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		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3657</id>
		<title>FAQ/de</title>
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		<updated>2024-04-30T08:11:55Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Die Sägegrube benötigt Bauholz, um Bretter herzustellen. Dieses Holz muss mit einem Ochsen vom Holzfällerlager (oder aus dem Wald, wenn es frisch geschnitten ist) zur Sägemühle transportiert werden, damit sie ihre Arbeit verrichten kann. Wenn du nicht genügend Holz hast oder unzugeordnete Familien hast, die den Ochsen zur Holztransportarbeit einsetzen, wird die Produktion zum Erliegen kommen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden.&lt;br /&gt;
* Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen.&lt;br /&gt;
* Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebaut. Sie sind im selben Dropdown-Menü verfügbar, das du zum Bau von Hühnerställen, Gemüsegärten usw. verwendest.&lt;br /&gt;
** Beachte, dass es DREI SPIELJAHRE dauert, bis Apfelgärten einen Überschuss produzieren. Bis zu diesem Zeitpunkt wächst der Garten nur genug, um den angeschlossenen Hofplatz zu versorgen.&lt;br /&gt;
** Das bedeutet, dass du möglicherweise innerhalb der ersten drei Jahre Äpfel im Lager eines Hofplatzes siehst, aber deine Hausbewohner erst nach dem dritten Jahr anfangen werden, Äpfel zu sammeln, um sie zu lagern.&lt;br /&gt;
* Berücksichtige zusätzliche Quellen wie Honig aus Bienenstöcken (für die ebenfalls ein Entwicklungspunkt erforderlich ist) und traditionelle Methoden wie Jagen und Landwirtschaft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jäger weigern sich zu jagen, warum?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stelle sicher, dass Felle ins Lagerhaus und Fleisch ins Kornhaus gehen; andernfalls wird die Funktion der Jäger gestört. Familien, die dem Lagerhaus und dem Kornhaus zugewiesen sind, werden diese Güter an ihre jeweiligen Lagerorte bringen. Überprüfe auch, ob du versehentlich die Herde erschöpft hast oder ob die Herde auf deine festgelegte Jagd-Obergrenze erschöpft ist. Erwäge, Jägerfamilien vorübergehend einer anderen Aufgabe zuzuweisen, damit sich die Herde regenerieren kann – zum Beispiel könntest du dieselbe Familie zwischen der Sammlerhütte und dem Jägerlager hin und her bewegen, da Beeren saisonal sind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum produziert meine Sägegrube keine Bretter?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Sägegrube benötigt Bauholz, um Bretter herzustellen. Dieses Holz muss mit einem Ochsen vom Holzfällerlager (oder aus dem Wald, wenn es frisch geschnitten ist) zur Sägemühle transportiert werden, damit sie ihre Arbeit verrichten kann. Wenn du nicht genügend Holz hast oder unzugeordnete Familien hast, die den Ochsen zur Holztransportarbeit einsetzen, wird die Produktion zum Erliegen kommen.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/87/de&amp;diff=3656</id>
		<title>Translations:FAQ/87/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/87/de&amp;diff=3656"/>
		<updated>2024-04-30T08:11:37Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Die Sägegrube benötigt Bauholz, um Bretter herzustellen. Dieses Holz muss mit einem Ochsen vom Holzfällerlager (oder aus dem Wald, wenn es frisch geschnitten ist) zur Sägemühle transportiert werden, damit sie ihre Arbeit verrichten kann. Wenn du nicht genügend Holz hast oder unzugeordnete Familien hast, die den Ochsen zur Holztransportarbeit einsetzen, wird die Produktion zum Erliegen kommen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Die Sägegrube benötigt Bauholz, um Bretter herzustellen. Dieses Holz muss mit einem Ochsen vom Holzfällerlager (oder aus dem Wald, wenn es frisch geschnitten ist) zur Sägemühle transportiert werden, damit sie ihre Arbeit verrichten kann. Wenn du nicht genügend Holz hast oder unzugeordnete Familien hast, die den Ochsen zur Holztransportarbeit einsetzen, wird die Produktion zum Erliegen kommen.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3655</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3655"/>
		<updated>2024-04-30T08:10:48Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Warum produziert meine Sägegrube keine Bretter?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden.&lt;br /&gt;
* Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen.&lt;br /&gt;
* Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebaut. Sie sind im selben Dropdown-Menü verfügbar, das du zum Bau von Hühnerställen, Gemüsegärten usw. verwendest.&lt;br /&gt;
** Beachte, dass es DREI SPIELJAHRE dauert, bis Apfelgärten einen Überschuss produzieren. Bis zu diesem Zeitpunkt wächst der Garten nur genug, um den angeschlossenen Hofplatz zu versorgen.&lt;br /&gt;
** Das bedeutet, dass du möglicherweise innerhalb der ersten drei Jahre Äpfel im Lager eines Hofplatzes siehst, aber deine Hausbewohner erst nach dem dritten Jahr anfangen werden, Äpfel zu sammeln, um sie zu lagern.&lt;br /&gt;
* Berücksichtige zusätzliche Quellen wie Honig aus Bienenstöcken (für die ebenfalls ein Entwicklungspunkt erforderlich ist) und traditionelle Methoden wie Jagen und Landwirtschaft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jäger weigern sich zu jagen, warum?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stelle sicher, dass Felle ins Lagerhaus und Fleisch ins Kornhaus gehen; andernfalls wird die Funktion der Jäger gestört. Familien, die dem Lagerhaus und dem Kornhaus zugewiesen sind, werden diese Güter an ihre jeweiligen Lagerorte bringen. Überprüfe auch, ob du versehentlich die Herde erschöpft hast oder ob die Herde auf deine festgelegte Jagd-Obergrenze erschöpft ist. Erwäge, Jägerfamilien vorübergehend einer anderen Aufgabe zuzuweisen, damit sich die Herde regenerieren kann – zum Beispiel könntest du dieselbe Familie zwischen der Sammlerhütte und dem Jägerlager hin und her bewegen, da Beeren saisonal sind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum produziert meine Sägegrube keine Bretter?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/86/de&amp;diff=3654</id>
		<title>Translations:FAQ/86/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/86/de&amp;diff=3654"/>
