⚠ 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.

Development: Difference between revisions

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[[File:Development Trees.png|thumb|300px|<translate>The development trees in early access</translate>]]
[[File:Development Trees.png|thumb|300px|<translate><!--T:1--> The development trees in early access</translate>]]
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Each region has a Settlement Level, determined by the number and level of Burgage Plots. All regions start at settlement level 1: Small Village.
<!--T:2-->
* Level 2 (Small Village) requires 5 Burgage Plots of level 1.
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. All regions start at settlement level 1: Small village.
* Level 3 (Medium Village) requires 5 Burgage Plots of level 1 and 2 Burgage Plots of level 2.
* Level 2 (Small village) requires 5 burgage plots of level 1.
* Level 4 (Large Village) requires 10 Burgage Plots of level 1 and 5 Burgage Plots of level 2.
* Level 3 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.
* Level 4 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.


Each region also has a Development. Each time its Settlement Level increases the region will gain a Development Point, which can be used to unlock new buildings or upgrades or make existing ones more efficient. There are 4 development trees, each one with 10 or 11 development branches.
<!--T:3-->
Each region also has a "development". Each time its settlement level increases, the region will gain a development point, which can be used to unlock new buildings or upgrades or make existing ones more efficient. There are 4 development trees, each one with 10 or 11 development branches.


== Farming development tree ==
== Farming development tree == <!--T:4-->


<!--T:5-->
{| class="wikitable"
{| class="wikitable"
| colspan=2 width=33% | '''Orchardry'''<br>New backyard extension: Apple Orchard
| colspan=2 width=33% | '''Orchardry'''<br>New backyard extension: Apple orchard
| colspan=2 width=33% | '''Sheepbreeding'''<br>Sheep grazing on the pastures slowly multiply.
| colspan=2 width=33% | '''Sheepbreeding'''<br>Sheep grazing on the pastures slowly multiply.
| colspan=2 width=33% | '''Heavy Plow'''<br>Farmhouse upgrade: Add a plowing station
| colspan=2 width=33% | '''Heavy plow'''<br>Farmhouse upgrade: Add a plowing station
|-
|-
| width=25% | '''Rye Cultivation'''<br>New crop: Rye. Identical to Wheat and can be grown in places with lower fertility.
| width=25% | '''Rye Cultivation'''<br>New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.
| colspan=2 width=25% | '''Irrigation'''<br>Dramatically lowers the amount of damage caused by Droughts.
| colspan=2 width=25% | '''Irrigation'''<br>Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].
| colspan=2 width=25% | '''Fertilization'''<br>Field upgrade: Fence up
| colspan=2 width=25% | '''Fertilization'''<br>Field upgrade: Fence up
| width=25% | '''Bakeries'''<br>New backyard extension: Bakery Extension
| width=25% | '''Bakeries'''<br>New backyard extension: Bakery extension
|-
|-
| work in progress
| work in progress
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|}
|}


== Trade development tree ==
== Trade development tree == <!--T:6-->


<!--T:7-->
{| class="wikitable"
{| class="wikitable"
| colspan=2 | '''Foreign Suppliers'''<br>New building: Firewood cart<br>New building: Food cart
| colspan=2 | '''Foreign suppliers'''<br>New building: Firewood cart<br>New building: Food cart
| colspan=2 | '''Trade Logistics'''<br>Establishing a new Trade Route always costs a maximum of 25 Regional Wealth.
| colspan=2 | '''Trade logistics'''<br>Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].
|-
|-
| width=25% | work in progress
| width=25% | work in progress
| width=25% | work in progress
| width=25% | work in progress
| width=25% | '''Better Deals'''<br>Reduces import costs by 10.
| width=25% | '''Better deals'''<br>Reduces import costs by 10.
| width=25% | work in progress
| width=25% | work in progress
|-
|-
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|}
|}


== Industry development tree ==
== Industry development tree == <!--T:8-->


<!--T:9-->
{| class="wikitable"
{| class="wikitable"
| colspan=2 | '''Basic Armormaking'''<br>New backyard extension: Armorer's Workshop
| colspan=2 | '''Basic armormaking'''<br>New backyard extension: Armorer's workshop
| colspan=2 | '''Charcoal Burning'''<br>New building: Charcoal kiln
| colspan=2 | '''Charcoal burning'''<br>New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]
|-
|-
| width=25% | '''Advanced Armormaking'''<br>Armorer's Workshop can produce Mail Armor, which can be used to equip citizens of Burgage Plots of Level 3 and above, or promoting a new Retinue.
| width=25% | '''Advanced armormaking'''<br>Armorer's workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].
| width=25% | work in progress
| width=25% | work in progress
| width=25% | '''Deep Mining'''<br>Mining Pit upgrade: Deep Mine
| width=25% | '''Deep mining'''<br>[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine
| width=25% | work in progress
| width=25% | work in progress
|-
|-
| '''Master Armormaking'''<br>Armorer's Workshop can produce Plate Armor, which can in turn be used to upgrade the Retinue.
| '''Master Armormaking'''<br>Armorer's workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.
| work in progress
| work in progress
| work in progress
| work in progress
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|}
|}


