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Здания логистики
== Здания логистики ==


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Revision as of 02:10, 29 April 2024

Меню строительства

Строительство может осуществляться только неназначенными семьями. Кроме того, если для строительства требуется древесина, необходим хотя бы один вол.

Некоторые здания имеют гибкие границы, которые можно определить с помощью квадрата границ в меню строительства. Для этих зданий укажите 4 точки, чтобы обозначить область. Первые две точки обозначают переднюю часть здания. Хотя линии прямые, они будут изгибаться вдоль дорог.

После размещения каждому зданию можно назначить различный приоритет строительства, если оно должно быть построено до или после других зданий.

Многие здания могут быть улучшены для увеличения их функциональности. Многие улучшения требуют определенной ветви развития.

Все здания можно снести, что позволит вернуть все строительные ресурсы.

Дороги

Строительство дорог

Некоторые здания позволяют жителям использовать тележки для транспортировки до 10 товаров одновременно. Однако тянуть тележку вне дороги крайне медленно, поэтому убедитесь, что ваши здания подключены к дорогам.

На каждой карте уже существует дорога под названием Королевская дорога. Эту дорогу нельзя удалить, и Торговые посты должны быть подключены к ней, чтобы привлечь Путешествующих торговцев.

Здания автоматически привязываются к дорогам. Это поведение можно отключить в меню строительства.

Палатки для бездомных

Каждый регион начнется с Палаток для бездомных. Они исчезнут, как только все семьи будут размещены. В качестве альтернативы их можно улучшить за 1 единицу древесины в Рабочий лагерь, который предоставит 5 мест для проживания.

Здания для сбора ресурсов

Здание Стоимость Эффекты Места работы Хранилище Перенос Ветвь развития
Лагерь дровосеков 2 древесины Превращает деревья в древесину. 3 28 древесины Да
Дом дровосеков 1 древесина Превращает деревья в дрова. 3 50 дров Да
Пилорама 2 древесины Превращает древесину в доски.
Можно установить Запас строительных материалов из древесины, что означает, что здание будет работать только в случае, если количество хранящихся материалов больше.
2 50 досок Да
Хижина лесников 2 древесины Производит деревья. 2 Да
Углевыжигательная печь 2 древесины Превращает 1 дрова в 2 угля. 3 50 угля Нет Обжиг угля
Лагерь охотников Превращает диких животных в мясо и шкуры.
Можно установить Охотничий лимит, что означает, что здание будет работать только в случае, если количество животных больше.
2 12 шкур
36 мяса
Да
Хижина собирателей 1 древесина Собирает ягоды с близлежащих депозитов ягод.
Может быть улучшена садом трав за 2 доски и 25 регионального богатства, что позволяет ей производить травы.
4 50 ягод Да
Пасека 2 доски Производит мед.
Каждый регион может содержать до 2 пасек. Установка большего количества не увеличит урожай.
4 5 меда Нет Пчеловодство

Горнодобывающие здания

Горнодобывающие здания должны быть построены неподалеку от месторождений ресурсов. Каждое из них может принимать на работу до 4 семей и хранить до 50 ресурсов.

С разработкой ветви Подземная Разработка карьер может быть улучшен до Глубокой шахты, если она размещена над богатым месторождением, за 10 досок и 50 регионального богатства. Это позволит ей бесконечно производить ресурсы.

Здание Стоимость Производит Необходимое месторождение Перемещение
Лагерь каменотесов 2 Брусья Камень Месторождение булыжника Да
Карьер 1 Брусья Железная руда Месторождение железа Нет
Глина Месторождение глины

Здания логистики

Building Cost Effects Workplaces Relocation
Granary 2 Timber
10 Stone
Stores up to 500 food resources or Ale.
Workers collect, store and distribute goods using the Pantry.
If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.
Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500.
5 No
Storehouse 2 Timber Stores up to 250 non-food resources.
Workers collect, store and distribute goods using Generic Storage.
If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.
Can manually restrict what resources are stored inside.
Protects resources from weather if weather events are enabled.
Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500.
2 No
Pack Station 1 Timber Can choose 1 resource to send and 1 resource to receive from another owned region.
Employ Mules to transport up to 20 goods per trip.
Provides 2 Stable Space.
Can order mules.
1 No
Hitching Post 1 Timber Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.
Can order horses or oxen.
Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1.
2 Yes

Residential buildings

Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.

