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	<id>https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197987972419</id>
	<title>Manor Lords Official Wiki - User contributions [en]</title>
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	<updated>2026-10-04T17:03:06Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Manor_Lords_Official_Wiki/nl&amp;diff=5397</id>
		<title>Manor Lords Official Wiki/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Manor_Lords_Official_Wiki/nl&amp;diff=5397"/>
		<updated>2024-05-01T17:14:14Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{| class=&amp;quot;gridBG&amp;quot; style=&amp;quot;background-color: #314550 ; width: 100%; border: 1px solid orange; color: white;&amp;quot;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-left: 5%; &amp;quot;&amp;gt; [[File:ML logo.png|200px|link=https://store.steampowered.com/app/1363080/Manor_Lords/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; style=&amp;quot;font-size: 125%; text-align: left;&amp;quot; | Official Community Wiki for Manor Lords&lt;br /&gt;
| class=&amp;quot;hides hidem&amp;quot; | &amp;lt;div style=&amp;quot;margin-right: 5%; &amp;quot;&amp;gt;[[File:Hooded Horse Logo W.png|link=https://hoodedhorse.com/|header|90px|right|Hooded Horse Publishing]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{{#ev:youtube|S7MnkE_qxj8|1100|center|Officiële trailer met gameplay overzicht|autoresize=autoresize}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Manor Lords/{{PAGELANGUAGE}}|Manor Lords]]&#039;&#039;&#039; is een middeleeuws strategiespel met diepgaande stadsbouw, grootschalige tactische veldslagen en complexe economische en sociale simulaties. Heers over je grondgebied als een middeleeuwse heer -- de seizoenen gaan voorbij, het weer verandert en steden ontstaan ​​en vergaan.&lt;br /&gt;
&lt;br /&gt;
Het doel van deze Wiki is om de centrale kennisbank van de community te worden. Gratis, aanpasbaar door iedereen. Bruikbaar voor allen, nieuwe en ervaren spelers maar ook voor modders&lt;br /&gt;
&lt;br /&gt;
Wil jij ook helpen? [[Special:UserLogin|log hier in]] en [https://discord.gg/manorlords vind ons kanaal op discord]!&lt;br /&gt;
&lt;br /&gt;
* [https://discord.com/invite/KJKN939Zae Wiki-specifiek Discord chat kanaal]&lt;br /&gt;
* [https://store.steampowered.com/app/1363080/Manor_Lords/ Steam Pagina]&lt;br /&gt;
* [https://discord.gg/RRD55RZdB7 Ontwikkelaars Discord]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;seo metadescription=&amp;quot;De officiële wiki for Manor Lords, Ontworpen door Slavic Magic en gepubliseerd door Hooded Horse&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Manor_Lords_Official_Wiki/2/nl&amp;diff=5396</id>
		<title>Translations:Manor Lords Official Wiki/2/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Manor_Lords_Official_Wiki/2/nl&amp;diff=5396"/>
		<updated>2024-05-01T17:14:13Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[[Manor Lords/{{PAGELANGUAGE}}|Manor Lords]]&#039;&#039;&#039; is een middeleeuws strategiespel met diepgaande stadsbouw, grootschalige tactische veldslagen en complexe economische en sociale simulaties. Heers over je grondgebied als een middeleeuwse heer -- de seizoenen gaan voorbij, het weer verandert en steden ontstaan ​​en vergaan.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5395</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5395"/>
		<updated>2024-05-01T17:12:29Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Er zijn 3 soorten eenheden in Manor Lords: milities, huurlingen en de volgenlingen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_types&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidstypen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|Rekrutering van milities]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|bedienden personaliseren]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|Het huurscherm van de huurlingen]]&lt;br /&gt;
Er zijn 3 soorten eenheden in Manor Lords: milities, huurlingen en de volgenlingen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mercenaries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Huurlingen ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/15/nl&amp;diff=5394</id>
		<title>Translations:Warfare/15/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/15/nl&amp;diff=5394"/>
		<updated>2024-05-01T17:12:21Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Er zijn 3 soorten eenheden in Manor Lords: milities, huurlingen en de volgenlingen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Er zijn 3 soorten eenheden in Manor Lords: milities, huurlingen en de volgenlingen.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5393</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5393"/>
		<updated>2024-05-01T17:11:44Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Het huurscherm van de huurlingen&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_types&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidstypen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|Rekrutering van milities]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|bedienden personaliseren]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|Het huurscherm van de huurlingen]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mercenaries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Huurlingen ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/14/nl&amp;diff=5392</id>
		<title>Translations:Warfare/14/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/14/nl&amp;diff=5392"/>
		<updated>2024-05-01T17:11:42Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Het huurscherm van de huurlingen&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Het huurscherm van de huurlingen&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5391</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5391"/>
		<updated>2024-05-01T17:11:36Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;bedienden personaliseren&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_types&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidstypen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|Rekrutering van milities]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|bedienden personaliseren]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mercenaries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Huurlingen ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/13/nl&amp;diff=5390</id>
		<title>Translations:Warfare/13/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/13/nl&amp;diff=5390"/>
		<updated>2024-05-01T17:11:30Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;bedienden personaliseren&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;bedienden personaliseren&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5389</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5389"/>
		<updated>2024-05-01T17:10:04Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Rekrutering van milities&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_types&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidstypen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|Rekrutering van milities]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mercenaries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Huurlingen ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/12/nl&amp;diff=5388</id>
