⚠ 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

From Manor Lords Official Wiki
(Created page with "Les bâtiments miniers doivent être construits à proximité des gisements de ressources. Chaque bâtiment peut employer jusqu'à 4 familles et stocker jusqu'à 50 ressources.")
(Created page with "Avec la branche de développement de l'exploitation minière en profondeur, le puits de mine peut être transformé en mine en profondeur s'il est placé au-dessus d'un gisement riche, au prix de 10 planches et de 50 richesses régionales. Cela lui permettra de produire des ressources indéfiniment. {| class="wikitable" ! Bâtiment ! Coût ! Produit ! Dépôt de garantie ! Déménagement |- | '''Stonecutter Camp''' || 2 Bois d'œuvre || Pierre || Gisement de pierre de...")
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Les bâtiments miniers doivent être construits à proximité des gisements de ressources. Chaque bâtiment peut employer jusqu'à 4 familles et stocker jusqu'à 50 ressources.
Les bâtiments miniers doivent être construits à proximité des gisements de ressources. Chaque bâtiment peut employer jusqu'à 4 familles et stocker jusqu'à 50 ressources.


<div lang="en" dir="ltr" class="mw-content-ltr">
Avec la branche de développement de l'exploitation minière en profondeur, le puits de mine peut être transformé en mine en profondeur s'il est placé au-dessus d'un gisement riche, au prix de 10 planches et de 50 richesses régionales. Cela lui permettra de produire des ressources indéfiniment.
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.
{| class="wikitable"
{| class="wikitable"
! Building
! Bâtiment
! Cost
! Coût
! Produces
! Produit
! Required deposit
! Dépôt de garantie
! Relocation
! Déménagement
|-
|-
| '''Stonecutter Camp''' || 2 Timber || Stone || Fieldstone deposit || <span style="color:green;">'''Yes'''</span>
| '''Stonecutter Camp''' || 2 Bois d'œuvre || Pierre || Gisement de pierre des champs || <span style="color:green;">'''Oui'''</span>
|-
|-
| rowspan=2 | '''Mining Pit''' || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | <span style="color:red;">'''No'''</span>
| rowspan=2 | '''Fosse d'exploitation minière''' || rowspan=2 | 1 Bois d'œuvre || Minerai de fer || Gisement de fer || rowspan=2 | <span style="color:red;">'''Non'''</span>
|-
|-
| Clay || Clay deposit
| Argile || Dépôt d'argile
|}
|}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
<div lang="en" dir="ltr" class="mw-content-ltr">

Revision as of 16:58, 27 April 2024

Le menu de construction

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

Construction de 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

Bâtiments miniers

Les bâtiments miniers doivent être construits à proximité des gisements de ressources. Chaque bâtiment peut employer jusqu'à 4 familles et stocker jusqu'à 50 ressources.

Avec la branche de développement de l'exploitation minière en profondeur, le puits de mine peut être transformé en mine en profondeur s'il est placé au-dessus d'un gisement riche, au prix de 10 planches et de 50 richesses régionales. Cela lui permettra de produire des ressources indéfiniment.

Bâtiment Coût Produit Dépôt de garantie Déménagement
Stonecutter Camp 2 Bois d'œuvre Pierre Gisement de pierre des champs Oui
Fosse d'exploitation minière 1 Bois d'œuvre Minerai de fer Gisement de fer Non
Argile Dépôt d'argile

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 plot construction

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

The castle planner

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.