⚠ 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.
FAQ/ru: Difference between revisions
(Updating to match new version of source page) |
(Updating to match new version of source page) |
||
Line 1: | Line 1: | ||
<languages/> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Essential Early Game Tips == | == Essential Early Game Tips == | ||
'''What should I build first to gather and store basic supplies?''' | '''What should I build first to gather and store basic supplies?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp. | * Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Should I focus on farming at the beginning?''' | '''Should I focus on farming at the beginning?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Avoid farming initially, as it's a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use. | * Avoid farming initially, as it's a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''When should I start building burgage plots and food production buildings?''' | '''When should I start building burgage plots and food production buildings?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* A Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead. | * A Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''How soon should I build a Marketplace?''' | '''How soon should I build a Marketplace?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace. | * Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace. | ||
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. | * It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. | ||
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots. | * There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Is it important to have a church and other amenities early on?''' | '''Is it important to have a church and other amenities early on?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2. A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots. | * Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2. A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== General Gameplay FAQs == | == General Gameplay FAQs == | ||
'''When is multiplayer coming?''' | '''When is multiplayer coming?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Not anytime soon, if at all – please stop asking. | * Not anytime soon, if at all – please stop asking. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Do you need empty houses for people to immigrate to your village?''' | '''Do you need empty houses for people to immigrate to your village?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp. | * Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp. | ||
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region. | ** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Can you set a maximum production limit on items?''' | '''Can you set a maximum production limit on items?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI. | * No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Why does my Ox keep running away?''' | '''Why does my Ox keep running away?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay. | * Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''What do Horses, Oxen, and Mules do?''' | '''What do Horses, Oxen, and Mules do?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now. | * Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now. | ||
* Mules are used by the Pack Station to move goods between regions. | * Mules are used by the Pack Station to move goods between regions. | ||
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field. | * Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field. | ||
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early. | ** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''What is the King's Road, and how do I connect to it?''' | '''What is the King's Road, and how do I connect to it?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* The King's Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are. | * The King's Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Retinue''' | '''Retinue''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals. | * You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Trade''' | '''Trade''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Once you’ve built a Trading Post, you can import and export items. | * Once you’ve built a Trading Post, you can import and export items. | ||
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change. | * You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change. | ||
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it. | * Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it. | ||
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up. | * While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Regional Wealth vs Personal Treasury''' | '''Regional Wealth vs Personal Treasury''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population. | * Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population. | ||
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post | ** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post | ||
Line 73: | Line 130: | ||
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps. | ** It is generated via Tax and other Policies, as well as clearing out Bandit Camps. | ||
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury | ** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Resource Management and Production == | == Resource Management and Production == | ||
'''How to make ale?''' | '''How to make ale?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well. | * Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''How do you produce enough food?''' | '''How do you produce enough food?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on. | * Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on. | ||
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. | * There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. | ||
Line 89: | Line 154: | ||
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three. | ** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three. | ||
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming. | * Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Hunters are refusing to hunt, why?''' | '''Hunters are refusing to hunt, why?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters' function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal. | * Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters' function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Why does my sawmill not make planks?''' | '''Why does my sawmill not make planks?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt. | * The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''How do I know how much [X] is producing?''' | '''How do I know how much [X] is producing?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc. | * Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc. | ||
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter. | * Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter. | ||
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly. | * The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly. | ||
* Some production information is available via the official Wiki. | * Some production information is available via the official Wiki. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Building and Development Tips == | == Building and Development Tips == | ||
'''New buildings are not being constructed, why?''' | '''New buildings are not being constructed, why?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another. | * This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Advice on placing manor walls:''' | '''Advice on placing manor walls:''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible. | * Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Farming''' | '''Farming''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* In order to engage in farming, you will need to create a Field, and build a Farmhouse. | * In order to engage in farming, you will need to create a Field, and build a Farmhouse. | ||
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons. | * The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons. | ||
Line 123: | Line 212: | ||
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will. | * There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will. | ||
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum. | * The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Expansion and Conquest == | == Expansion and Conquest == | ||
'''How do we settle new regions?''' | '''How do we settle new regions?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures. | * Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures. | ||
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading. | * You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading. | ||
Line 134: | Line 227: | ||
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord. | * It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord. | ||
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor. | * Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Seasonal Work and Crop Management == | == Seasonal Work and Crop Management == | ||
'''Do farmers still work in winter?''' | '''Do farmers still work in winter?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
The current cycle for farming is: | The current cycle for farming is: | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
September - Harvest | September - Harvest | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
October & November - Plowing then sowing | October & November - Plowing then sowing | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
Winter - Anything not sown to 100% will die off | Winter - Anything not sown to 100% will die off | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Population and Approval Management == | == Population and Approval Management == | ||