		<title>Translations:Warfare/12/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/12/nl&amp;diff=5388"/>
		<updated>2024-05-01T17:10:02Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Rekrutering van milities&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rekrutering van milities&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5387</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5387"/>
		<updated>2024-05-01T17:09:57Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Eenheidstypen ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_types&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidstypen ==&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mercenaries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Huurlingen ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/11/nl&amp;diff=5386</id>
		<title>Translations:Warfare/11/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/11/nl&amp;diff=5386"/>
		<updated>2024-05-01T17:09:53Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Eenheidstypen ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Eenheidstypen ==&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5385</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5385"/>
		<updated>2024-05-01T17:09:42Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot; === Huurlingen ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Mercenaries&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Huurlingen ===&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/20/nl&amp;diff=5384</id>
		<title>Translations:Warfare/20/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/20/nl&amp;diff=5384"/>
		<updated>2024-05-01T17:09:36Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot; === Huurlingen ===&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=== Huurlingen ===&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5383</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5383"/>
		<updated>2024-05-01T17:09:29Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Eenheidsstatistieken&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|Eenheidsstatistieken]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/7/nl&amp;diff=5382</id>
		<title>Translations:Warfare/7/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/7/nl&amp;diff=5382"/>
		<updated>2024-05-01T17:09:11Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Eenheidsstatistieken&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eenheidsstatistieken&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5381</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5381"/>
		<updated>2024-05-01T17:08:51Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Eenheidsstatistieken ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Unit_stats&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Eenheidsstatistieken ==&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/6/nl&amp;diff=5380</id>
		<title>Translations:Warfare/6/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/6/nl&amp;diff=5380"/>
		<updated>2024-05-01T17:08:45Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Eenheidsstatistieken ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Eenheidsstatistieken ==&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5379</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5379"/>
		<updated>2024-05-01T17:08:18Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/5/nl&amp;diff=5378</id>
		<title>Translations:Warfare/5/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/5/nl&amp;diff=5378"/>
		<updated>2024-05-01T17:08:13Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Als een soldaat een schild heeft, zal hij minder schade oplopen door frontale aanvallen, maar zal hij in plaats daarvan sneller vermoeid raken. Als een soldaat van achteren wordt aangevallen, loopt hij dubbele schade op. Deze richtingsmechanismen zijn van toepassing op zowel melee- als afstandsaanvallen.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5377</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5377"/>
		<updated>2024-05-01T17:07:31Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Een paar eenheden kunnen extra commando&amp;#039;s hebben: * Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen. * Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a soldier has a shield it will take reduced damage from front attacks but will gain fatigue instead. If a soldier is attacked from behind he takes double damage. These directional mechanics apply to both melee and ranged attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/4/nl&amp;diff=5376</id>
		<title>Translations:Warfare/4/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/4/nl&amp;diff=5376"/>
		<updated>2024-05-01T17:07:21Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Een paar eenheden kunnen extra commando&amp;#039;s hebben: * Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen. * Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Een paar eenheden kunnen extra commando&#039;s hebben:&lt;br /&gt;
* Boogschutters kunnen de opdracht krijgen om te schieten als er een kans is om eigen eenheden te raken, of om alleen aan te vallen waar eigen eenheden geen gevaar lopen.&lt;br /&gt;
* Huurlingen en gevolg kunnen worden bevolen zich te verspreiden, waardoor ze moeilijker met pijlen te raken zijn en iets sneller rennen, maar ook hun effectiviteit in gevechten vermindert.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5375</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5375"/>
		<updated>2024-05-01T17:05:30Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A few units may have additional commands:&lt;br /&gt;
* Archers can be ordered whether to fire if there is a chance to hit friendly units or attack only where friendly units aren&#039;t at risk.&lt;br /&gt;
* Mercenaries and Retinue can be ordered to spread out, which makes them harder to hit with arrows and makes them run slightly faster but also reduces their effectiveness in melee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a soldier has a shield it will take reduced damage from front attacks but will gain fatigue instead. If a soldier is attacked from behind he takes double damage. These directional mechanics apply to both melee and ranged attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/3/nl&amp;diff=5374</id>
		<title>Translations:Warfare/3/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/3/nl&amp;diff=5374"/>
		<updated>2024-05-01T17:05:28Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;De formatie van de troepen kunnen aangepast worden door het inhouden van de rechtermuisknop en te slepen naar de gewenste formatie diepte.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5373</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5373"/>
		<updated>2024-05-01T17:04:44Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Troepen bevel menu&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|Troepen bevel menu]]&lt;br /&gt;
Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The formation of units can be changed by holding the right mouse button and dragging the mouse to decide the formation depth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A few units may have additional commands:&lt;br /&gt;
