<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198080684615</id>
	<title>Manor Lords Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561198080684615"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/Special:Contributions/76561198080684615"/>
	<updated>2026-10-04T14:49:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Granary&amp;diff=8058</id>
		<title>Granary</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Granary&amp;diff=8058"/>
		<updated>2024-05-11T19:23:16Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Minor error on my part. For some reason, I assumed the default capacity was 250, not 500.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Granary.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; Regular&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Large granary.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:2--&amp;gt; Upgraded&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Logistics  &amp;lt;/translate&amp;gt;&lt;br /&gt;
|timber = 2&lt;br /&gt;
|stone = 10 &amp;lt;!-- you can delete these cost types if not required for the building--&amp;gt;&lt;br /&gt;
|roof tile =&lt;br /&gt;
|workplaces = 4 (6 Upgraded)&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storage = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storagegeneric = &lt;br /&gt;
|storagelogs = &lt;br /&gt;
|storagepantry = 500 (Default)&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; &#039;&#039;&#039;LARGE GRANARY&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Increases pantry capacity to 2500&amp;lt;br&amp;gt;Requirements:&amp;lt;br/&amp;gt;&lt;br /&gt;
* 5 Timber&lt;br /&gt;
* 10 Planks&lt;br /&gt;
* 5 Stone &amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:10--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:11--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
==Use==&lt;br /&gt;
The granary is a logistical building used for the collection, storage, and distribution of [[{{tl}}Resources#Food|food]]&lt;br /&gt;
within a settlement. Once built, a maximum of four families can be assigned to manage the collection and distribution of available resources. This can be raised to six families when upgraded.&lt;br /&gt;
&lt;br /&gt;
A [[{{tl}}family]] will move any excess produce unable to be stored in their own personal pantry to the granary for storage. &lt;br /&gt;
&lt;br /&gt;
However, any resource left outside will suffer damage as a result of being exposed to the elements (rain, winter) and will degrade over time, eventually leading to the loss of the item itself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
==Upgrade==&lt;br /&gt;
===Large Granary===&lt;br /&gt;
* Pantry capacity increases to 2500&lt;br /&gt;
* Family limit increases from 4 to 6&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Storehouse_upgraded.jpg&amp;diff=7938</id>
		<title>File:Storehouse upgraded.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Storehouse_upgraded.jpg&amp;diff=7938"/>
		<updated>2024-05-11T17:35:16Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Upgraded storehouse (Posted by Horatio on discord)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Upgraded storehouse (Posted by Horatio on discord)&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Storehouse.png&amp;diff=7937</id>
		<title>File:Storehouse.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Storehouse.png&amp;diff=7937"/>
		<updated>2024-05-11T17:32:44Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Default storehouse (posted by Horatio in discord)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Default storehouse (posted by Horatio in discord)&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Granary&amp;diff=7913</id>
		<title>Granary</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Granary&amp;diff=7913"/>
		<updated>2024-05-11T16:58:22Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Granary page created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Granary.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; Regular&amp;lt;/translate&amp;gt;&lt;br /&gt;
         UPGRADED_NAME.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:2--&amp;gt; UPGRADED&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Logistics  &amp;lt;/translate&amp;gt;&lt;br /&gt;
|timber = 2&lt;br /&gt;
|stone = 10 &amp;lt;!-- you can delete these cost types if not required for the building--&amp;gt;&lt;br /&gt;
|roof tile =&lt;br /&gt;
|workplaces = 4 (6 Upgraded)&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storage = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storagegeneric = &lt;br /&gt;
|storagelogs = &lt;br /&gt;
|storagepantry = 250 (Default)&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; &#039;&#039;&#039;LARGE GRANARY&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Increases pantry capacity to 2500&amp;lt;br&amp;gt;Requirements:&amp;lt;br/&amp;gt;&lt;br /&gt;
* 5 Timber&lt;br /&gt;
* 10 Planks&lt;br /&gt;
* 5 Stone &amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:10--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:11--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
==Use==&lt;br /&gt;
The granary is a logistical building used for the collection, storage, and distribution of [[{{tl}}Resources#Food|food]]&lt;br /&gt;
within a settlement. Once built, a maximum of four families can be assigned to manage the collection and distribution of available resources. This can be raised to six families when upgraded.&lt;br /&gt;
&lt;br /&gt;
A [[{{tl}}family]] will move any excess produce unable to be stored in their own personal pantry to the granary for storage. &lt;br /&gt;
&lt;br /&gt;
However, any resource left outside will suffer damage as a result of being exposed to the elements (rain, winter) and will degrade over time, eventually leading to the loss of the item itself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
==Upgrade==&lt;br /&gt;
===Large Granary===&lt;br /&gt;
