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	<id>https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561197993256695</id>
	<title>Manor Lords Official Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/Special:Contributions/76561197993256695"/>
	<updated>2026-10-04T18:39:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare&amp;diff=1263</id>
		<title>Warfare</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Warfare&amp;diff=1263"/>
		<updated>2024-04-28T10:11:40Z</updated>

		<summary type="html">&lt;p&gt;76561197993256695: Correct body armour information&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;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; Unit commands menu&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:2--&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;
&lt;br /&gt;
&amp;lt;!--T:3--&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;
&lt;br /&gt;
&amp;lt;!--T:4--&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;
&lt;br /&gt;
&amp;lt;!--T:5--&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;
&lt;br /&gt;
== Unit stats == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Unit Stats.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; Unit stats&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:8--&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;
&lt;br /&gt;
== Unit stances == &amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&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;
&lt;br /&gt;
== Unit types == &amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Militia Screen.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:12--&amp;gt; Militia recruitment&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
[[File:Retinue Customization.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:13--&amp;gt; Retinue customization&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
[[File:Mercenaries Screen.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:14--&amp;gt; The mercenaries hire screen&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
There are 3 types of units in Manor Lords: militia, mercenaries and the retinue.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:16--&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;
&lt;br /&gt;
&amp;lt;!--T:17--&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;
&lt;br /&gt;
&amp;lt;!--T:18--&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 9 or 18 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;
&lt;br /&gt;
&amp;lt;!--T:19--&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;
&lt;br /&gt;
=== Mercenaries === &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;!--T:21--&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;
&lt;br /&gt;
&amp;lt;!--T:22--&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;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197993256695</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ&amp;diff=667</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ&amp;diff=667"/>
		<updated>2024-04-27T11:26:04Z</updated>

		<summary type="html">&lt;p&gt;76561197993256695: Copied over the FAQ from the discord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
== What engine is this on? ==&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&lt;br /&gt;
== Are you truly working on this alone? ==&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&lt;br /&gt;
== When is the release date? ==&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&lt;br /&gt;
== What platforms is it coming to? ==&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&lt;br /&gt;
== Wait, what, you’re developing a console version? ==&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&lt;br /&gt;
== How long will it be in early access for? ==&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&lt;br /&gt;
== Will there be a mode without combat? ==&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
== Are battles on a separate map? ==&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause). &lt;br /&gt;
 &lt;br /&gt;
== Will there be walls and fortifications? Will there be naval battles? Cavalry? ==&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&lt;br /&gt;
== Will there be different cultures? Is there a campaign? ==&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer? ==&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&lt;br /&gt;
== How can I support the project? Can I preorder the game? ==&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
== Will there be another demo? ==&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&lt;br /&gt;
== What is planned for the initial early access build? ==&lt;br /&gt;
Early Access will have: &lt;br /&gt;
&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
 &lt;br /&gt;
== Can I get access to a closed alpha? ==&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&lt;br /&gt;
== Will there be mod support? ==&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&lt;br /&gt;
== When did you start developing the game? ==&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&lt;br /&gt;
== What about guns? ==&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&lt;br /&gt;
== What about &amp;lt;insert other feature here&amp;gt;? ==&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&lt;br /&gt;
== Confirmed things that will not be in the game ==&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&lt;br /&gt;
No town guard&lt;br /&gt;
&lt;br /&gt;
== How can I suggest things to add to the game? ==&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;/div&gt;</summary>
		<author><name>76561197993256695</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=657</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=657"/>
		<updated>2024-04-27T10:41:20Z</updated>

		<summary type="html">&lt;p&gt;76561197993256695: Updated acquisition and usage information for some resources&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a Storehouses while food resources and Ale are stored in Granaries. Timber does not need storage.&lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents personal money, which can e used for diplomacy, hiring retinue and mercenaries, as well as settling a new region. Treasury is increased primarily by Taxes, which are set after a Manor has been constructed and decrease Approval.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is requires for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.&lt;br /&gt;
&lt;br /&gt;
== Regional Wealth == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at Sawpit, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone deposits at Stonecutter Camp, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at Clay Furnace, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at Smithy or Blacksmith&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Crafting materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561197993256695</name></author>
	</entry>
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