'''How do I increase my population and maintain approval ratings?''' | '''How do I increase my population and maintain approval ratings?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth. | * Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth. | ||
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot | * Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot | ||
* There is a potential issue under investigation with people not moving into free housing later on in the game. | * There is a potential issue under investigation with people not moving into free housing later on in the game. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Strategic Expansion and Military Tactics == | == Strategic Expansion and Military Tactics == | ||
'''How do I effectively use military forces against AI or bandits?''' | '''How do I effectively use military forces against AI or bandits?''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict. | * Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
'''Misc.''' | '''Misc.''' | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* The '''intended''' GLOBAL cap on army size is six military units, including militia and your personal retinue. | * The '''intended''' GLOBAL cap on army size is six military units, including militia and your personal retinue. | ||
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army. | ** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army. | ||
Line 171: | Line 286: | ||
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions. | *** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions. | ||
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them. | * Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
== Other Known Issues and Common Misconceptions == | == Other Known Issues and Common Misconceptions == | ||
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter: | Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter: | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern. | * Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern. | ||
* Pressing the TAB key can reveal more information about a variety of on-map game elements. | * Pressing the TAB key can reveal more information about a variety of on-map game elements. | ||
Line 184: | Line 303: | ||
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one. | * The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one. | ||
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation. | * If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
==PC Game Pass version == | ==PC Game Pass version == | ||
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted. | The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
If you are having an issue with the Game Pass version of the game, please consider these steps first: | If you are having an issue with the Game Pass version of the game, please consider these steps first: | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to 'Library' | * Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to 'Library' | ||
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G) | * Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G) | ||
* Try uninstalling and reinstalling Gaming Services | * Try uninstalling and reinstalling Gaming Services | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report. | If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report. | ||
</div> | |||
<div lang="en" dir="ltr" class="mw-content-ltr"> | |||
==Basic Questions == | ==Basic Questions == | ||
< | </div> | ||
Это копия часто задаваемых вопросов, доступных на сервере Discord, из которой удалена информация, которая уже не актуальна. Сервер Discord доступен здесь: discord.gg/manorlords | Это копия часто задаваемых вопросов, доступных на сервере Discord, из которой удалена информация, которая уже не актуальна. Сервер Discord доступен здесь: discord.gg/manorlords | ||
Revision as of 11:55, 29 April 2024
Essential Early Game Tips
What should I build first to gather and store basic supplies?
- Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.
Should I focus on farming at the beginning?
- Avoid farming initially, as it's a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.
When should I start building burgage plots and food production buildings?
- A Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.
How soon should I build a Marketplace?
- Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.
- It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first.
- There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.
Is it important to have a church and other amenities early on?
- Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2. A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.
General Gameplay FAQs
When is multiplayer coming?
- Not anytime soon, if at all – please stop asking.
Do you need empty houses for people to immigrate to your village?
- Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.
- While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.
Can you set a maximum production limit on items?
- No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.
Why does my Ox keep running away?
- Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.
What do Horses, Oxen, and Mules do?
- Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.
- Mules are used by the Pack Station to move goods between regions.
- Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.
- Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.
What is the King's Road, and how do I connect to it?
- The King's Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.
Retinue
- You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.
Trade
- Once you’ve built a Trading Post, you can import and export items.
- You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.
- Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.
- While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.
Regional Wealth vs Personal Treasury
- Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.
- It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post
- It is generated via trade, as well as Level 2 or higher Burgage Plots
- The Treasury is found in the upper right and is a representation of your character’s personal funds.
- It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.
- It is generated via Tax and other Policies, as well as clearing out Bandit Camps.
- For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury
Resource Management and Production
How to make ale?
- Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.
How do you produce enough food?
- Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.
- There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps.
- Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.
- Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it's attached to.
- This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.
- Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.
Hunters are refusing to hunt, why?
- Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters' function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.
Why does my sawmill not make planks?
- The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.
How do I know how much [X] is producing?
- Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.
- Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.
- The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.
- Some production information is available via the official Wiki.
Building and Development Tips
New buildings are not being constructed, why?
- This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.
Advice on placing manor walls:
- Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.
Farming
- In order to engage in farming, you will need to create a Field, and build a Farmhouse.
- The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.
- If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.
- There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.
- The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.
Expansion and Conquest
How do we settle new regions?
- Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.
- You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.
- You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.
- It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.
- Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.
Seasonal Work and Crop Management
Do farmers still work in winter?
The current cycle for farming is:
September - Harvest
October & November - Plowing then sowing
Winter - Anything not sown to 100% will die off
Population and Approval Management
How do I increase my population and maintain approval ratings?
- Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.
- Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot
- There is a potential issue under investigation with people not moving into free housing later on in the game.
Strategic Expansion and Military Tactics
How do I effectively use military forces against AI or bandits?
- Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.
Misc.
- The intended GLOBAL cap on army size is six military units, including militia and your personal retinue.
- This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.
- There are a couple of known exploits, namely:
- If you build six militia units, you can still unlock your first retinue when you build the Manor.
- Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.
- Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.
Other Known Issues and Common Misconceptions
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:
- Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.
- Pressing the TAB key can reveal more information about a variety of on-map game elements.
- Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.
- You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.
- If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.
- The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.
- A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.
- The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.
- If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.