		<updated>2024-04-30T08:10:46Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Warum produziert meine Sägegrube keine Bretter?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Warum produziert meine Sägegrube keine Bretter?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3653</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3653"/>
		<updated>2024-04-30T08:10:29Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Stelle sicher, dass Felle ins Lagerhaus und Fleisch ins Kornhaus gehen; andernfalls wird die Funktion der Jäger gestört. Familien, die dem Lagerhaus und dem Kornhaus zugewiesen sind, werden diese Güter an ihre jeweiligen Lagerorte bringen. Überprüfe auch, ob du versehentlich die Herde erschöpft hast oder ob die Herde auf deine festgelegte Jagd-Obergrenze erschöpft ist. Erwäge, Jägerfamilien vorübergehend einer anderen Aufgabe zuzuweisen, damit sich die Herde...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden.&lt;br /&gt;
* Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen.&lt;br /&gt;
* Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebaut. Sie sind im selben Dropdown-Menü verfügbar, das du zum Bau von Hühnerställen, Gemüsegärten usw. verwendest.&lt;br /&gt;
** Beachte, dass es DREI SPIELJAHRE dauert, bis Apfelgärten einen Überschuss produzieren. Bis zu diesem Zeitpunkt wächst der Garten nur genug, um den angeschlossenen Hofplatz zu versorgen.&lt;br /&gt;
** Das bedeutet, dass du möglicherweise innerhalb der ersten drei Jahre Äpfel im Lager eines Hofplatzes siehst, aber deine Hausbewohner erst nach dem dritten Jahr anfangen werden, Äpfel zu sammeln, um sie zu lagern.&lt;br /&gt;
* Berücksichtige zusätzliche Quellen wie Honig aus Bienenstöcken (für die ebenfalls ein Entwicklungspunkt erforderlich ist) und traditionelle Methoden wie Jagen und Landwirtschaft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jäger weigern sich zu jagen, warum?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Stelle sicher, dass Felle ins Lagerhaus und Fleisch ins Kornhaus gehen; andernfalls wird die Funktion der Jäger gestört. Familien, die dem Lagerhaus und dem Kornhaus zugewiesen sind, werden diese Güter an ihre jeweiligen Lagerorte bringen. Überprüfe auch, ob du versehentlich die Herde erschöpft hast oder ob die Herde auf deine festgelegte Jagd-Obergrenze erschöpft ist. Erwäge, Jägerfamilien vorübergehend einer anderen Aufgabe zuzuweisen, damit sich die Herde regenerieren kann – zum Beispiel könntest du dieselbe Familie zwischen der Sammlerhütte und dem Jägerlager hin und her bewegen, da Beeren saisonal sind.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/85/de&amp;diff=3652</id>
		<title>Translations:FAQ/85/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/85/de&amp;diff=3652"/>
		<updated>2024-04-30T08:10:21Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Stelle sicher, dass Felle ins Lagerhaus und Fleisch ins Kornhaus gehen; andernfalls wird die Funktion der Jäger gestört. Familien, die dem Lagerhaus und dem Kornhaus zugewiesen sind, werden diese Güter an ihre jeweiligen Lagerorte bringen. Überprüfe auch, ob du versehentlich die Herde erschöpft hast oder ob die Herde auf deine festgelegte Jagd-Obergrenze erschöpft ist. Erwäge, Jägerfamilien vorübergehend einer anderen Aufgabe zuzuweisen, damit sich die Herde...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Stelle sicher, dass Felle ins Lagerhaus und Fleisch ins Kornhaus gehen; andernfalls wird die Funktion der Jäger gestört. Familien, die dem Lagerhaus und dem Kornhaus zugewiesen sind, werden diese Güter an ihre jeweiligen Lagerorte bringen. Überprüfe auch, ob du versehentlich die Herde erschöpft hast oder ob die Herde auf deine festgelegte Jagd-Obergrenze erschöpft ist. Erwäge, Jägerfamilien vorübergehend einer anderen Aufgabe zuzuweisen, damit sich die Herde regenerieren kann – zum Beispiel könntest du dieselbe Familie zwischen der Sammlerhütte und dem Jägerlager hin und her bewegen, da Beeren saisonal sind.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3651</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3651"/>
		<updated>2024-04-30T08:09:35Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Jäger weigern sich zu jagen, warum?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden.&lt;br /&gt;
* Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen.&lt;br /&gt;
* Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebaut. Sie sind im selben Dropdown-Menü verfügbar, das du zum Bau von Hühnerställen, Gemüsegärten usw. verwendest.&lt;br /&gt;
** Beachte, dass es DREI SPIELJAHRE dauert, bis Apfelgärten einen Überschuss produzieren. Bis zu diesem Zeitpunkt wächst der Garten nur genug, um den angeschlossenen Hofplatz zu versorgen.&lt;br /&gt;
** Das bedeutet, dass du möglicherweise innerhalb der ersten drei Jahre Äpfel im Lager eines Hofplatzes siehst, aber deine Hausbewohner erst nach dem dritten Jahr anfangen werden, Äpfel zu sammeln, um sie zu lagern.&lt;br /&gt;
* Berücksichtige zusätzliche Quellen wie Honig aus Bienenstöcken (für die ebenfalls ein Entwicklungspunkt erforderlich ist) und traditionelle Methoden wie Jagen und Landwirtschaft.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jäger weigern sich zu jagen, warum?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/84/de&amp;diff=3650</id>
		<title>Translations:FAQ/84/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/84/de&amp;diff=3650"/>
		<updated>2024-04-30T08:09:31Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Jäger weigern sich zu jagen, warum?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Jäger weigern sich zu jagen, warum?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3649</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3649"/>
		<updated>2024-04-30T08:09:25Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden. * Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen. * Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebau...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden.&lt;br /&gt;
* Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen.&lt;br /&gt;
* Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebaut. Sie sind im selben Dropdown-Menü verfügbar, das du zum Bau von Hühnerställen, Gemüsegärten usw. verwendest.&lt;br /&gt;
