développer le jeu ? '''

J'ai commencé en juillet 2017.

''' Et les armes à feu ? '''

Si je les fais, ce sera probablement la dernière de toutes les choses à faire, avec la possibilité de les désactiver pour les personnes qui ne les aiment pas.

''' Qu’en est-il de  ? '''

J'ai réfléchi à de nombreuses fonctionnalités différentes et examiné de nombreuses suggestions de la communauté. J’ai une idée en tête de ce que j’aimerais faire, mais je répondrai également aux commentaires de la communauté une fois le jeu sorti en accès anticipé. Vous pouvez essayer de rechercher sur Discord pour voir si j’ai parlé spécifiquement de la fonctionnalité que vous avez en tête – on m’a posé des questions sur la plupart des choses à ce stade. Ma préférence pour le moment est de me concentrer sur un ensemble de fonctionnalités modestes, puis de le peaufiner au maximum, de sorte que la réponse à de nombreuses questions concernant les suggestions de fonctionnalités sera « probablement après le lancement » ou quelque chose de similaire.

 Choses confirmées qui ne seront pas dans le jeu 

Voici quelques fonctionnalités qui ont été demandées et dont je peux confirmer qu'elles ne seront pas présentes dans le jeu. Ce n'est pas une liste exhaustive :

Pas de mécanique de dynastie

Pas de héros ni d'unités de chef

Pas d'unités individuelles en général, pour l'instant

Pas de garde municipale

''' Comment puis-je suggérer des éléments à ajouter au jeu ? '''

You can suggest it here: https://feedback.manorlords.com/