* Archers can be ordered whether to fire if there is a chance to hit friendly units or attack only where friendly units aren&#039;t at risk.&lt;br /&gt;
* Mercenaries and Retinue can be ordered to spread out, which makes them harder to hit with arrows and makes them run slightly faster but also reduces their effectiveness in melee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a soldier has a shield it will take reduced damage from front attacks but will gain fatigue instead. If a soldier is attacked from behind he takes double damage. These directional mechanics apply to both melee and ranged attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/2/nl&amp;diff=5372</id>
		<title>Translations:Warfare/2/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/2/nl&amp;diff=5372"/>
		<updated>2024-05-01T17:04:40Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Troepen kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/1/nl&amp;diff=5371</id>
		<title>Translations:Warfare/1/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/1/nl&amp;diff=5371"/>
		<updated>2024-05-01T17:04:34Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Troepen bevel menu&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Troepen bevel menu&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5370</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5370"/>
		<updated>2024-05-01T17:04:16Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Eenheden kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit commands menu&amp;lt;/span&amp;gt;]]&lt;br /&gt;
Eenheden kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The formation of units can be changed by holding the right mouse button and dragging the mouse to decide the formation depth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A few units may have additional commands:&lt;br /&gt;
* Archers can be ordered whether to fire if there is a chance to hit friendly units or attack only where friendly units aren&#039;t at risk.&lt;br /&gt;
* Mercenaries and Retinue can be ordered to spread out, which makes them harder to hit with arrows and makes them run slightly faster but also reduces their effectiveness in melee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a soldier has a shield it will take reduced damage from front attacks but will gain fatigue instead. If a soldier is attacked from behind he takes double damage. These directional mechanics apply to both melee and ranged attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/2/nl&amp;diff=5369</id>
		<title>Translations:Warfare/2/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/2/nl&amp;diff=5369"/>
		<updated>2024-05-01T17:04:15Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Eenheden kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Eenheden kunnen de opdracht krijgen om te lopen of rennen. Hardlopen bestrijkt de grond sneller, maar heeft invloed op hun vermoeidheid.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5368</id>
		<title>Warfare/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare/nl&amp;diff=5368"/>
		<updated>2024-05-01T17:02:56Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Oorlogvoering&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Units Selected.png|thumb|350px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit commands menu&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Units can be ordered to walk or run. Running covers ground more quickly but affects their Fatigue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The formation of units can be changed by holding the right mouse button and dragging the mouse to decide the formation depth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A few units may have additional commands:&lt;br /&gt;
* Archers can be ordered whether to fire if there is a chance to hit friendly units or attack only where friendly units aren&#039;t at risk.&lt;br /&gt;
* Mercenaries and Retinue can be ordered to spread out, which makes them harder to hit with arrows and makes them run slightly faster but also reduces their effectiveness in melee.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a soldier has a shield it will take reduced damage from front attacks but will gain fatigue instead. If a soldier is attacked from behind he takes double damage. These directional mechanics apply to both melee and ranged attacks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stats ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Unit stats&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit has the following stats:&lt;br /&gt;
* &#039;&#039;&#039;Morale&#039;&#039;&#039; is the willingness to fight. If it reaches critical points some stances become unavailable and if it is depleted the unit will flee from battle. Militia has increased Morale in their home region.&lt;br /&gt;
* &#039;&#039;&#039;Fatigue&#039;&#039;&#039; is how rested the unit is. Each point of Fatigue lost reduces Effectiveness by an equal amount. When depleted the unit can no longer run. Fatigue is slowly restored as long as the unit is not doing anything. Fatigue is multiplied by the armor and shield values. &lt;br /&gt;
* &#039;&#039;&#039;Effectiveness&#039;&#039;&#039; is the attack and defense multiplier. It is increased if the unit is moving or fighting downhill and reduced if the unit is moving and fighting uphill or is surrounded. Archers also lose Effectiveness during rain.&lt;br /&gt;
* &#039;&#039;&#039;Attack&#039;&#039;&#039; is how much damage it deals.&lt;br /&gt;
* &#039;&#039;&#039;Armor&#039;&#039;&#039; reduces damage done by enemy Attack.&lt;br /&gt;
* &#039;&#039;&#039;Shield&#039;&#039;&#039; reduces damage done by enemy Attack from forward attacks.&lt;br /&gt;
* &#039;&#039;&#039;Anti Armor&#039;&#039;&#039; reduces enemy Armor.&lt;br /&gt;
* &#039;&#039;&#039;Charge&#039;&#039;&#039; gives a bonus to Attack when the initial charge hits the enemy.&lt;br /&gt;
* &#039;&#039;&#039;Impaling&#039;&#039;&#039; cancels the enemy Charge bonus and turns it against them but only if the unit is facing the enemy and not moving.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit stances ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each unit may have one of five stances:&lt;br /&gt;
* &#039;&#039;&#039;Give Ground&#039;&#039;&#039; slowly pushes the formation line backward, luring the enemy to follow.&lt;br /&gt;
* &#039;&#039;&#039;Missile Alert&#039;&#039;&#039; doubles the chance to avoid or block arrows but halves melee defense.&lt;br /&gt;
* &#039;&#039;&#039;Balanced&#039;&#039;&#039; is the default stance with no bonuses or penalties.&lt;br /&gt;
* &#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; doubles defense but halves attack speed.&lt;br /&gt;
