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Burgage plot: Difference between revisions
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|type = <translate><!--T:3--> Residential</translate> | |type = <translate><!--T:3--> Residential</translate> | ||
|cost = <translate><!--T:4--> 2 Timber</translate> | |cost = <translate><!--T:4--> 2 Timber per home</translate> | ||
|upgrades = <translate><!--T:5--> Add 1 living space</translate> | |upgrades = <translate><!--T:5--> Add 1 living space</translate> | ||
|levels = 3 | |levels = 3 | ||
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==Upgrades== | ==Upgrades== | ||
Upon meeting the requirements for the next level, burgage plots can be upgraded to level three at maximum, for a fee of resources and/or | Upon meeting the requirements for the next level, burgage plots can be upgraded to level three at maximum, for a fee of resources and/or Regional Wealth. Increased levels contributes to the player's progress on settlement level and overall increases the functionality of the burgage plot. | ||
All burgage plots that are not large enough to fit two homes but can fit one can be upgraded to include one more living space. This upgrade requires two [[Resources#Construction|timber]] to construct. | All burgage plots that are not large enough to fit two homes but can fit one can be upgraded to include one more living space. This upgrade requires two [[Resources#Construction|timber]] to construct. | ||
===Levels=== | ===Levels=== | ||
====Requirements==== | |||
{| class="wikitable" | |||
!Level | |||
!Cost | |||
!Amenities | |||
!Market supply | |||
|- | |||
|2 | |||
|4 timber | |||
|'''Water access'''<br>Through a well, only one needed per region to satisfy requirement.<br>'''Church level'''<br>1 | |||
|'''Fuel stall supply'''<br>'''Food stall supply'''<br>At least two different types of food supplied in the marketplace.<br>'''Clothing stall supply'''<br>Enough supply of any of the following: yarn, linen, leather. | |||
|- | |||
|3 | |||
|25 Regional Wealth<br>4 timber<br>8 planks<br>4 rooftiles | |||
|'''Water access'''<br>'''Tavern supply'''<br>Needs a consistent supply of ale.<br>'''Church level'''<br>2 | |||
|'''Fuel stall supply'''<br>'''Food stall supply'''<br>At least three different types of food supplied in the marketplace.<br>'''Clothing stall supply'''<br>Enough supply of the following: yarn, linen, or leather; and shoes, clothes, or cloaks. | |||
|} | |||
====Level 1==== | ====Level 1==== | ||
All plots placed down initially start off as level one burgage plots. These plots can be upgraded to have certain backyard extensions for | All plots placed down initially start off as level one burgage plots. These plots can be upgraded to have certain backyard extensions for Regional Wealth. Level one burgage plots can hold 15 items in its generic storage and 25 items in its pantry, but cannot store any armaments. Base burgage plots have one living space, but like all plots that meet the required size, can be upgraded to add an additional living space. | ||
====Level 2==== | ====Level 2==== | ||
Upon upgrading to the second level, the home will undergo a construction phase. Following the completion of construction, the building will become noticeably taller and better kept. Level two plots can now hold 45 things in its generic storage and 75 foodstuffs in its pantry. Upgrading to the second level also unlocks the rest of the backyard extension options. Level two plots also begin generating one Regional Wealth per month. | |||
====Level 3==== | |||
Level three homes are even larger and taller than level two homes, with it being able now to hold 150 items in the generic storage and pantry. These homes are now able to generate two Regional Wealth monthly and can support an extra living space. | |||
===Extensions=== | |||
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 two will convert all inhabitants to artisans, locking them from being assigned other jobs. If they have multiple production options only one can be chosen. Level one backyard extensions can be replaced, but level two and three ones cannot. | |||
[[File:lvl3-bakery.png|thumb|300px|A level three home with the bakery extension.]] | |||
{| class="wikitable" | |||
! 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<br>Small shields from planks<br>Large shields from planks | |||
| | |||
|- | |||
| '''Brewery Extension''' | |||
| 2 | |||
| 5 planks<br>5 Regional Wealth | |||
| Ale from malt | |||
| | |||
|- | |||
| '''Cobbler's Workshop''' | |||
| 2 | |||
| 5 planks<br>5 Regional Wealth | |||
| Shoes from leather | |||
| | |||
|- | |||
| '''Tailor's Workshop''' | |||
| 2 | |||
| 5 planks<br>5 Regional Wealth | |||
| Clothes from linen and dyes<br>Cloaks from yarn and dyes<br>Gambesons from linen | |||
| | |||
|- | |||
| '''Blacksmith's Workshop''' | |||
| 2 | |||
| 5 planks<br>5 Regional Wealth | |||
| Tools from iron Slabs<br>Sidearms from iron slabs<br>Spears from iron slabs and planks<br>Polearms from iron slabs and planks | |||
| | |||
|- | |||
| '''Bakery Extension''' | |||
| 2 | |||
| 5 planks<br>5 Regional Wealth | |||
| Bread from flour (twice as efficient as the communal oven) | |||
| Bakeries | |||
|- | |||
| '''Armorer's Workshop''' | |||
| 2 | |||
| 4 planks<br>10 Regional Wealth | |||
| Helmets from iron slabs<br>Mail armor from iron slabs (requires Advanced Armormaking)<br>Player armor from iron slabs (requires Master Armormaking) | |||
| Basic Armoring | |||
|} | |||
</translate> | </translate> |
Revision as of 04:17, 3 May 2024
This page has been moved. For the current name, see Template:InfoboxBuilding. Please do not use this formatting (in English). As of 11 May, the language variants currently still exist here.