** Beachte, dass es DREI SPIELJAHRE dauert, bis Apfelgärten einen Überschuss produzieren. Bis zu diesem Zeitpunkt wächst der Garten nur genug, um den angeschlossenen Hofplatz zu versorgen.&lt;br /&gt;
** Das bedeutet, dass du möglicherweise innerhalb der ersten drei Jahre Äpfel im Lager eines Hofplatzes siehst, aber deine Hausbewohner erst nach dem dritten Jahr anfangen werden, Äpfel zu sammeln, um sie zu lagern.&lt;br /&gt;
* Berücksichtige zusätzliche Quellen wie Honig aus Bienenstöcken (für die ebenfalls ein Entwicklungspunkt erforderlich ist) und traditionelle Methoden wie Jagen und Landwirtschaft.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/83/de&amp;diff=3648</id>
		<title>Translations:FAQ/83/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/83/de&amp;diff=3648"/>
		<updated>2024-04-30T08:09:15Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden. * Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen. * Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebau...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Nutze Hühnerställe für Eier und Gemüsegärten für eine reichhaltige Ernte – für letzteres wird ein größerer Hofplatz mit einem größeren Hinterhof bessere Erträge bringen, erfordert jedoch mehr Zeit, um bearbeitet zu werden.&lt;br /&gt;
* Es gibt Entwicklungsziele, die den Ertrag von Beerensträuchern verdoppeln oder die passive Fleischproduktion aus Jagdlagern erhöhen.&lt;br /&gt;
* Apfelgärten werden über ein Entwicklungsziel freigeschaltet und als Hinterhof-Erweiterung gebaut. Sie sind im selben Dropdown-Menü verfügbar, das du zum Bau von Hühnerställen, Gemüsegärten usw. verwendest.&lt;br /&gt;
** Beachte, dass es DREI SPIELJAHRE dauert, bis Apfelgärten einen Überschuss produzieren. Bis zu diesem Zeitpunkt wächst der Garten nur genug, um den angeschlossenen Hofplatz zu versorgen.&lt;br /&gt;
** Das bedeutet, dass du möglicherweise innerhalb der ersten drei Jahre Äpfel im Lager eines Hofplatzes siehst, aber deine Hausbewohner erst nach dem dritten Jahr anfangen werden, Äpfel zu sammeln, um sie zu lagern.&lt;br /&gt;
* Berücksichtige zusätzliche Quellen wie Honig aus Bienenstöcken (für die ebenfalls ein Entwicklungspunkt erforderlich ist) und traditionelle Methoden wie Jagen und Landwirtschaft.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3647</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3647"/>
		<updated>2024-04-30T08:07:53Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Wie produziert man genug Nahrungsmittel?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/82/de&amp;diff=3646</id>
		<title>Translations:FAQ/82/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/82/de&amp;diff=3646"/>
		<updated>2024-04-30T08:07:51Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Wie produziert man genug Nahrungsmittel?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wie produziert man genug Nahrungsmittel?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3645</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3645"/>
		<updated>2024-04-30T08:07:31Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/81/de&amp;diff=3644</id>
		<title>Translations:FAQ/81/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/81/de&amp;diff=3644"/>
		<updated>2024-04-30T08:07:25Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Baue Gerste an, verarbeite sie in der Mälzerei zu Malz und braue sie dann in einer Hofstätte der Stufe 2 oder höher mit einer Brauereierweiterung zu Bier. Bier wird von der Taverne verwendet, um die &amp;quot;Unterhaltung&amp;quot; der Hofstätten der höheren Stufe zu befriedigen, stellt jedoch das Bier selbst nicht her. Du kannst auch Gerste und Malz importieren, um sie zu Bier zu verarbeiten, oder du kannst direkt Bier importieren.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3643</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3643"/>
		<updated>2024-04-30T08:06:59Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;== Ressourcenmanagement und Produktion == &amp;#039;&amp;#039;&amp;#039;Wie stellt man Bier her?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/80/de&amp;diff=3642</id>
		<title>Translations:FAQ/80/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/80/de&amp;diff=3642"/>
		<updated>2024-04-30T08:06:51Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;== Ressourcenmanagement und Produktion == &amp;#039;&amp;#039;&amp;#039;Wie stellt man Bier her?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ressourcenmanagement und Produktion ==&lt;br /&gt;
&#039;&#039;&#039;Wie stellt man Bier her?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3641</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3641"/>
		<updated>2024-04-30T08:06:42Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung. ** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren. ** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert. * Die Schatzkammer befinde...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/79/de&amp;diff=3640</id>
		<title>Translations:FAQ/79/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/79/de&amp;diff=3640"/>
		<updated>2024-04-30T08:06:36Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung. ** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren. ** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert. * Die Schatzkammer befinde...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Der regionale Reichtum, der im oberen Informationsbereich links neben dem Siedlungsnamen zu finden ist, ist eine Darstellung des Reichtums deiner Bevölkerung.&lt;br /&gt;
** Er wird verwendet, um Hinterhof- und Handwerkererweiterungen für Hofstätten zu kaufen, sowie Tiere wie Ochsen, Schafe usw. zu kaufen und Waren am Handelsposten oder Viehhandelsposten zu importieren.&lt;br /&gt;
** Er wird durch Handel sowie durch Hofstätten der Stufe 2 oder höher generiert.&lt;br /&gt;
* Die Schatzkammer befindet sich oben rechts und ist eine Darstellung der persönlichen Geldmittel deines Charakters.&lt;br /&gt;
** Sie wird verwendet, um Söldner einzustellen, sowie um die Besiedelung anderer Regionen mithilfe von Siedlungscamps zu finanzieren.&lt;br /&gt;
** Sie wird durch Steuern und andere Richtlinien generiert, sowie durch das Beseitigen von Banditenlagern.&lt;br /&gt;
** Für Steuern benötigst du regionalen Reichtum. Kein regionaler Reichtum bedeutet kein Steuereinkommen für deine Schatzkammer.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3639</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3639"/>
		<updated>2024-04-30T08:05:19Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Regionaler Reichtum vs. Persönliche Schatzkammer&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/78/de&amp;diff=3638</id>