* &#039;&#039;&#039;Push Forward&#039;&#039;&#039; tries to push forward with full force.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Unit types ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Militia recruitment&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Retinue customization&amp;lt;/span&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The mercenaries hire screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Militia&#039;&#039;&#039; are units recruited from among the male villagers. They require weapons depending on the militia type. Each militia is made up of 36 men but can have less if there aren&#039;t sufficient weapons. Each soldier will try to equip a Helmet if one is available. If their Burgage Plot is level 2 they will also try to equip a Gambeson if one is available, while level 3 Burgage Plots will request a Mail Armor instead. The helmet and body armor are both optional for a troop to form, but both increase the armor of the troop. There are 4 militia types:&lt;br /&gt;
* &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; require Sidearms and Small Shields&lt;br /&gt;
* &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; require Spears and Large Shields&lt;br /&gt;
* &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; require Polearms&lt;br /&gt;
* &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; require Warbows&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Militia Footmen&#039;&#039;&#039; || Melee || 2 || 3 || 0 || No || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spear Militia&#039;&#039;&#039; || Melee || 1 || 8 || 0 || No || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Polearm Militia&#039;&#039;&#039; || Melee || 2 || 0 || 2 || 2 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Archer Militia&#039;&#039;&#039; || Ranged || 2 || 0 || 0 || No || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039; is made up of professional soldiers and is created when constructing the first Manor building. Every soldier can individually have its colors customized and its armor upgraded at the cost of 34 if imported or 17 if bought locally from your Treasury. Initially the Retinue has 5 soldiers and each additional soldier must be recruited manually at the cost of 50 Treasury. The Retinue can have up to 12 soldiers and the limit is increased by another 12 for each Garrison Tower module in a Manor. The overall stats of the retinue may vary slightly due to differing weapon distribution - for example having more polearm wielding retinue will lead to having a higher charge and anti armor value, and not having any, sets anti armor to 0.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !!  Shield  !! Charge !! Anti Armor !! Impaling &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Retinue&#039;&#039;&#039; || Melee || 4 || 12 || 32 || 3 || 1 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Upgraded Retinue&#039;&#039;&#039; || Melee || 4 || 82 || 62 || 3 || 1 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Mercenaries ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mercenaries are paid each month with Treasury. They are rallied as soon as they are hired and if disbanded they will leave.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit !! Attack type !! Attack !! Armor !! Shield  !! Charge !! Impaling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brigands&#039;&#039;&#039; || Melee || 2 || 5 || 3 || 3 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 3 || 0 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Infantry&#039;&#039;&#039; || Melee || 2 || 6 || 3 || 0 || No&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Light Mercenary Spearmen&#039;&#039;&#039; || Melee || 1 || 8 || 8 || 0 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Mercenary Archers&#039;&#039;&#039; || Ranged || 2 || 6 || 15 || 0 || No&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
3 mercenary companies are available each month. There are 8 possible mercenary companies:&lt;br /&gt;
* &#039;&#039;&#039;Local Thugs&#039;&#039;&#039; costs 15 and gives 1 Brigands&lt;br /&gt;
* &#039;&#039;&#039;Brigands For Hire&#039;&#039;&#039; costs 30 and gives 2 Brigands&lt;br /&gt;
* &#039;&#039;&#039;The Wayward Sons&#039;&#039;&#039; costs 45 and gives 1 Light Mercenary Archers and 1 Heavy Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Battle Brothers&#039;&#039;&#039; costs 50 and gives 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;The Brotherhood of the Forest&#039;&#039;&#039; costs 60 and gives 1 Brigands and 1 Light Mercenary Archers&lt;br /&gt;
* &#039;&#039;&#039;Flock of Crazy Geese&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers, 1 Light Mercenary Infantry and 1 Light Mercenary Spearmen&lt;br /&gt;
* &#039;&#039;&#039;Greencaps&#039;&#039;&#039; costs 90 and gives 1 Light Mercenary Archers and 2 Light Mercenary Infantry&lt;br /&gt;
* &#039;&#039;&#039;The Ravenous Vultures&#039;&#039;&#039; costs 110 and gives 3 Light Mercenary Infantry&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/Page_display_title/nl&amp;diff=5367</id>
		<title>Translations:Warfare/Page display title/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Warfare/Page_display_title/nl&amp;diff=5367"/>
		<updated>2024-05-01T17:02:49Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Oorlogvoering&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Oorlogvoering&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/Page_display_title/nl&amp;diff=4165</id>
		<title>Translations:Game setup/Page display title/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/Page_display_title/nl&amp;diff=4165"/>
		<updated>2024-04-30T15:40:07Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spel instellingen&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Game_setup/nl&amp;diff=4164</id>
		<title>Game setup/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Game_setup/nl&amp;diff=4164"/>
		<updated>2024-04-30T15:39:52Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Not final yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:New Game.png|thumb|400px|Het nieuwe spel scherm]]&lt;br /&gt;
Het eerste wat je gaat doen na het starten van het spel is parameters en regels van het spel instellen. Het spel heeft ook enkele vooraf ingestelde instellingen voor doelen en moeilijkheidsgraad, welke je zelf in kan stellen&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eind doel&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Groeien&#039;&#039;: Bereik het nederzettingsniveau van de grote stad om te winnen.&lt;br /&gt;
** &#039;&#039;Verovering&#039;&#039;: Verover alle gebieden om te winnen.&lt;br /&gt;
** &#039;&#039;Overheersing&#039;&#039;: Elimineer alle andere heren door hun territorium te claimen. (vereist een tegenstander buiten de kaart)&lt;br /&gt;
** &#039;&#039;Geen&#039;&#039;: Eindeloos spelen.&lt;br /&gt;
* &#039;&#039;&#039;Off map adversary&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Absent&#039;&#039;: No adversary.&lt;br /&gt;
** &#039;&#039;Present&#039;&#039;: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.&lt;br /&gt;
* &#039;&#039;&#039;AI aggressiveness&#039;&#039;&#039; (requires off map adversary set to Present)&lt;br /&gt;
** &#039;&#039;Reactive&#039;&#039;: AI lords don&#039;t press claims towards the player&#039;s regions, but they will protect their own.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: AI lords may press a claim towards the player&#039;s regions after they run out of neutral regions to claim.&lt;br /&gt;
** &#039;&#039;Aggressive&#039;&#039;: AI lords may press claims towards the player&#039;s regions at will.&lt;br /&gt;
* &#039;&#039;&#039;Raider frequency&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No random raids.&lt;br /&gt;