PC Game Pass version
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.
If you are having an issue with the Game Pass version of the game, please consider these steps first:
- Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to 'Library'
- Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)
- Try uninstalling and reinstalling Gaming Services
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.
Basic Questions
Это копия часто задаваемых вопросов, доступных на сервере Discord, из которой удалена информация, которая уже не актуальна. Сервер Discord доступен здесь: discord.gg/manorlords
На каком движке работает игра?
Unreal Engine 4. На данный момент нет планов на переход на UE5.
Вы действительно работаете над этим в одиночку?
Я единственный постоянный член студии, но все больше сотрудничаю с фрилансерами. Иногда покупаю ассеты, чтобы ускорить разработку (например, Megascans), и недавно заключил партнерство с профессиональной компанией по тестированию качества под названием QLOC. Также у меня есть издатель - Hooded Horse - который занимается маркетингом и распространением.
Когда запланирована дата выпуска?
«Manor Lords» была выпущена в ранний доступ для ПК в пятницу, 26 апреля 2024 года в 13:00 по UTC.
На какие платформы она выходит?
«Manor Lords» выйдет в ранний доступ для ПК через Steam, GOG и Microsoft Store. Она также будет доступна с первого дня через PC Games Pass. Версия для консоли Xbox будет выпущена позже.
Подождите, что, вы разрабатываете версию для консолей?
На данный момент «Manor Lords» подтверждена для ПК и платформ Xbox. Мы предоставим дополнительную информацию о консолях позже.
Как долго она будет находиться в раннем доступе?
Продолжительность будет зависеть от таких факторов, как обратная связь игроков и потребности в разработке.
Будет ли режим без боев?
Да.
Проходят ли битвы на отдельной карте?
Вся игровая деятельность происходит на одной карте в реальном времени (с возможностью управления скоростью/паузы).
Будут ли стены и укрепления? Будут ли морские сражения? Кавалерия?
Это все функции, которые я хочу добавить после запуска первоначального раннего доступа и устранения всех проблем с основным геймплеем.
Будут ли различные культуры? Есть ли кампания?
В версии игры для раннего доступа будет только одна фракция и режим песочницы. Однако в будущем я думал о том, чтобы исследовать различные культуры и темы.
Мультиплеер?
Я хочу сначала доработать одиночный режим игры.
Как я могу поддержать проект? Могу ли я предзаказать игру?
If you're engaging here, exchanging information, and discussing the game, you're already providing valuable support. Wishlisting on Steam is immensely helpful as it boosts visibility. If you're inclined to offer financial support, I've set up a Patreon page, but there's no pressure: www.patreon.com/GregStyczen
Будет ли еще одна демо-версия?
На данный момент нет планов выпускать еще одну демо-версию.
Что запланировано для первоначальной версии раннего доступа?
В раннем доступе будет:
Строительство городов - развивайте свой регион от крошечной деревни до плотно населенного города, стройте промышленные предприятия, разблокируйте ветви развития, планируйте и улучшайте свой поместье.
Управление армией и сражения - призывайте жителей, нанимайте и улучшайте свиту, а также нанимайте наемников, чтобы сражаться с разбойниками и вторгающимися лордами.
Притязания - зарабатывайте влияние и предъявляйте притязания на соседние земли.
Небольшой выбор различных режимов и сценариев, а также начальные версии вещей, таких как политики и дерево технологий.
Могу ли я получить доступ к закрытой альфа-версии?
Прием заявок на закрытую альфа-версию сейчас закрыт.
Будет ли поддержка модов?
Да, но я не планирую внедрять это до выхода версии 1.0, по крайней мере.
Когда вы начали разрабатывать игру?
Я начал в июле 2017 года.
А что насчет огнестрельного оружия?
Если я их сделаю, то это, вероятно, будет последним из всех дел, с возможностью отключения для тех, кто не любит их.
Что насчет <вставьте сюда другую функцию>?
Я задумывался о множестве различных функций и изучал множество предложений из сообщества. У меня есть идея в голове относительно того, что я бы хотел сделать, но я также буду реагировать на обратную связь сообщества после того, как игра выйдет в ранний доступ. Вы можете попробовать поискать на сервере Discord, чтобы узнать, разговаривал ли я конкретно о функции, которую вы имеете в виду - на данный момент я ответил на большинство вопросов. Мое предпочтение на данный момент - сосредоточиться на скромном наборе функций, а затем довести их до совершенства, поэтому ответ на многие вопросы о предложениях функций будет "вероятно, после выпуска" или что-то подобное.
Подтвержденные вещи, которых не будет в игре
Вот некоторые функции, которые были запрошены и которые я могу подтвердить, что не будут в игре. Это не полный список:
Отсутствие механики династии.
Отсутствие героев или лидерских юнитов.
Отсутствие одиночных персонажей в целом, по крайней мере, на данный момент.
Отсутствие городской стражи.
Как я могу предложить добавить что-то в игру?
Вы можете предложить это здесь: https://feedback.manorlords.com/