		<title>Translations:FAQ/78/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/78/de&amp;diff=3638"/>
		<updated>2024-04-30T08:05:15Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Regionaler Reichtum vs. Persönliche Schatzkammer&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Regionaler Reichtum vs. Persönliche Schatzkammer&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3637</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3637"/>
		<updated>2024-04-30T08:05:05Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren. * Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst. * Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportie...&amp;quot;&lt;/p&gt;
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&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
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== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
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Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
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&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
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* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
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&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
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Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
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&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
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* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
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&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
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* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
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== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
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* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
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&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
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* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
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&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
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* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
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&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
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* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
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&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
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* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
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&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
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* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
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&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
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* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
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&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;br /&gt;
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* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;br /&gt;
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&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
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&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;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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 current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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 and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/77/de&amp;diff=3636</id>
		<title>Translations:FAQ/77/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/77/de&amp;diff=3636"/>
		<updated>2024-04-30T08:05:03Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren. * Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst. * Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Sobald du einen Handelsposten gebaut hast, kannst du Waren importieren und exportieren.&lt;br /&gt;
* Du musst eine &amp;quot;Handelsregel&amp;quot; für jeden einzelnen Artikel einrichten, den du kaufen oder verkaufen möchtest. Dies kann am weitesten links in jeder einzelnen Warenzeile gefunden werden und ist standardmäßig auf &amp;quot;Kein Handel&amp;quot; eingestellt. Dies ist ein Dropdown-Menü, das du ändern kannst.&lt;br /&gt;
* Die Festlegung der Lagerbestandszahl bedeutet, dass du entweder importieren oder exportieren wirst, bis dein Lagerbestand die gewünschte Zahl erreicht, wobei deine Handelsregel bestimmt, ob dieser Handelsposten nur importiert oder exportiert, um die gewünschte Zahl zu erreichen, oder beides, um sie aufrechtzuerhalten.&lt;br /&gt;
* Während ALLE Güter eine dedizierte Handelsroute haben können (was bedeutet, dass es einen dedizierten Händler gibt, der dieses Produkt kauft und verkauft), können bestimmte hochwertige Waren (z.B. Werkzeuge, Waffen) NUR importiert und exportiert werden, nachdem du die entsprechende Handelsroute eingerichtet hast. Dies wird durch Klicken auf die Schaltfläche ganz rechts in jeder einzelnen Warenzeile durchgeführt und erfordert regionales Reichtum, um eingerichtet zu werden.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3635</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3635"/>
		<updated>2024-04-30T08:03:40Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Handel&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handel&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/76/de&amp;diff=3634</id>