** &#039;&#039;Medium&#039;&#039;: No more than a single raid every 2 years.&lt;br /&gt;
** &#039;&#039;Frequent&#039;&#039;: Possibly less than a year between each raid.&lt;br /&gt;
* &#039;&#039;&#039;Raider free years&#039;&#039;&#039; (requires raider frequency set to Medium or Frequent)&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One year before raids start happening.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two years before raids start happening.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three years before raids start happening.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four years before raids start happening.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five years before raids start happening.&lt;br /&gt;
* &#039;&#039;&#039;Initial bandit camps&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One bandit camp present when the game begins.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five bandit camps present when the game begins.&lt;br /&gt;
* &#039;&#039;&#039;Random bandit camp spawn limit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;0&#039;&#039;: No random bandit camps spawning during play.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Random bandit camps stop spawning if there are already 3 of them.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Random bandit camps stop spawning if there are already 5 of them.&lt;br /&gt;
* &#039;&#039;&#039;Starting season&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Spring&#039;&#039;: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.&lt;br /&gt;
** &#039;&#039;Summer&#039;&#039;: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.&lt;br /&gt;
** &#039;&#039;Autumn&#039;&#039;: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.&lt;br /&gt;
** &#039;&#039;Winter&#039;&#039;: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.&lt;br /&gt;
** &#039;&#039;Random&#039;&#039;: A random day of the year.&lt;br /&gt;
* &#039;&#039;&#039;Starting supplies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Nothing&#039;&#039;: Just some barebones construction stuff.&lt;br /&gt;
** &#039;&#039;Standard&#039;&#039;: A balanced amount of starting supplies.&lt;br /&gt;
** &#039;&#039;Double&#039;&#039;: Mother starting supplies for a more relaxed experience.&lt;br /&gt;
* &#039;&#039;&#039;Armament delivery&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;No&#039;&#039;: No free weapon delivery.&lt;br /&gt;
** &#039;&#039;Yes&#039;&#039;: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.&lt;br /&gt;
* &#039;&#039;&#039;Residential requirements&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Tolerant&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Town will not grow if requirements are unfulfilled.&lt;br /&gt;
** &#039;&#039;Demanding&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.&lt;br /&gt;
* &#039;&#039;&#039;Approval&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Low penalty&#039;&#039;: Approval factors have a low impact on population growth.&lt;br /&gt;
** &#039;&#039;Medium penalty&#039;&#039;: Approval factors have an average impact on population growth.&lt;br /&gt;
** &#039;&#039;High penalty&#039;&#039;: Approval factors have a significant impact on population growth.&lt;br /&gt;
* &#039;&#039;&#039;Well placement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Unconstrained&#039;&#039;: Players may place wells everywhere without constraints.&lt;br /&gt;
** &#039;&#039;Underground water&#039;&#039;: Players may only place wells on top of underground water.&lt;br /&gt;
* &#039;&#039;&#039;Weather events&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: Weather is cosmetic only and won&#039;t do any harm.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.&lt;br /&gt;
** &#039;&#039;Difficult&#039;&#039;: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/2/nl&amp;diff=4163</id>
		<title>Translations:Game setup/2/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/2/nl&amp;diff=4163"/>
		<updated>2024-04-30T15:39:47Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Not final yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Het eerste wat je gaat doen na het starten van het spel is parameters en regels van het spel instellen. Het spel heeft ook enkele vooraf ingestelde instellingen voor doelen en moeilijkheidsgraad, welke je zelf in kan stellen&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Eind doel&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Groeien&#039;&#039;: Bereik het nederzettingsniveau van de grote stad om te winnen.&lt;br /&gt;
** &#039;&#039;Verovering&#039;&#039;: Verover alle gebieden om te winnen.&lt;br /&gt;
** &#039;&#039;Overheersing&#039;&#039;: Elimineer alle andere heren door hun territorium te claimen. (vereist een tegenstander buiten de kaart)&lt;br /&gt;
** &#039;&#039;Geen&#039;&#039;: Eindeloos spelen.&lt;br /&gt;
* &#039;&#039;&#039;Off map adversary&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Absent&#039;&#039;: No adversary.&lt;br /&gt;
** &#039;&#039;Present&#039;&#039;: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.&lt;br /&gt;
* &#039;&#039;&#039;AI aggressiveness&#039;&#039;&#039; (requires off map adversary set to Present)&lt;br /&gt;
** &#039;&#039;Reactive&#039;&#039;: AI lords don&#039;t press claims towards the player&#039;s regions, but they will protect their own.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: AI lords may press a claim towards the player&#039;s regions after they run out of neutral regions to claim.&lt;br /&gt;
** &#039;&#039;Aggressive&#039;&#039;: AI lords may press claims towards the player&#039;s regions at will.&lt;br /&gt;
* &#039;&#039;&#039;Raider frequency&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No random raids.&lt;br /&gt;
** &#039;&#039;Medium&#039;&#039;: No more than a single raid every 2 years.&lt;br /&gt;
** &#039;&#039;Frequent&#039;&#039;: Possibly less than a year between each raid.&lt;br /&gt;
* &#039;&#039;&#039;Raider free years&#039;&#039;&#039; (requires raider frequency set to Medium or Frequent)&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One year before raids start happening.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two years before raids start happening.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three years before raids start happening.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four years before raids start happening.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five years before raids start happening.&lt;br /&gt;
* &#039;&#039;&#039;Initial bandit camps&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One bandit camp present when the game begins.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five bandit camps present when the game begins.&lt;br /&gt;
* &#039;&#039;&#039;Random bandit camp spawn limit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;0&#039;&#039;: No random bandit camps spawning during play.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Random bandit camps stop spawning if there are already 3 of them.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Random bandit camps stop spawning if there are already 5 of them.&lt;br /&gt;