* Pantry capacity increases to 2500&lt;br /&gt;
* Family limit increases from 4 to 6&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198080684615&amp;diff=5506</id>
		<title>User:76561198080684615</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198080684615&amp;diff=5506"/>
		<updated>2024-05-02T13:15:00Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: WIP - Personal page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I critique the work others make and then make them feel bad about it. It&#039;s just what I do.&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Burgage_plot&amp;diff=4162</id>
		<title>Burgage plot</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Burgage_plot&amp;diff=4162"/>
		<updated>2024-04-30T15:20:58Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Expanded upon the burgage plot and potential extensions that can be built.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{BuildingInfobox&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Lvl1house-row.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; Level 1&amp;lt;/translate&amp;gt;&lt;br /&gt;
         lvl2-house.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:2--&amp;gt; Level 2&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Lvl3house.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:33--&amp;gt; Level 3&amp;lt;/translate&amp;gt;       &lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type = &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Residential&amp;lt;/translate&amp;gt;&lt;br /&gt;
|cost = &amp;lt;translate&amp;gt;&amp;lt;!--T:4--&amp;gt; 2 Timber&amp;lt;/translate&amp;gt;&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&amp;lt;!--T:5--&amp;gt; Add 1 living space&amp;lt;/translate&amp;gt;&lt;br /&gt;
|levels = 3&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:6--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; Yes&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Burgage Plots&#039;&#039;&#039; provide living spaces and are one of the primary buildings in Manor Lords. Burgage Plots use the flexible plots system and require two [[Resources#Construction|Timber]] per building. A burgage plot can then be equipped with a single extension. A variety of extensions exist that produce either food or resources. Certain extensions, such as the apple orchard and armorer&#039;s workshop, require the player to invest a development point before they can be built.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=4119</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=4119"/>
		<updated>2024-04-30T14:26:01Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Spelling correction.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a storehouse while food and ale are stored in granaries. Timber does not occupy space at a storehouse; it is stored at the logging camp. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire retinue and mercenaries, as well as to settle new regions claimed by the player. Any revenue collected through taxation via the manor is also stored as personal wealth. However, a 5% land tax incurs a predicted penalty of -4 approval loss.&lt;br /&gt;
&lt;br /&gt;
* If you raid a bandit camp, you can choose to keep the reward as part of your treasury or as regional wealth.&lt;br /&gt;
== Influence == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is required for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.&lt;br /&gt;
&lt;br /&gt;
== Regional Wealth == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at Sawpit, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone deposits at Stonecutter Camp, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at Clay Furnace, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at Smithy or Blacksmith&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Crafting materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=3842</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=3842"/>
		<updated>2024-04-30T11:37:09Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Addition to T3 added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a storehouse while food and ale are stored in granaries. Timber does not occupy space at a storehouse; it is stored at the logging camp. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire retinue and mercenaries, as well as to settle new regions claimed by the player. Any revenue collected through taxation via the manor is also stored as personal wealth. However, a 5% land tax incurs a predicted penalty of -4 approval loss.&lt;br /&gt;
&lt;br /&gt;
* If you raid a bandit camp, you can choose to keep the reward as part of your treasury or as regional wealth.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is requires for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.&lt;br /&gt;
&lt;br /&gt;
== Regional Wealth == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at Sawpit, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone deposits at Stonecutter Camp, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at Clay Furnace, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at Smithy or Blacksmith&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Crafting materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=3838</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=3838"/>
		<updated>2024-04-30T11:33:45Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Changed predicted mood loss from -5 to -4 (Correction)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a storehouse while food and ale are stored in granaries. Timber does not occupy space at a storehouse; it is stored at the logging camp. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire retinue and mercenaries, as well as to settle new regions claimed by the player. Any revenue collected through taxation via the manor is also stored as personal wealth. However, a 5% land tax incurs a predicted penalty of -4 approval loss.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is requires for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.&lt;br /&gt;