== Gathering development tree ==
== Gathering development tree == <!--T:10-->


<!--T:11-->
{| class="wikitable"
{| class="wikitable"
| colspan=2 width=33% | '''Beekeeping'''<br>New building: Apiary
| colspan=2 width=33% | '''Beekeeping'''<br>New building: [[{{tl}}Apiary|Apiary]]
| colspan=2 width=33% | '''Forest Management'''<br>Doubles capacity of all Berry deposits.
| colspan=2 width=33% | '''Forest Management'''<br>Doubles capacity of all {{Icon|berries}} berry deposits.
| colspan=2 width=33% | '''Trapping'''<br>Enables hunters to skillfully lay traps in the forest, which gives a passive income of Meat.
| colspan=2 width=33% | '''Trapping'''<br>Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.
|-
|-
| width=25% | work in progress
| width=25% | work in progress
| colspan=2 width=25% | '''Advanced Beekeeping'''<br>Apiaries also produce Wax.
| colspan=2 width=25% | '''Advanced beekeeping'''<br>Apiaries also produce {{Icon|wax}} wax.
| colspan=2 width=25% | '''Advanced Skinning'''<br>Doubles the amount of meat harvested by hunters and butchers and from goat pens.
| colspan=2 width=25% | '''Advanced skinning'''<br>Doubles the amount of meat harvested by hunters and butchers and from goat pens.
| width=25% | '''Pelt Extraction'''<br>Hunters also collect Hides from traps.
| width=25% | '''Pelt extraction'''<br>Hunters also collect {{Icon|hides}} hides from traps.
|-
|-
| work in progress
| work in progress

Latest revision as of 18:08, 18 May 2024

The development trees in early access

Each region has a settlement level, determined by the number and level of burgage plots. All regions start at settlement level 1: Small village.

  • Level 2 (Small village) requires 5 burgage plots of level 1.
  • Level 3 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.
  • Level 4 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.

Each region also has a "development". Each time its settlement level increases, the region will gain a development point, which can be used to unlock new buildings or upgrades or make existing ones more efficient. There are 4 development trees, each one with 10 or 11 development branches.

Farming development tree

Orchardry
New backyard extension: Apple orchard
Sheepbreeding
Sheep grazing on the pastures slowly multiply.
Heavy plow
Farmhouse upgrade: Add a plowing station
Rye Cultivation
New crop: Rye.png Rye. Identical to Wheat.png wheat and can be grown in places with lower fertility.
Irrigation
Dramatically lowers the amount of damage caused by droughts.
Fertilization
Field upgrade: Fence up
Bakeries
New backyard extension: Bakery extension
work in progress work in progress work in progress work in progress

Trade development tree

Foreign suppliers
New building: Firewood cart
New building: Food cart
Trade logistics
Establishing a new trade route always costs a maximum of 25 regional wealth.
work in progress work in progress Better deals
Reduces import costs by 10.
work in progress
work in progress work in progress work in progress work in progress

Industry development tree

Basic armormaking
New backyard extension: Armorer's workshop
Charcoal burning
New building: Charcoal kiln
Advanced armormaking
Armorer's workshop can produce Mail armor.png mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new retinue.
work in progress Deep mining
Mining pit upgrade: Deep mine
work in progress
Master Armormaking
Armorer's workshop can produce Plate armor.png plate armor, which can in turn be used to upgrade the retinue.
work in progress work in progress work in progress

Gathering development tree

Beekeeping
New building: Apiary
Forest Management
Doubles capacity of all Berries.png berry deposits.
Trapping
Enables hunters to skillfully lay traps in the forest, which gives a passive income of Meat.png meat.
work in progress Advanced beekeeping
Apiaries also produce Wax.png wax.
Advanced skinning
Doubles the amount of meat harvested by hunters and butchers and from goat pens.
Pelt extraction
Hunters also collect Hides.png hides from traps.
work in progress work in progress work in progress work in progress