* &#039;&#039;&#039;Starting season&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Spring&#039;&#039;: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.&lt;br /&gt;
** &#039;&#039;Summer&#039;&#039;: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.&lt;br /&gt;
** &#039;&#039;Autumn&#039;&#039;: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.&lt;br /&gt;
** &#039;&#039;Winter&#039;&#039;: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.&lt;br /&gt;
** &#039;&#039;Random&#039;&#039;: A random day of the year.&lt;br /&gt;
* &#039;&#039;&#039;Starting supplies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Nothing&#039;&#039;: Just some barebones construction stuff.&lt;br /&gt;
** &#039;&#039;Standard&#039;&#039;: A balanced amount of starting supplies.&lt;br /&gt;
** &#039;&#039;Double&#039;&#039;: Mother starting supplies for a more relaxed experience.&lt;br /&gt;
* &#039;&#039;&#039;Armament delivery&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;No&#039;&#039;: No free weapon delivery.&lt;br /&gt;
** &#039;&#039;Yes&#039;&#039;: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.&lt;br /&gt;
* &#039;&#039;&#039;Residential requirements&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Tolerant&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Town will not grow if requirements are unfulfilled.&lt;br /&gt;
** &#039;&#039;Demanding&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.&lt;br /&gt;
* &#039;&#039;&#039;Approval&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Low penalty&#039;&#039;: Approval factors have a low impact on population growth.&lt;br /&gt;
** &#039;&#039;Medium penalty&#039;&#039;: Approval factors have an average impact on population growth.&lt;br /&gt;
** &#039;&#039;High penalty&#039;&#039;: Approval factors have a significant impact on population growth.&lt;br /&gt;
* &#039;&#039;&#039;Well placement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Unconstrained&#039;&#039;: Players may place wells everywhere without constraints.&lt;br /&gt;
** &#039;&#039;Underground water&#039;&#039;: Players may only place wells on top of underground water.&lt;br /&gt;
* &#039;&#039;&#039;Weather events&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: Weather is cosmetic only and won&#039;t do any harm.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.&lt;br /&gt;
** &#039;&#039;Difficult&#039;&#039;: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Game_setup/nl&amp;diff=1193</id>
		<title>Game setup/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Game_setup/nl&amp;diff=1193"/>
		<updated>2024-04-27T19:24:39Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Het nieuwe spel scherm&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:New Game.png|thumb|400px|Het nieuwe spel scherm]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.&lt;br /&gt;
* &#039;&#039;&#039;End goal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Growth&#039;&#039;: Reach Large Town settlement level to win.&lt;br /&gt;
** &#039;&#039;Conquest&#039;&#039;: Claim all regions to win.&lt;br /&gt;
** &#039;&#039;Domination&#039;&#039;: Eliminate all the other lords by claiming their territory. (requires off map adversary)&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: Endless play.&lt;br /&gt;
* &#039;&#039;&#039;Off map adversary&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Absent&#039;&#039;: No adversary.&lt;br /&gt;
** &#039;&#039;Present&#039;&#039;: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.&lt;br /&gt;
* &#039;&#039;&#039;AI aggressiveness&#039;&#039;&#039; (requires off map adversary set to Present)&lt;br /&gt;
** &#039;&#039;Reactive&#039;&#039;: AI lords don&#039;t press claims towards the player&#039;s regions, but they will protect their own.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: AI lords may press a claim towards the player&#039;s regions after they run out of neutral regions to claim.&lt;br /&gt;
** &#039;&#039;Aggressive&#039;&#039;: AI lords may press claims towards the player&#039;s regions at will.&lt;br /&gt;
* &#039;&#039;&#039;Raider frequency&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No random raids.&lt;br /&gt;
** &#039;&#039;Medium&#039;&#039;: No more than a single raid every 2 years.&lt;br /&gt;
** &#039;&#039;Frequent&#039;&#039;: Possibly less than a year between each raid.&lt;br /&gt;
* &#039;&#039;&#039;Raider free years&#039;&#039;&#039; (requires raider frequency set to Medium or Frequent)&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One year before raids start happening.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two years before raids start happening.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three years before raids start happening.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four years before raids start happening.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five years before raids start happening.&lt;br /&gt;
* &#039;&#039;&#039;Initial bandit camps&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One bandit camp present when the game begins.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five bandit camps present when the game begins.&lt;br /&gt;
* &#039;&#039;&#039;Random bandit camp spawn limit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;0&#039;&#039;: No random bandit camps spawning during play.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Random bandit camps stop spawning if there are already 3 of them.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Random bandit camps stop spawning if there are already 5 of them.&lt;br /&gt;
* &#039;&#039;&#039;Starting season&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Spring&#039;&#039;: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.&lt;br /&gt;
** &#039;&#039;Summer&#039;&#039;: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.&lt;br /&gt;
** &#039;&#039;Autumn&#039;&#039;: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.&lt;br /&gt;
** &#039;&#039;Winter&#039;&#039;: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.&lt;br /&gt;
** &#039;&#039;Random&#039;&#039;: A random day of the year.&lt;br /&gt;
* &#039;&#039;&#039;Starting supplies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Nothing&#039;&#039;: Just some barebones construction stuff.&lt;br /&gt;
** &#039;&#039;Standard&#039;&#039;: A balanced amount of starting supplies.&lt;br /&gt;
** &#039;&#039;Double&#039;&#039;: Mother starting supplies for a more relaxed experience.&lt;br /&gt;
* &#039;&#039;&#039;Armament delivery&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;No&#039;&#039;: No free weapon delivery.&lt;br /&gt;
** &#039;&#039;Yes&#039;&#039;: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.&lt;br /&gt;
* &#039;&#039;&#039;Residential requirements&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Tolerant&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Town will not grow if requirements are unfulfilled.&lt;br /&gt;
** &#039;&#039;Demanding&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.&lt;br /&gt;
* &#039;&#039;&#039;Approval&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Low penalty&#039;&#039;: Approval factors have a low impact on population growth.&lt;br /&gt;