&lt;br /&gt;
== Regional Wealth == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at Sawpit, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone deposits at Stonecutter Camp, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at Clay Furnace, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at Smithy or Blacksmith&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Crafting materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=3833</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=3833"/>
		<updated>2024-04-30T11:27:07Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: T3 overhauled to be more concise with what the treasury represents and how it impacts the player.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a storehouse while food and ale are stored in granaries. Timber does not occupy space at a storehouse; it is stored at the logging camp. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire retinue and mercenaries, as well as to settle new regions claimed by the player. Any revenue collected through taxation via the manor is also stored as personal wealth. However, a 5% land tax incurs a predicted penalty of -5 approval loss.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is requires for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.&lt;br /&gt;
&lt;br /&gt;
== Regional Wealth == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at Sawpit, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone deposits at Stonecutter Camp, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at Clay Furnace, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at Smithy or Blacksmith&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Crafting materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=2925</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=2925"/>
		<updated>2024-04-29T20:54:15Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Spelling and grammatical fixes. Including some minor changes and clarity to T:1 with regards to resource storage for Timber.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled at game setup, resources need to be stored to be protected from weather. Non-food resources are stored in a storehouse while food and ale are stored in granaries. Timber does not occupy space at a storehouse; it is stored at the logging camp. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents personal money, which can be used for diplomacy, hiring retinue and mercenaries, as well as settling a new region. Treasury is increased primarily by Taxes, which are set after a Manor has been constructed and decrease Approval.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is requires for diplomacy and pressing claims. It can be gained from raising the settlement level, enacting a policy, conquering bandit camps, upgrading Church and manor buildings and setting a Tithe.&lt;br /&gt;
&lt;br /&gt;
== Regional Wealth == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by exporting and having level 2 Burgage Plots. Regional Wealth can be spent on imports or Burgage Plots backyard extensions or converted to Treasury via a Tax Policy.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used to construct new buildings and upgrade them. There are 7 construction resources:&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from trees at Logging Camp, used in construction and Planks production, requires oxen to be moved&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at Sawpit, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone deposits at Stonecutter Camp, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at Clay Furnace, used in construction&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at Smithy or Blacksmith&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension. These have no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Crafting materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings&amp;diff=2208</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings&amp;diff=2208"/>
		<updated>2024-04-29T12:18:57Z</updated>

		<summary type="html">&lt;p&gt;76561198080684615: Clarified that the Tax Office is purely cosmetic.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The construction menu&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
A few buildings have Flexible Borders, identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&lt;br /&gt;
== Roads == &amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:8--&amp;gt; Road construction&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&lt;br /&gt;
== Homeless People&#039;s Tents == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&lt;br /&gt;
== Gathering buildings == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mining buildings == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Logistics buildings == &amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Residential buildings == &amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Burgage Plots === &amp;lt;!--T:23--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:24--&amp;gt; Burgage plot construction&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming buildings == &amp;lt;!--T:27--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry buildings == &amp;lt;!--T:29--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:30--&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade buildings == &amp;lt;!--T:31--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Administration buildings == &amp;lt;!--T:33--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:34--&amp;gt; The castle planner&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber. At present, this building is purely cosmetic; it is undergoing a rework.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198080684615</name></author>
	</entry>
</feed>