⚠ 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.

Gebäude

From Manor Lords Official Wiki
Revision as of 15:51, 27 April 2024 by Nessa Revane (talk | contribs)
Das Baumenü

Der Gebäudebau kann nur von nicht zugewiesenen Familien durchgeführt werden. Darüber hinaus ist mindestens ein Ochse erforderlich, wenn das Gebäude Holz benötigt.

Einige Gebäude haben flexible Grenzen, die im Baumenü mit einem Grenzquadrat gekennzeichnet sind. Für diese Gebäude setzen Sie 4 Punkte, um einen Bereich zu markieren. Die ersten beiden Punkte markieren die Vorderseite des Gebäudes. Die Linien sind zwar gerade, werden aber entlang von Straßen gebogen.

Nach der Platzierung kann jedem Gebäude eine andere Baupriorität zugewiesen werden, wenn es vor oder nach anderen Gebäuden gebaut werden soll.

Viele Gebäude können aufgerüstet werden, um ihre Funktionalität zu erhöhen. Viele Upgrades erfordern einen bestimmten Entwicklungszweig.

Alle Gebäude können abgerissen werden, wodurch alle Baumittel zurückerstattet werden.

Straßen

Straßenbau

Einige Gebäude erlauben es den Dorfbewohnern, Handkarren zu benutzen, um bis zu 10 Waren auf einmal zu transportieren. Allerdings ist das Ziehen eines Handwagens abseits der Straße extrem langsam, also stellen Sie sicher, dass Sie Ihre Gebäude mit Straßen verbinden.

Jede Karte beginnt mit einer bestehenden Straße, der Königsstraße. Diese Straße kann nicht entfernt werden und die Handelsposten müssen mit ihr verbunden sein, um reisende Händler anzuziehen.

Gebäude werden automatisch an Straßen ausgerichtet. Dieses Verhalten kann im Konstruktionsmenü deaktiviert werden.

Zelte der Obdachlosen

Jede Region wird mit einem Obdachlosenzelt beginnen. Sie werden verschwinden, sobald alle Familien in Häusern untergebracht sind. Alternativ können diese für 1 Holz in ein Arbeiterlager aufgewertet werden, welches dann 5 Wohnplätze bietet.

Sammler Gebäude

Building Cost Effects Workplaces Storage Relocation Development branch
Holzfällerlager 2 Bauholz Arbeiter fällen Bäume in der Nähe, um Bauholz zu produzieren. 3 28 Bauholz Yes
Brennholzhütte 1 Bauholz Arbeiter fällen Bäume in der Nähe, um Brennholz zu produzieren. 3 50 Brennholz Yes
Sägegrube 2 Bauholz Arbeiter nutzen Bauholz, um Bretter herzustellen.
Es kann eine Baureserve von Holz festgelegt werden, was bedeutet, dass das Gebäude nur funktioniert, wenn die eingelagerte Menge höher ist.
2 50 Bretter Yes
Forsthaus 2 Bauholz Arbeiter pflanzen in den markierten Gebieten neue Bäume. 2 Yes
Kohlenmeiler 2 Bauholz Kohlenmeiler wandeln 1 Brennholz in 2 Holzkohle um, wodurch Brennstoffvorräte doppelt so effizient aufgefüllt werden. 3 50 Holzkohle No Köhlerei
Jägerlager Arbeiter jagen Wildtiere und produzieren Fleisch und Häute.
Sie können ein Jagdlimit festlegen, das heißt, das Gebäude funktioniert nur, wenn die Tierzahl größer ist.
2 12 Häute
36 Fleisch
Yes
Sammlerhütte 1 Bauholz Arbeiter sammeln Beeren von nahe gelegenen Beerenbüschen.
Kann mit einem Kräutergarten für 2 Bretter und 25 regionalen Reichtum aufgerüstet werden, so dass er Kräuter produzieren kann.
4 50 Beeren Yes
Bienenhaus 2 Bretter Arbeiter sammeln Honig.
Jede Region kann standardmäßig bis zu 2 Bienenhäuser unterhalten. Weitere Bienenstöcke erhöhen den Ertrag nicht.
4 5 Honig No Bienenzucht

Bergbau Gebäude

Bergbaugebäude müssen in der Nähe von Rohstoffvorkommen errichtet werden. Jedes Gebäude kann bis zu 4 Familien beschäftigen und bis zu 50 Rohstoffe speichern.

Mit dem Entwicklungszweig Tiefenbergbau kann die Abbaugrube zu einer Tiefenmine aufgewertet werden, wenn sie über einem reichen Vorkommen platziert wird, was 10 Bretter und 50 regionalen Reichtum kostet. Dies ermöglicht es, unbegrenzt Ressourcen zu produzieren.

Building Cost Produces Required deposit Relocation
Steinmetzlager 2 Bauholz Stein Feldsteinvorkommen Yes
Abbaugrube 1 Bauholz Eisenerz Eisenvorkommen No
Lehm Lehmvorkommen

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.