⚠ NOTICE
The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.
Beginner's Guide
If population exceeds the housing capacity of Burgage Plots homeless people will lose Approval, risk Freezing during winter and cannot be part of militia units.
Unassigned Families work on construction automatically.
Approval is increased having market resources variety and church level.
While human Families need to be assigned manually, livestock workforce is shared between all buildings by default. Livestock can be manually assigned to a single workplace in the Advanced tab. Remember that at least one unassigned oxen is necessary for any construction that needs Timber.
Supplies
In Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.
Supplies in the region panel above shows how many months are left until supplies run out.
Seasons
- Spring (Mar-May): Frequent raining, seasonal deposits regrow.
- Summer (Jun-Aug): Crops grow. Possible droughts.
- Autumn (Sep-Nov): Harvesting, plowing and sowing crops.
- Winter (Dec-Feb): Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.
Regions
The map is made up of 8 regions: Eichenhau, Goldhof, Hofstetten, Immenreuth, Nusslohe, Selbitz, Zweiau, and Waldbrand in the middle. Every region will have one of each resource deposits and areas with high soil fertility. However the amount of resources in each deposit varies from region to region.
In order to build in a region you don't own you need to claim in. Regions can be claimed with either 1000 Influence or King's Favor. After paying the cost you must wait a month before gaining control of the region. Newly controlled regions do not have any resources and population. To add some, you must place a Settlers Camp. Once placed, you will have to pay from Treasury to gain the starting supplies needed to build in the region. All options will begin with 5 Families.
- Modest starting supplies cost 250 Treasury and starts with 20 Bread, 20 Firewood, 20 Stone and 10 Tools.
- Modest starting supplies cost 500 Treasury and starts with 40 Bread, 40 Firewood, 40 Stone and 20 Tools.
- Plentiful starting supplies cost 750 Treasury and starts with 60 Bread, 60 Firewood, 60 Stone and 30 Tools.
Policies
To enact Policies, you need to raise your Administration Level by building administrative buildings, like the Manor. At the moment only two policies are available, both at Administration Level 1:
- Hunting Grounds: Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.
- Strict Fasting: Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.
Militia
The male villagers will be evenly distributed between all militia units. They will then try to find the required equipment - the weapon and shield depends on the unit type, while the maximum quality of body armor and helmet depends of the villager's Residential Level. After bringing all the necessary equipment home, the unit recruits are marked as ready to rally.
Each militia unit is made up of 36 men and their required equipment. There are 4 unit types:
- Militia Footmen require Sidearms and Small Shields
- Spear Militia require Spears and Large Shields
- Polearm Militia require Polearms
- Archer Militia require Warbows
Alternatively, mercenaries may be hired. Mercenary companies have two or three special unit types, are paid from the Treasure and have a set cost each month. Mercenary companies refresh each month.
Each militia has 3 stats:
- Morale is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the militia will flee from battle. Morale is vastly increased in their home region.
- Fatigue is how rested the militia is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the militia can no longer run. Fatigue is slowly restored as long as the unit is not doing anything.
- Effectiveness is the attack and defense multiplier. It is reduced if the unit is moving and fighting uphill and increased if the unit is moving or fighting downhill. Archers also struggle while shooting in the rain.
Each militia may have one of five stances:
- Give Ground slowly pushes the formation line backward, luring the enemy to follow.
- Missile Alert doubles the chance to avoid or block arrows but halves melee defense.
- Balanced is the default stance with no bonuses or penalties.
- Stand Your Ground doubles defense but halves attack speed.
- Push Forward tries to push forward with full force.
Militia can also be ordered to spread out. This makes them harder to hit with arrows and makes them run slightly faster but also reduces their effectiveness in melee.
Development
After you reach the next aettlement level, you will be granted a Development Point to spend. Unlock Development Branches to make your region more efficient. All regions start at settlement level Settler's Camp.
- 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.
Development is divided into 4 Development Branches, each one with 10 or 11 unlocks.
Agriculture | |||||
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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. Identical to 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 |
Commerce | |||
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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 Removes the tariff from foreign imports, effectively reducing all import prices by 10. |
work in progress |
work in progress | work in progress | work in progress | work in progress |
Industry | |||
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Basic Armormaking New backyard extension: Armorer's Workshop |
Charcoal Burning New building: Charcoal kiln | ||
Advanced Armormaking 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. |
work in progress | Deep Mining Mining Pit upgrade: Deep Mine |
work in progress |
Master Armormaking Armorer's Workshop can produce Plate Armor, which can in turn be used to upgrade the Retinue. |
work in progress | work in progress | work in progress |
Hunting | |||||
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Beekeeping New building: Apiary |
Forest Management Doubles capacity of all Berry deposits. |
Trapping Enables hunters to skillfully lay traps in the forest, which gives a passive income of Meat. | |||
work in progress | Advanced Beekeeping Enables beekeepers to also collect Wax. |
Advanced Skinning Doubles the amount of meat harvested by hunters and butchers and from goat pens. |
Pelt Extraction Hunters also collect Hides from traps. | ||
work in progress | work in progress | work in progress | work in progress |