⚠ 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.

Beginner's Guide: Difference between revisions

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If population exceeds the housing capacity of Burgage Plots homeless people will lose Approval, risk Freezing during winter and cannot be part of militia units.
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Manor Lords is a strategy city-building game in which you play as a lord sent by the king to govern a land of great peril and promise. The game features in-depth city-building, real-time tactical battles, and complex economic and social simulations. You must balance resource management, supply and demand, trade, warfare, and take advantage of the seasons to survive through winter.


Unassigned Families work on construction automatically.
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Will you prove yourself worthy of this honor? Or will you perish at the hands of bandits, and traitorous rival Lords?


Approval is increased having market resources variety and church level.
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This guide will help you understand the basics of the game, from its User Interface to basic operations. It culminates in an overview of how to survive your first year.


While human Families need to be assigned manually, livestock workforce is shared between all buildings by default. Livestock can be manually assigned to a single workplace in the Advanced tab. Remember that at least one unassigned oxen is necessary for any construction that needs Timber.
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Your kingdom awaits.


== Supplies ==
== User Interface == <!--T:5-->
 
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Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User
Interface provides information tied to the region you are currently in.
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[[File:UI.jpg|<translate><!--T:7--> File:UI.jpg</translate>]]
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# Population Overview - A glance at various factors affecting a region’s population.
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.
## Total Population - Your total Region population, broken down by different family levels.
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.
# Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.
# Settlement Menu & Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.
# Personal Overview - A glance at your personal stats.
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.
## Visit Mode - Toggle third-person mode and walk around your settlement.
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.
## Annual Royal Tax - Amount of tax money owed to your king.
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.
# Seasons & Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x12.
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.
## Help - The help menu defines various mechanics and terminology throughout the game.
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.
 
== Supplies == <!--T:9-->
 
<!--T:10-->
In Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.
In Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.


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Supplies in the region panel above shows how many months are left until supplies run out.
Supplies in the region panel above shows how many months are left until supplies run out.


== Seasons ==
== Seasons == <!--T:12-->
 
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* '''Spring (Mar-May):''' Frequent raining, seasonal deposits regrow.
* '''Spring (Mar-May):''' Frequent raining, seasonal deposits regrow.
* '''Summer (Jun-Aug):''' Crops grow. Possible droughts.
* '''Summer (Jun-Aug):''' Crops grow. Possible droughts.
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* '''Winter (Dec-Feb):''' Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.
* '''Winter (Dec-Feb):''' Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.


== Regions ==
== Approval and Public Order == <!--T:14-->
The map is made up of 8 regions: Eichenhau, Goldhof, Hofstetten, Immenreuth, Nusslohe, Selbitz, Zweiau, and Waldbrand in the middle. Every region will have one of each resource deposits and areas with high soil fertility. However the amount of resources in each deposit varies from region to region. Each region will have one or two rich deposits.
 
* Wild Animal deposits have 20 Wild Animals, or 40 if the deposit is rich. They can be harvested with a Hunting Camp building. The deposit replenishes at a steady pace. It is possible to hunt the animals to extinction if you remove the Hunting Limit. If a building is placed near the animals they will migrate.
<!--T:15-->
* Berry deposits have 64 Berries, or 128 if the deposit is rich. They can be harvested with a Forager Hut building. The deposit will replenish over the Spring and will be depleted during Winter.
'''Approval''' depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.
* Stone deposits have random resources, ranging from 50 to 1000. They can be harvested with a Stonecutter Camp building. They are not replenished and will eventually be depleted.
{| class="wikitable"
* Clay deposits have random resources, ranging from 50 to 4000. They can be harvested with a Mining Pit building. They are not replenished and will eventually be depleted. If the deposit is rich it can produce resources indefinitely if the Mining Pit has the Deep Mine upgrade.
! Approval !! Monthly population change
* Iron deposits have random resources, ranging from 50 to 4000. They can be harvested with a Mining Pit building. They are not replenished and will eventually be depleted. If the deposit is rich it can produce resources indefinitely if the Mining Pit has the Deep Mine upgrade.
|-
| 75-100 || +2
|-
| 50-74 || +1
|-
| 25-49 || 0
|-
| 0-24% || -1
|}
 
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'''Public Order''' prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.