** &#039;&#039;Medium penalty&#039;&#039;: Approval factors have an average impact on population growth.&lt;br /&gt;
** &#039;&#039;High penalty&#039;&#039;: Approval factors have a significant impact on population growth.&lt;br /&gt;
* &#039;&#039;&#039;Well placement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Unconstrained&#039;&#039;: Players may place wells everywhere without constraints.&lt;br /&gt;
** &#039;&#039;Underground water&#039;&#039;: Players may only place wells on top of underground water.&lt;br /&gt;
* &#039;&#039;&#039;Weather events&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: Weather is cosmetic only and won&#039;t do any harm.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.&lt;br /&gt;
** &#039;&#039;Difficult&#039;&#039;: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/1/nl&amp;diff=1192</id>
		<title>Translations:Game setup/1/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/1/nl&amp;diff=1192"/>
		<updated>2024-04-27T19:24:38Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Het nieuwe spel scherm&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Het nieuwe spel scherm&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Game_setup/nl&amp;diff=1191</id>
		<title>Game setup/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Game_setup/nl&amp;diff=1191"/>
		<updated>2024-04-27T19:24:25Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Spel setup&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:New Game.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The new game screen&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.&lt;br /&gt;
* &#039;&#039;&#039;End goal&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Growth&#039;&#039;: Reach Large Town settlement level to win.&lt;br /&gt;
** &#039;&#039;Conquest&#039;&#039;: Claim all regions to win.&lt;br /&gt;
** &#039;&#039;Domination&#039;&#039;: Eliminate all the other lords by claiming their territory. (requires off map adversary)&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: Endless play.&lt;br /&gt;
* &#039;&#039;&#039;Off map adversary&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Absent&#039;&#039;: No adversary.&lt;br /&gt;
** &#039;&#039;Present&#039;&#039;: Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.&lt;br /&gt;
* &#039;&#039;&#039;AI aggressiveness&#039;&#039;&#039; (requires off map adversary set to Present)&lt;br /&gt;
** &#039;&#039;Reactive&#039;&#039;: AI lords don&#039;t press claims towards the player&#039;s regions, but they will protect their own.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: AI lords may press a claim towards the player&#039;s regions after they run out of neutral regions to claim.&lt;br /&gt;
** &#039;&#039;Aggressive&#039;&#039;: AI lords may press claims towards the player&#039;s regions at will.&lt;br /&gt;
* &#039;&#039;&#039;Raider frequency&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No random raids.&lt;br /&gt;
** &#039;&#039;Medium&#039;&#039;: No more than a single raid every 2 years.&lt;br /&gt;
** &#039;&#039;Frequent&#039;&#039;: Possibly less than a year between each raid.&lt;br /&gt;
* &#039;&#039;&#039;Raider free years&#039;&#039;&#039; (requires raider frequency set to Medium or Frequent)&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One year before raids start happening.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two years before raids start happening.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three years before raids start happening.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four years before raids start happening.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five years before raids start happening.&lt;br /&gt;
* &#039;&#039;&#039;Initial bandit camps&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: No bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;1&#039;&#039;: One bandit camp present when the game begins.&lt;br /&gt;
** &#039;&#039;2&#039;&#039;: Two bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Three bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;4&#039;&#039;: Four bandit camps present when the game begins.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Five bandit camps present when the game begins.&lt;br /&gt;
* &#039;&#039;&#039;Random bandit camp spawn limit&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;0&#039;&#039;: No random bandit camps spawning during play.&lt;br /&gt;
** &#039;&#039;3&#039;&#039;: Random bandit camps stop spawning if there are already 3 of them.&lt;br /&gt;
** &#039;&#039;5&#039;&#039;: Random bandit camps stop spawning if there are already 5 of them.&lt;br /&gt;
* &#039;&#039;&#039;Starting season&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Spring&#039;&#039;: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.&lt;br /&gt;
** &#039;&#039;Summer&#039;&#039;: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.&lt;br /&gt;
** &#039;&#039;Autumn&#039;&#039;: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.&lt;br /&gt;
** &#039;&#039;Winter&#039;&#039;: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.&lt;br /&gt;
** &#039;&#039;Random&#039;&#039;: A random day of the year.&lt;br /&gt;
* &#039;&#039;&#039;Starting supplies&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Nothing&#039;&#039;: Just some barebones construction stuff.&lt;br /&gt;
** &#039;&#039;Standard&#039;&#039;: A balanced amount of starting supplies.&lt;br /&gt;
** &#039;&#039;Double&#039;&#039;: Mother starting supplies for a more relaxed experience.&lt;br /&gt;
* &#039;&#039;&#039;Armament delivery&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;No&#039;&#039;: No free weapon delivery.&lt;br /&gt;
** &#039;&#039;Yes&#039;&#039;: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.&lt;br /&gt;
* &#039;&#039;&#039;Residential requirements&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Tolerant&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Town will not grow if requirements are unfulfilled.&lt;br /&gt;
** &#039;&#039;Demanding&#039;&#039;: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.&lt;br /&gt;
* &#039;&#039;&#039;Approval&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Low penalty&#039;&#039;: Approval factors have a low impact on population growth.&lt;br /&gt;
** &#039;&#039;Medium penalty&#039;&#039;: Approval factors have an average impact on population growth.&lt;br /&gt;
** &#039;&#039;High penalty&#039;&#039;: Approval factors have a significant impact on population growth.&lt;br /&gt;
* &#039;&#039;&#039;Well placement&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;Unconstrained&#039;&#039;: Players may place wells everywhere without constraints.&lt;br /&gt;
** &#039;&#039;Underground water&#039;&#039;: Players may only place wells on top of underground water.&lt;br /&gt;
* &#039;&#039;&#039;Weather events&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;None&#039;&#039;: Weather is cosmetic only and won&#039;t do any harm.&lt;br /&gt;
** &#039;&#039;Balanced&#039;&#039;: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.&lt;br /&gt;
** &#039;&#039;Difficult&#039;&#039;: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/Page_display_title/nl&amp;diff=1190</id>
		<title>Translations:Game setup/Page display title/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Game_setup/Page_display_title/nl&amp;diff=1190"/>