Building Cost Effects Relocation Development branch
Well 1 Timber Provides Drinking Water to Burgage Plots. Enables Firefighting.
If well placement in game settings was set to unconstrained it can be built anywhere.
If well placement in game settings was set to underground water it requires underground water.
No
Marketplace Provides space for families to set up stalls and distribute their produce to the Burgage Plots.
A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.
Each stall can store 50 resources.
No
Firewood Cart Turns 1 Regional Wealth into 1 Firewood.
Can store 15 Firewood.
Region does not pay the Transport Fee.
Must be placed in the Marketplace.
Yes Foreign Suppliers
Food Cart Turns 4 Regional Wealth into 1 Bread.
Can store 15 Bread.
Region does not pay the Transport Fee.
Must be placed in the Marketplace.
Yes Foreign Suppliers
Tavern 5 Timber Fulfills 1 level of Entertainment requirement for the Burgage Plots.
Needs Ale to function.
Can store 100 Ale.
No
Wooden Church 5 Timber
20 Planks
10 Stone
Fulfills the Faith requirement equal to its level for the Burgage Plots.
Provides Hallowed Ground for Burial of the dead villagers.
Workers become Gravediggers.
Church bell sound effect can be changed at any point.
Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs.
No
Corpse Pit Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.
Workers become Gravediggers.
No

Burgage Plots

Burgage plot construction
Основная статья: {{{2}}}.

Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.

  • Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.
  • Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.

If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.

Backyard extension Required level Cost Produces Required development branch
Vegetable Garden 1 15 Regional Wealth Vegetables (yields depend on plot size)
Chicken Coop 1 25 Regional Wealth Eggs
Goat Shed 1 25 Regional Wealth Hides
Apple Orchard 1 50 Regional Wealth Apples (September only, yield is reduced for the first 3 years) Orchardry
Bowyer's Workshop 2 4 Planks Warbows from Planks
Joiner's Workshop 2 4 Planks Wooden Parts from Planks
Small Shields from Planks
Large Shields from Planks
Brewery Extension 2 5 Planks
5 Regional Wealth
Ale from Malt
Cobbler's Workshop 2 5 Planks
5 Regional Wealth
Shoes from Leather
Tailor's Workshop 2 5 Planks
5 Regional Wealth
Clothes from Linen and Dyes
Cloaks from Yarn and Dyes
Gambesons from Linen
Blacksmith's Workshop 2 5 Planks
5 Regional Wealth
Tools from Iron Slabs
Sidearms from Iron Slabs
Spears from Iron Slabs and Planks
Polearms from Iron Slabs and Planks
Bakery Extension 2 5 Planks
5 Regional Wealth
Bread from Flour (twice as efficient as Communal Oven) Bakeries
Armorer's Workshop 2 4 Planks
10 Regional Wealth
Helmets from Iron Slabs
Mail Armor from Iron Slabs (requires Advanced Armormaking)
Player Armor from Iron Slabs (requires Master Armormaking)
Basic Armoring

Farming buildings

Farming buildings cannot be relocated.

Building Cost Effects Workplaces Storage
Field Space to grow Wheat, Barley, Flax, or Fallow.
To employ peasants on the fields, you need to build a Farmhouse.
Larger fields are more effective but also take longer to plow by hand.
All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.
Resources are collected in September.
All fields can be given a priority, which determines they order they are worked on.
With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop.
Farmhouse 3 Timber Used to employ families on the Field.
Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.
Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.
Can store up to 1200 resources.
With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here.
8 1200 Crops
Pasture Provides Pasture Space.
Sheep Farm 1 Timber Collects Wool from grazing Sheep.
Sheep must first be imported via the Livestock Trader.
Provides 5 Pasture Space.
3 50 Wool
Windmill 4 Timber Turns Grain into Flour.
Efficiency increases with distance from trees and buildings.
3 250 Flour
Communal Oven 2 Timber Turns Flour into Bread. 3 50 Bread

Industry buildings

Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.

Building Cost Requires Produces Workplaces Needs fuel
Bloomery 2 Timber Iron Ore Iron Slabs 2 Yes
Smithy 2 Timber Iron Slabs Tools 2 Yes
Clay Furnace 2 Timber
5 Stone
Clay Roof Tiles 5 Yes
Malthouse 4 Timber Barley Malt 2 Yes
Tannery 4 Timber Hides Leather 3 No
Weaver Workshop 4 Timber Wool Yarn 3 No
Flax Linen
Dyer's Workshop 2 Timber Berries Dyes 4 No

Trade buildings

Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.

Building Cost Trades Notes Workplaces
Trading Post 4 Timber Resources 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory
If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.
Can store 500 resources
Can order horses
4
Livestock Trading Post 2 Timber Animals Provides 4 Pasture Space
Provides 2 Stable Space
3

Administration buildings

The castle planner

Administration buildings cannot be relocated and fulfills special gameplay needs.

  • Settlers Camp can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People's Tents.
  • Manor costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:
    • Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.
    • Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.
    • The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.
    • Tax Offices cost 4 Timber.