		<title>Translations:FAQ/76/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/76/de&amp;diff=3634"/>
		<updated>2024-04-30T08:03:34Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Handel&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Handel&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3633</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3633"/>
		<updated>2024-04-30T08:03:27Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/75/de&amp;diff=3632</id>
		<title>Translations:FAQ/75/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/75/de&amp;diff=3632"/>
		<updated>2024-04-30T08:03:26Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Du kannst ein Gefolge erhalten, wenn du dein Herrenhaus baust. Es kann durch den Bau bestimmter Gebäude über den Burgplaner vergrößert werden. Um die Größe deines Gefolges zu erhöhen, musst du zunächst einen Garnisonsturm im Burgplaner bauen und dann dein Gefolge anpassen, indem du privates Vermögen ausgibst, um Personen hinzuzufügen.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3631</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3631"/>
		<updated>2024-04-30T08:02:43Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Gefolge&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/74/de&amp;diff=3630</id>
		<title>Translations:FAQ/74/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/74/de&amp;diff=3630"/>
		<updated>2024-04-30T08:02:36Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Gefolge&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Gefolge&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3629</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3629"/>
		<updated>2024-04-30T08:02:31Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/73/de&amp;diff=3628</id>
		<title>Translations:FAQ/73/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/73/de&amp;diff=3628"/>
		<updated>2024-04-30T08:02:27Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Die Königsstraße verbindet alle Regionen. Du musst eine Straße bauen, die letztendlich mit einer bereits vorhandenen Königsstraße verbunden ist. Es gibt ein bekanntes Problem, bei dem manchmal angezeigt wird, dass du nicht verbunden bist, obwohl du es bist.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3627</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3627"/>
		<updated>2024-04-30T08:02:17Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Was ist die Königsstraße und wie verbinde ich mich damit?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/72/de&amp;diff=3626</id>
		<title>Translations:FAQ/72/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/72/de&amp;diff=3626"/>
		<updated>2024-04-30T08:02:04Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Was ist die Königsstraße und wie verbinde ich mich damit?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Was ist die Königsstraße und wie verbinde ich mich damit?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3625</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3625"/>
		<updated>2024-04-30T08:01:39Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet. * Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren. * Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden. ** Ochsen sind auch entscheidend für den frühen Transport von Holz – fü...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/71/de&amp;diff=3624</id>
		<title>Translations:FAQ/71/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/71/de&amp;diff=3624"/>
		<updated>2024-04-30T08:01:37Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet. * Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren. * Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden. ** Ochsen sind auch entscheidend für den frühen Transport von Holz – fü...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Pferde ermöglichen es Händlern, größere Mengen an Waren mit Karren zu bewegen. Sie werden derzeit für nichts anderes verwendet.&lt;br /&gt;
* Die Maultiere werden von der Packstation genutzt, um Waren zwischen Regionen zu transportieren.&lt;br /&gt;
* Ochsen werden verwendet, um Holz zu transportieren, und können, wenn man den richtigen Entwicklungszweig wählt, auch zum Pflügen eines Feldes eingesetzt werden.&lt;br /&gt;
** Ochsen sind auch entscheidend für den frühen Transport von Holz – für den Bau, aber auch für Einrichtungen wie die Sägemühle. Es kann sinnvoll sein, frühzeitig einen zusätzlichen zu kaufen.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3623</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3623"/>
		<updated>2024-04-30T08:00:49Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Was machen Pferde, Ochsen und Esel?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/70/de&amp;diff=3622</id>
		<title>Translations:FAQ/70/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/70/de&amp;diff=3622"/>
		<updated>2024-04-30T08:00:47Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Was machen Pferde, Ochsen und Esel?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Was machen Pferde, Ochsen und Esel?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3621</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3621"/>
		<updated>2024-04-30T08:00:40Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/69/de&amp;diff=3620</id>
		<title>Translations:FAQ/69/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/69/de&amp;diff=3620"/>
		<updated>2024-04-30T08:00:24Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Überlege, einen weiteren Anbindepfosten hinzuzufügen oder ihn zu einem Stall aufzuwerten. Tiere laufen weg, wenn es keinen Platz für sie gibt, an dem sie bleiben können.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3619</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3619"/>
		<updated>2024-04-30T07:59:56Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Warum läuft mein Ochse immer wieder weg?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&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;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/68/de&amp;diff=3618</id>
		<title>Translations:FAQ/68/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/68/de&amp;diff=3618"/>