Please make sure to check the translations of forager hut (the berry one) as they may use BuildingInfobox/fr or something and should be updated once the pages are moved.
Burgage plots provide living spaces and are one of the primary buildings in Manor Lords. Burgage plots use the flexible plots system and require two timber per building. A burgage plot can then be equipped with a single extension. A variety of extensions exist that produce either food or resources. Certain extensions, such as the apple orchard and armorer's workshop, require the player to invest a development point before they can be built. Burgage plots are a crucial part of gaining development points.
Use
Burgage plots are the only permanent source of housing in the game, with the standard house having one living space. Each living space can hold one family, comprised of multiple people. They require two timber to place and are flexible. This allows multiple plots to be placed at once and for different shapes to be created.
Each home requires resources which can be bought from a marketplace by a resident of the home, fulfilling the food or firewood requirement for each home.
Level two homes can hold armaments for the militiamen in the household, with two of each weapon and piece of armor being allowed to be stocked in the house at once.
Burgage plots are an integral part of the development points system, with them being required for point obtainment. Each tier of settlement requires a certain amount of level one, two, and three burgage plots to advance.
Upgrades
Upon meeting the requirements for the next level, burgage plots can be upgraded to level three at maximum, for a fee of resources and/or Regional Wealth. Increased levels contributes to the player's progress on settlement level and overall increases the functionality of the burgage plot.
All burgage plots that are not large enough to fit two homes but can fit one can be upgraded to include one more living space. This upgrade requires two timber to construct.
Levels
Requirements
Level | Cost | Amenities | Market supply |
---|---|---|---|
2 | 4 timber | Water access Through a well, only one needed per region to satisfy requirement. Church level 1 |
Fuel stall supply Food stall supply At least two different types of food supplied in the marketplace. Clothing stall supply Enough supply of any of the following: yarn, linen, leather. |
3 | 25 Regional Wealth 4 timber 8 planks 4 rooftiles |
Water access Tavern supply Needs a consistent supply of ale. Church level 2 |
Fuel stall supply Food stall supply At least three different types of food supplied in the marketplace. Clothing stall supply Enough supply of the following: yarn, linen, or leather; and shoes, clothes, or cloaks. |
Level 1
All plots placed down initially start off as level one burgage plots. These plots can be upgraded to have certain backyard extensions for Regional Wealth. Level one burgage plots can hold 15 items in its generic storage and 25 items in its pantry, but cannot store any armaments. Base burgage plots have one living space, but like all plots that meet the required size, can be upgraded to add an additional living space.
Level 2
Upon upgrading to the second level, the home will undergo a construction phase. Following the completion of construction, the building will become noticeably taller and better kept. Level two plots can now hold 45 things in its generic storage and 75 foodstuffs in its pantry. Upgrading to the second level also unlocks the rest of the backyard extension options. Level two plots also begin generating one Regional Wealth per month.
Level 3
Level three homes are even larger and taller than level two homes, with it being able now to hold 150 items in the generic storage and pantry. These homes are now able to generate two Regional Wealth monthly and can support an extra living space.
Extensions
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 two will convert all inhabitants to artisans, locking them from being assigned other jobs. If they have multiple production options only one can be chosen. Level one backyard extensions can be replaced, but level two and three 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 the 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 |