⚠ 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.
Buildings/fr: Difference between revisions
(Created page with "== Tentes pour sans-abri ==") |
(Created page with "{| class="wikitable" ! width=1% | Bâtiment ! width=7% | Coût ! Effects ! width=1% | Lieux de travail ! width=9% | Stockage ! width=1% | Déménagement ! width=1% | Branche développement |- | '''Camp de bûcherons''' || 2 Bois || Transforme les arbres en bois d'œuvre. || 3 || 28 Timber || <span style="color:green;">'''Oui'''</span> || |- | '''Loge du bûcheron'''''. || 1 Bois d'œuvre || Transforme les arbres en bois de chauffage. || 3 || 50 Bois de chauffage || <spa...") |
||
Line 29: | Line 29: | ||
== Rassembler des bâtiments == | == Rassembler des bâtiments == | ||
{| class="wikitable" | {| class="wikitable" | ||
! width=1% | | ! width=1% | Bâtiment | ||
! width=7% | | ! width=7% | Coût | ||
! Effects | ! Effects | ||
! width=1% | | ! width=1% | Lieux de travail | ||
! width=9% | | ! width=9% | Stockage | ||
! width=1% | | ! width=1% | Déménagement | ||
! width=1% | | ! width=1% | Branche développement | ||
|- | |- | ||
| ''' | | '''Camp de bûcherons''' || 2 Bois || Transforme les arbres en bois d'œuvre. || 3 || 28 Timber || <span style="color:green;">'''Oui'''</span> || | ||
|- | |- | ||
| ''' | | '''Loge du bûcheron'''''. || 1 Bois d'œuvre || Transforme les arbres en bois de chauffage. || 3 || 50 Bois de chauffage || <span style="color:green;">'''Oui'''</span> || | ||
|- | |- | ||
| ''' | | '''Scierie'''' || Permet d'établir une réserve de bois de construction, ce qui signifie que le bâtiment ne fonctionnera que si la quantité stockée est supérieure. || 2 | 50 planches || <span style="color:green;">'''Oui'''</span> || | ||
|- | |- | ||
| ''' | | '''Cabane du forestier''''. | 2 Timber || Produit des arbres. || 2 || || <span style="color:green;">'''Oui'''</span> || | ||
|- | |- | ||
| ''' | | '''Four à charbon de bois''''. || Le four à charbon transforme 1 bois de chauffage en 2 charbons de bois. || 3 || 50 charbon de bois || <span style="color:red;">'''Non'''</span> || Brûlage au charbon de bois | ||
|- | |- | ||
| ''' | | '''Camp de chasse'''' || Ce bâtiment transforme les animaux sauvages en viande et en peaux. Il est possible de fixer une limite de chasse, ce qui signifie que le bâtiment ne fonctionnera que si le nombre d'animaux en stock est plus élevé. || 2 - 12 peaux<br>36 Viande || <span style="color:green;">'''Oui'''</span> || | ||
|- | |- | ||
| ''' | | '''La cabane du fourrageur'''' || Elle peut être améliorée avec un jardin d'herbes pour 2 planches et 25 richesses régionales, ce qui lui permet de produire des herbes. || 4 | 50 baies || <span style="color:green;">'''Oui'''</span> || | ||
|- | |- | ||
| ''' | | '''Rucher''' || Chaque région peut accueillir jusqu'à 2 ruches par défaut. En placer plus n'augmentera pas les rendements. || 4 | 5 Miel || <span style="color:red;">'''Non'''</span> || Apiculture | ||
|} | |} | ||
<div lang="en" dir="ltr" class="mw-content-ltr"> | <div lang="en" dir="ltr" class="mw-content-ltr"> |
Revision as of 16:57, 27 April 2024
La construction ne peut être réalisée que par des familles non assignées. En outre, au moins un bœuf est nécessaire si le bâtiment nécessite du bois.
Quelques bâtiments ont des frontières flexibles, identifiées par un carré de frontière dans le menu de construction. Pour ces bâtiments, placez 4 points pour désigner une zone. Les deux premiers points marquent l'avant du bâtiment. Bien que les lignes soient droites, elles s'incurvent le long des routes.
Une fois placé, chaque bâtiment peut se voir attribuer une priorité de construction différente s'il doit être construit avant ou après d'autres bâtiments.
De nombreux bâtiments peuvent être améliorés pour accroître leur fonctionnalité. De nombreuses améliorations nécessitent une certaine branche de développement.
Tous les bâtiments peuvent être démolis, ce qui remboursera toutes les ressources de construction.
Routes
Certains bâtiments permettent aux villageois d'utiliser des charrettes à bras pour transporter jusqu'à 10 marchandises à la fois. Cependant, tirer une charrette à bras en dehors de la route est extrêmement lent, alors assurez-vous de relier vos bâtiments à des routes.
Chaque carte commence par une route existante appelée Route du Roi. Cette route ne peut pas être supprimée et les comptoirs doivent y être connectés pour attirer les marchands ambulants.
Les bâtiments s'accrochent automatiquement aux routes. Ce comportement peut être désactivé dans le menu de construction.
Tentes pour sans-abri
Chaque région commencera avec une tente pour les sans-abri. Elles disparaîtront une fois que toutes les familles auront été logées. Elles peuvent également être transformées en camp de travailleurs pour 1 Timber, ce qui permet d'obtenir 5 espaces de vie.
Rassembler des bâtiments
Bâtiment | Coût | Effects | Lieux de travail | Stockage | Déménagement | Branche développement |
---|---|---|---|---|---|---|
Camp de bûcherons | 2 Bois | Transforme les arbres en bois d'œuvre. | 3 | 28 Timber | Oui | |
Loge du bûcheron. | 1 Bois d'œuvre | Transforme les arbres en bois de chauffage. | 3 | 50 Bois de chauffage | Oui | |
Scierie' | Permet d'établir une réserve de bois de construction, ce qui signifie que le bâtiment ne fonctionnera que si la quantité stockée est supérieure. | 50 planches | Oui | |||
2 Timber | Produit des arbres. | 2 | Oui | |||
Four à charbon de bois'. | Le four à charbon transforme 1 bois de chauffage en 2 charbons de bois. | 3 | 50 charbon de bois | Non | Brûlage au charbon de bois | |
Camp de chasse' | Ce bâtiment transforme les animaux sauvages en viande et en peaux. Il est possible de fixer une limite de chasse, ce qui signifie que le bâtiment ne fonctionnera que si le nombre d'animaux en stock est plus élevé. | 2 - 12 peaux 36 Viande |
Oui | |||
La cabane du fourrageur' | Elle peut être améliorée avec un jardin d'herbes pour 2 planches et 25 richesses régionales, ce qui lui permet de produire des herbes. | 50 baies | Oui | |||
Rucher | Chaque région peut accueillir jusqu'à 2 ruches par défaut. En placer plus n'augmentera pas les rendements. | 5 Miel | Non | Apiculture |
Mining buildings
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.
Building | Cost | Produces | Required deposit | Relocation |
---|---|---|---|---|
Stonecutter Camp | 2 Timber | Stone | Fieldstone deposit | Yes |
Mining Pit | 1 Timber | Iron Ore | Iron deposit | No |
Clay | Clay deposit |
Logistics buildings
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 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
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.