		<updated>2024-04-30T07:59:55Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Warum läuft mein Ochse immer wieder weg?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Warum läuft mein Ochse immer wieder weg?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3617</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3617"/>
		<updated>2024-04-30T07:59:44Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&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;Why does my Ox keep running away?&#039;&#039;&#039;&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;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/67/de&amp;diff=3616</id>
		<title>Translations:FAQ/67/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/67/de&amp;diff=3616"/>
		<updated>2024-04-30T07:59:42Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Nein, das Spiel unterstützt derzeit keine Festlegung von maximalen Produktionsgrenzen. Allerdings können Handwerkererweiterungen pausiert werden, indem man das betreffende Gebäude auswählt und die Pausetaste in der oberen rechten Ecke der Hofstätten-Benutzeroberfläche drückt.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3615</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3615"/>
		<updated>2024-04-30T07:59:20Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&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;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&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;Why does my Ox keep running away?&#039;&#039;&#039;&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;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/66/de&amp;diff=3614</id>
		<title>Translations:FAQ/66/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/66/de&amp;diff=3614"/>
		<updated>2024-04-30T07:59:11Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Kann man eine maximale Produktionsgrenze für Waren festlegen?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3613</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3613"/>
		<updated>2024-04-30T07:58:53Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.     ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&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;Can you set a maximum production limit on items?&#039;&#039;&#039;&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;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&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;Why does my Ox keep running away?&#039;&#039;&#039;&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;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/65/de&amp;diff=3612</id>
		<title>Translations:FAQ/65/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/65/de&amp;diff=3612"/>
		<updated>2024-04-30T07:58:50Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.     ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Ja, leere Häuser sind notwendig, um neue Dorfbewohner anzulocken. Beachte, dass wenn du deine Zelte der Obdachlosen zu einem Arbeiterlager aufgewertet hast, deine Bevölkerung nicht in leere Hofstätten umziehen wird, es sei denn, du reist das Arbeiterlager ab.&lt;br /&gt;
    ** Obwohl dies nicht direkt ein „Fehler“ ist, verursacht es viel Verwirrung, daher empfehlen wir die Zelte der Obdachlosen in deiner Startregion nicht aufzuwerten.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3611</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3611"/>
		<updated>2024-04-30T07:57:52Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&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;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&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;Can you set a maximum production limit on items?&#039;&#039;&#039;&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;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&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;Why does my Ox keep running away?&#039;&#039;&#039;&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;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/64/de&amp;diff=3610</id>
		<title>Translations:FAQ/64/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/64/de&amp;diff=3610"/>
		<updated>2024-04-30T07:57:44Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Benötigt man leere Häuser, damit Menschen in das Dorf einwandern können?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3609</id>
		<title>FAQ/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/de&amp;diff=3609"/>
		<updated>2024-04-30T07:57:28Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wesentliche Tipps für den Spielstart ==&lt;br /&gt;
&#039;&#039;&#039;Was sollte ich zuerst bauen, um grundlegende Vorräte zu sammeln und zu lagern?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beginne mit den wesentlichen Strukturen in dieser Reihenfolge: ein Kornspeicher, ein Lagerhaus, ein Holzfällerlager und eine Brennholzhütte. Verschiebe den Bau von Hofstätten, bis diese Gebäude vorhanden sind. Führe kein Upgrade der Zelte der Obdachlosen zu einem Arbeiterlager durch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sollte ich mich zu Beginn auf die Landwirtschaft konzentrieren?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Meide zunächst die Landwirtschaft, da sie ein großes Unterfangen ist. Verlasse dich auf Jagd/Sammeln und Erweiterungen von Hofstätten (Gemüsegärten, Hühnerställe), um deine Stadt zu versorgen. Merke dir fruchtbare Gebiete für späteren Gebrauch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wann sollte ich mit dem Bau von Hofstätten und Nahrungsproduktionsgebäuden beginnen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ein Jägerlager ist kostenlos, also solltest du es bauen, sobald dein Kornspeicher bereit ist, vorausgesetzt, es gibt eine nahegelegene Hirschherde. Eine Sammlerhütte hängt davon ab, wie nah die nächste Beerenquelle ist – baue sie, sobald du kannst. Du könntest aber auch zuerst darauf priorisieren, Erweiterungen von Hinterhöfen zu bauen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wie schnell sollte ich einen Marktplatz bauen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Errichte einen Marktplatz, sobald deine Hofstätten bevölkert sind, um Güter an die Menschen zu verteilen. Ohne einen Marktplatz werden Lebensmittel, Brennholz, Kleidung und andere lebensnotwendige Güter nicht verteilt.&lt;br /&gt;