		<updated>2024-04-27T19:24:24Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;Spel setup&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spel setup&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1185</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1185"/>
		<updated>2024-04-27T19:17:07Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;* &amp;#039;&amp;#039;&amp;#039;Lente (Mrt-Mei):&amp;#039;&amp;#039;&amp;#039; Regelmatig regent, seizoensgebonden afzettingen hergroeien. * &amp;#039;&amp;#039;&amp;#039;Zomer (Jun-Aug):&amp;#039;&amp;#039;&amp;#039; Gewassen groeien. Mogelijke droogtes. * &amp;#039;&amp;#039;&amp;#039;Herfst (Sep-Nov):&amp;#039;&amp;#039;&amp;#039; Oogsten, ploegen en zaaien van gewassen. * &amp;#039;&amp;#039;&amp;#039;Winter (Dec-Feb):&amp;#039;&amp;#039;&amp;#039; Seizoensbronnen zijn verdwenen. Het brandstofverbruik wordt verdubbeld en een gebrek aan brandstofbronnen kan bevriezing veroorzaken. Het scheren van schapen is verboden.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Supplies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Benodigdheden ==&lt;br /&gt;
&lt;br /&gt;
In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&lt;br /&gt;
&lt;br /&gt;
De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Seasons&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Seizoenen ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lente (Mrt-Mei):&#039;&#039;&#039; Regelmatig regent, seizoensgebonden afzettingen hergroeien.&lt;br /&gt;
* &#039;&#039;&#039;Zomer (Jun-Aug):&#039;&#039;&#039; Gewassen groeien. Mogelijke droogtes.&lt;br /&gt;
* &#039;&#039;&#039;Herfst (Sep-Nov):&#039;&#039;&#039; Oogsten, ploegen en zaaien van gewassen.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seizoensbronnen zijn verdwenen. Het brandstofverbruik wordt verdubbeld en een gebrek aan brandstofbronnen kan bevriezing veroorzaken. Het scheren van schapen is verboden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/13/nl&amp;diff=1184</id>
		<title>Translations:Beginner&#039;s Guide/13/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/13/nl&amp;diff=1184"/>
		<updated>2024-04-27T19:16:51Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;* &amp;#039;&amp;#039;&amp;#039;Lente (Mrt-Mei):&amp;#039;&amp;#039;&amp;#039; Regelmatig regent, seizoensgebonden afzettingen hergroeien. * &amp;#039;&amp;#039;&amp;#039;Zomer (Jun-Aug):&amp;#039;&amp;#039;&amp;#039; Gewassen groeien. Mogelijke droogtes. * &amp;#039;&amp;#039;&amp;#039;Herfst (Sep-Nov):&amp;#039;&amp;#039;&amp;#039; Oogsten, ploegen en zaaien van gewassen. * &amp;#039;&amp;#039;&amp;#039;Winter (Dec-Feb):&amp;#039;&amp;#039;&amp;#039; Seizoensbronnen zijn verdwenen. Het brandstofverbruik wordt verdubbeld en een gebrek aan brandstofbronnen kan bevriezing veroorzaken. Het scheren van schapen is verboden.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Lente (Mrt-Mei):&#039;&#039;&#039; Regelmatig regent, seizoensgebonden afzettingen hergroeien.&lt;br /&gt;
* &#039;&#039;&#039;Zomer (Jun-Aug):&#039;&#039;&#039; Gewassen groeien. Mogelijke droogtes.&lt;br /&gt;
* &#039;&#039;&#039;Herfst (Sep-Nov):&#039;&#039;&#039; Oogsten, ploegen en zaaien van gewassen.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seizoensbronnen zijn verdwenen. Het brandstofverbruik wordt verdubbeld en een gebrek aan brandstofbronnen kan bevriezing veroorzaken. Het scheren van schapen is verboden.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1183</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1183"/>
		<updated>2024-04-27T19:14:43Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Seizoenen ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Supplies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Benodigdheden ==&lt;br /&gt;
&lt;br /&gt;
In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&lt;br /&gt;
&lt;br /&gt;
De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Seasons&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Seizoenen ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/12/nl&amp;diff=1182</id>
		<title>Translations:Beginner&#039;s Guide/12/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/12/nl&amp;diff=1182"/>
		<updated>2024-04-27T19:14:39Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Seizoenen ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Seizoenen ==&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1181</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1181"/>
		<updated>2024-04-27T19:14:32Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Supplies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Benodigdheden ==&lt;br /&gt;
&lt;br /&gt;
In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&lt;br /&gt;
&lt;br /&gt;
De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/11/nl&amp;diff=1180</id>
		<title>Translations:Beginner&#039;s Guide/11/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/11/nl&amp;diff=1180"/>
		<updated>2024-04-27T19:14:30Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1179</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1179"/>
		<updated>2024-04-27T19:14:00Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Supplies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Benodigdheden ==&lt;br /&gt;
&lt;br /&gt;
In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/10/nl&amp;diff=1178</id>
		<title>Translations:Beginner&#039;s Guide/10/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/10/nl&amp;diff=1178"/>
		<updated>2024-04-27T19:13:58Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1177</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1177"/>
		<updated>2024-04-27T19:11:49Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Benodigdheden ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Supplies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Benodigdheden ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/9/nl&amp;diff=1176</id>
		<title>Translations:Beginner&#039;s Guide/9/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/9/nl&amp;diff=1176"/>
		<updated>2024-04-27T19:11:35Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Benodigdheden ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Benodigdheden ==&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1175</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=1175"/>
		<updated>2024-04-27T19:11:27Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Goedkeuring en openbare orde ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
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:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/14/nl&amp;diff=1174</id>
		<title>Translations:Beginner&#039;s Guide/14/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/14/nl&amp;diff=1174"/>
		<updated>2024-04-27T19:11:23Z</updated>

		<summary type="html">&lt;p&gt;76561197987972419: Created page with &amp;quot;== Goedkeuring en openbare orde ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Goedkeuring en openbare orde ==&lt;/div&gt;</summary>
		<author><name>76561197987972419</name></author>
	</entry>
</feed>