⚠ NOTICE

The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.

Game setup: Difference between revisions

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The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.
The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.
* '''End goal'''
* '''End goal'''

Latest revision as of 16:41, 11 May 2024

The new game screen

The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.

  • End goal
    • Growth: Reach Large Town settlement level to win.
    • Conquest: Claim all regions to win.
    • Domination: Eliminate all the other lords by claiming their territory. (requires off map adversary)
    • None: Endless play.
  • Off map adversary
    • Absent: No adversary.
    • Present: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.
  • AI aggressiveness (requires off map adversary set to Present)
    • Reactive: AI lords don't press claims towards the player's regions, but they will protect their own.
    • Balanced: AI lords may press a claim towards the player's regions after they run out of neutral regions to claim.
    • Aggressive: AI lords may press claims towards the player's regions at will.
  • Raider frequency
    • None: No random raids.
    • Medium: No more than a single raid every 2 years.
    • Frequent: Possibly less than a year between each raid.
  • Raider free years (requires raider frequency set to Medium or Frequent)
    • 1: One year before raids start happening.
    • 2: Two years before raids start happening.
    • 3: Three years before raids start happening.
    • 4: Four years before raids start happening.
    • 5: Five years before raids start happening.
  • Initial bandit camps
    • None: No bandit camps present when the game begins.
    • 1: One bandit camp present when the game begins.
    • 2: Two bandit camps present when the game begins.
    • 3: Three bandit camps present when the game begins.
    • 4: Four bandit camps present when the game begins.
    • 5: Five bandit camps present when the game begins.
  • Random bandit camp spawn limit
    • 0: No random bandit camps spawning during play.
    • 3: Random bandit camps stop spawning if there are already 3 of them.
    • 5: Random bandit camps stop spawning if there are already 5 of them.
  • Starting season
    • Spring: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
    • Summer: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.
    • Autumn: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.
    • Winter: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.
    • Random: A random day of the year.
  • Starting supplies
    • Nothing: Just some barebones construction stuff.
    • Standard: A balanced amount of starting supplies.
    • Double: Mother starting supplies for a more relaxed experience.
  • Armament delivery
    • No: No free weapon delivery.
    • Yes: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.
  • Residential requirements
    • Tolerant: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.
    • Balanced: Town will not grow if requirements are unfulfilled.
    • Demanding: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
  • Approval
    • Low penalty: Approval factors have a low impact on population growth.
    • Medium penalty: Approval factors have an average impact on population growth.
    • High penalty: Approval factors have a significant impact on population growth.
  • Well placement
    • Unconstrained: Players may place wells everywhere without constraints.
    • Underground water: Players may only place wells on top of underground water.
  • Weather events
    • None: Weather is cosmetic only and won't do any harm.
    • Balanced: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
    • Difficult: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.