* Es ist wichtig zu beachten, dass Marktplätze eine reichweitenähnliche Wirkung haben, basierend auf den vorhandenen Gütern. Wenn du 100% deiner Bedürfnisse abdeckst, versorgst du 100% der vorhandenen Hofstätten unabhängig von deren Standort innerhalb derselben Region. Jedoch gibt es einen Näheeffekt bei den Häusern die näher am Markt sind, diese bekommen Ihre Bedürfnisse zuerst erfüllt.&lt;br /&gt;
* Es gibt auch andere Faktoren, wie das Heranbringen von Waren an die Marktstände, ob genügend Marktstände für ein bestimmtes Gut vorhanden sind usw., die die Marktversorgung beeinträchtigen können. Bitte berücksichtige diese zuerst, wenn du Probleme hast, die Bedürfnisse deiner Hofstätten zu erfüllen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ist es wichtig, früh eine Kirche und andere Annehmlichkeiten zu haben?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unter der Annahme normaler Schwierigkeitseinstellungen ist eine Kirche im ersten Jahr nicht besonders wichtig und wird erst notwendig, wenn du anfängst, Hofstätten auf Stufe 2 zu verbessern. Ein Lebensmittelstand mit verschiedenen Nahrungsmittelarten (z.B. Beeren und Fleisch) wird anfangs die Zustimmung im Dorf steigern, was den Grundstein für zusätzliche Strukturen wie eine Gerberei legt und den Aufstieg zu Hofstätten der Stufe 2 ermöglicht.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allgemeine Gameplay-FAQs ==&lt;br /&gt;
&#039;&#039;&#039;Wann kommt der Mehrspielermodus?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&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;Do you need empty houses for people to immigrate to your village?&#039;&#039;&#039;&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;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&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;Can you set a maximum production limit on items?&#039;&#039;&#039;&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;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&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;Why does my Ox keep running away?&#039;&#039;&#039;&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;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&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;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&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;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&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;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&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 King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&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;&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;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&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;Trade&#039;&#039;&#039;&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;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&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;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&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;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&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;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&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;How do you produce enough food?&#039;&#039;&#039;&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;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&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;Hunters are refusing to hunt, why?&#039;&#039;&#039;&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;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&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;Why does my sawmill not make planks?&#039;&#039;&#039;&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 Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&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;How do I know how much [X] is producing?&#039;&#039;&#039;&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;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&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;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&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;Advice on placing manor walls:&#039;&#039;&#039;&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;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&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;Farming&#039;&#039;&#039;&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 order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&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;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&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 current cycle for farming is:&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;
September - Harvest&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;
October &amp;amp; November - Plowing then sowing&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;
Winter - Anything not sown to 100% will die off&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;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&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;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&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;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&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;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&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;Misc.&#039;&#039;&#039;&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 &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&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;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&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;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&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;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&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 you are having an issue with the Game Pass version of the game, please consider these steps first:&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;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&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 you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&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;