In order to build in a region you don't own you need to claim in. Regions can be claimed with either 1000 Influence or King's Favor. After paying the cost you must wait a month before gaining control of the region. Newly controlled regions do not have any resources and population. To add some, you must place a Settlers Camp. Once placed, you will have to pay from Treasury to gain the starting supplies needed to build in the region. All options will begin with 5 Families.
== Policies == <!--T:17-->
* Modest starting supplies cost 250 Treasury and starts with 20 Bread, 20 Firewood, 20 Stone and 10 Tools.
* Average starting supplies cost 500 Treasury and starts with 40 Bread, 40 Firewood, 40 Stone and 20 Tools.
* Plentiful starting supplies cost 750 Treasury and starts with 60 Bread, 60 Firewood, 60 Stone and 30 Tools.


== Policies ==
<!--T:18-->
To enact Policies, you need to raise your Administration Level by building administrative buildings, like the Manor. At the moment only two policies are available, both at Administration Level 1:
To enact Policies, you need to raise your Administration Level by building administrative buildings, like the Manor. At the moment only two policies are available, both at Administration Level 1:
* '''Hunting Grounds:''' Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.
* '''Hunting Grounds:''' Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.
* '''Strict Fasting:''' Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.
* '''Strict Fasting:''' Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.
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Latest revision as of 09:54, 1 May 2024

Manor Lords is a strategy city-building game in which you play as a lord sent by the king to govern a land of great peril and promise. The game features in-depth city-building, real-time tactical battles, and complex economic and social simulations. You must balance resource management, supply and demand, trade, warfare, and take advantage of the seasons to survive through winter.

Will you prove yourself worthy of this honor? Or will you perish at the hands of bandits, and traitorous rival Lords?

This guide will help you understand the basics of the game, from its User Interface to basic operations. It culminates in an overview of how to survive your first year.

Your kingdom awaits.

User Interface

Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User Interface provides information tied to the region you are currently in. File:UI.jpg

  1. Population Overview - A glance at various factors affecting a region’s population.
    1. Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.
    2. Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.
    3. Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.
    4. Total Population - Your total Region population, broken down by different family levels.
    5. Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.
    6. Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.
  2. Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.
  3. Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.
  4. Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.
  5. Settlement Menu & Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.
  6. Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.
  7. Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.
  8. Personal Overview - A glance at your personal stats.
    1. Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.
    2. Visit Mode - Toggle third-person mode and walk around your settlement.
    3. Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.
    4. Annual Royal Tax - Amount of tax money owed to your king.
    5. Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.
    6. Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.
  9. Seasons & Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x12.
  10. Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.
    1. Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.
    2. Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.
    3. Army - Shows any retinues you have created, including militia, retinues, and mercenaries.
    4. Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.
    5. Help - The help menu defines various mechanics and terminology throughout the game.
    6. Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.

Supplies

In Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.

Supplies in the region panel above shows how many months are left until supplies run out.

Seasons

  • Spring (Mar-May): Frequent raining, seasonal deposits regrow.
  • Summer (Jun-Aug): Crops grow. Possible droughts.
  • Autumn (Sep-Nov): Harvesting, plowing and sowing crops.
  • Winter (Dec-Feb): Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.

Approval and Public Order

Approval depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.

Approval Monthly population change
75-100 +2
50-74 +1
25-49 0
0-24% -1

Public Order prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.

Policies

To enact Policies, you need to raise your Administration Level by building administrative buildings, like the Manor. At the moment only two policies are available, both at Administration Level 1:

  • Hunting Grounds: Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.
  • Strict Fasting: Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.