==Basic Questions ==&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;
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;
&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; What engine is this on? &#039;&#039;&#039;&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;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&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; Are you truly working on this alone? &#039;&#039;&#039;&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;
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;
&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; When is the release date? &#039;&#039;&#039;&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;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&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; What platforms is it coming to? &#039;&#039;&#039;&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;
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;
&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; Wait, what, you’re developing a console version? &#039;&#039;&#039;&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;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&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; How long will it be in early access for? &#039;&#039;&#039;&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;
How long will depend on things like player feedback and development needs.&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; Will there be a mode without combat? &#039;&#039;&#039;&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;
Yes.&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; Are battles on a separate map? &#039;&#039;&#039;&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;
All gameplay is happening on a single map, real-time (with speed controls/pause).&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;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&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;
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;
&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; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&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 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;
&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; Multiplayer? &#039;&#039;&#039;&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;
I want to polish the single-player experience first.&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; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&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 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;
&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; Will there be another demo? &#039;&#039;&#039;&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;
There are no plans for another demo at this time.&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; What is planned for the initial early access build? &#039;&#039;&#039;&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;
Early Access will have:&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;
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;
&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;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&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;
Claims – Earn influence and lay claims to neighboring lands.&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 small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&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;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&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;
Applications to Closed Alpha stage are now closed.&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; Will there be mod support? &#039;&#039;&#039;&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;
Yes, but I don’t plan on implementing it until after 1.0, at least.&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; When did you start developing the game? &#039;&#039;&#039;&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;
I started in July 2017.&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; What about guns? &#039;&#039;&#039;&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 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;
&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; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&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;
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;
&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; Confirmed things that will not be in the game &#039;&#039;&#039;&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;
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;
&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;
No dynasty mechanics&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;
No heroes or leader units&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;
No single-person units in general, for now&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;
No town guard&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; How can I suggest things to add to the game? &#039;&#039;&#039;&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;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/63/de&amp;diff=3608</id>
		<title>Translations:FAQ/63/de</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/63/de&amp;diff=3608"/>
		<updated>2024-04-30T07:57:23Z</updated>

		<summary type="html">&lt;p&gt;76561198013392004: Created page with &amp;quot;* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&amp;quot;&lt;/p&gt;
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&lt;div&gt;* Nicht so bald, falls überhaupt – bitte hört auf zu fragen.&lt;/div&gt;</summary>
		<author><name>76561198013392004</name></author>
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