<?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=76561198121665962</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=76561198121665962"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/Special:Contributions/76561198121665962"/>
	<updated>2026-10-04T16:03:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=11250</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=11250"/>
		<updated>2026-04-09T21:17:32Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: unboldened two &amp;quot;Beta&amp;quot;s&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;
This page documents the version history of Manor Lords, including big updates and smaller patches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Version&lt;br /&gt;
! Release date&lt;br /&gt;
! Beta/Main&lt;br /&gt;
! Highlights and notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.061 - Beta|0.8.061]]&#039;&#039;&#039;&lt;br /&gt;
| February 21, 2026&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Challenge Battle improvements, Twin Lake fishing spot fixes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.059 - Beta|0.8.059]]&#039;&#039;&#039;&lt;br /&gt;
| February 16, 2026&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring a new housing tier, a new map, optimization and bug-fixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.050 - Main|0.8.050]]&#039;&#039;&#039;&lt;br /&gt;
| December 19, 2025&lt;br /&gt;
| &#039;&#039;&#039; Update 5 &#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Stone castles, AI towns, development perks, environmental mechanics, a maintenance system, reworked yield and approval mechanics, and more. Combines previous beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.050 - Beta|0.8.050]]&#039;&#039;&#039;&lt;br /&gt;
| December 16, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta update featuring balance changes, bugfixes, localization fixes and more.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.049 - Beta|0.8.049]]&#039;&#039;&#039;&lt;br /&gt;
| December 13, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring localization, bugfixes, AI-Updates and more.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.048 - Beta|0.8.048]]&#039;&#039;&#039;&lt;br /&gt;
| December 6, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring predominantly priority bugfixes, AI improvements alongside several minor bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.046 - Beta|0.8.046]]&#039;&#039;&#039;&lt;br /&gt;
| December 1, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many minor gameplay and balance changes, alongside AI improvements and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.035 - Beta|0.8.035]]&#039;&#039;&#039;&lt;br /&gt;
| October 2, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the additions meant for Update 5. These include AI towns, level 2 Manor upgrades, the new affinity system, maintenance mechanics and the reworking of the regional development system, among many smaller gameplay and balance changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.029 - Hotfix|0.8.029]]&#039;&#039;&#039;&lt;br /&gt;
| January 30, 2025&lt;br /&gt;
| &#039;&#039;&#039; Main&amp;lt;br&amp;gt;Hotfix &#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Combines previous two beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.029 - Beta patch|0.8.029]]&#039;&#039;&#039;&lt;br /&gt;
| January 24, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.028 - Beta patch|0.8.028]]&#039;&#039;&#039;&lt;br /&gt;
| January 21, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |0.8.024]]&#039;&#039;&#039;&lt;br /&gt;
| January 10, 2025&lt;br /&gt;
| &#039;&#039;&#039;Update 4&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced bridge building, two new playable maps, a rework of the marketplace system, a level 2 tavern upgrade and many smaller gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.024 - Beta patch |0.8.024]]&#039;&#039;&#039;&lt;br /&gt;
| January 9, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.017 - Beta patch |0.8.017]]&#039;&#039;&#039;&lt;br /&gt;
| December 23, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the big additions meant for Update 4, alongside smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |0.8.004]]&#039;&#039;&#039;&lt;br /&gt;
| September 26, 2024&lt;br /&gt;
| &#039;&#039;&#039;Main&amp;lt;br&amp;gt;Update 3&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced fishing, pigs, butchers, a food spoilage system, crossbow units, production limits/reserves and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.002 - Beta patch |0.8.002]]&#039;&#039;&#039;&lt;br /&gt;
| September 20, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.999 - Beta patch |0.7.999]]&#039;&#039;&#039;&lt;br /&gt;
| September 13, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.995 - Beta patch |0.7.995]]&#039;&#039;&#039;&lt;br /&gt;
| September 8, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test the addition of pigs meant for Update 3, alongside bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.991 - Beta patch |0.7.991]]&#039;&#039;&#039;&lt;br /&gt;
| September 3, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.987 - Beta patch |0.7.987]]&#039;&#039;&#039;&lt;br /&gt;
| August 21, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the new features meant for Update 3, alongside smaller gameplay and balance changes, performance optimizations and bugfixes. The game engine was upgraded to Unreal Engine 5.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |0.7.975]]&#039;&#039;&#039;&lt;br /&gt;
| June 11, 2024&lt;br /&gt;
| &#039;&#039;&#039;Update 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |0.7.972]]&#039;&#039;&#039;&lt;br /&gt;
| May 31, 2024&lt;br /&gt;
| &#039;&#039;&#039;Update 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced the king&#039;s tax system, an option to trade locally through the trading post and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.965 - Beta patch |0.7.965]]&#039;&#039;&#039;&lt;br /&gt;
| May 21, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.960 - Beta patch |0.7.960]]&#039;&#039;&#039;&lt;br /&gt;
| May 10, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test the new features meant for Update 1, alongside smaller gameplay and balance changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.955 - Early Access Release |0.7.955]]&#039;&#039;&#039;&lt;br /&gt;
| April 26, 2024&lt;br /&gt;
| &#039;&#039;&#039;Main&amp;lt;br&amp;gt;Early Access Release&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | The official early access release of Manor Lords.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=11223</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=11223"/>
		<updated>2025-12-28T15:53:17Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &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;
This page documents the version history of Manor Lords, including big updates and smaller patches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Version&lt;br /&gt;
! Release date&lt;br /&gt;
! Beta/Main&lt;br /&gt;
! Highlights and notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.050 - Main|0.8.050]]&#039;&#039;&#039;&lt;br /&gt;
| December 19, 2025&lt;br /&gt;
| &#039;&#039;&#039; Update 5 &#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Stone castles, AI towns, development perks, environmental mechanics, a maintenance system, reworked yield and approval mechanics, and more. Combines previous beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.050 - Beta|0.8.050]]&#039;&#039;&#039;&lt;br /&gt;
| December 16, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta update featuring balance changes, bugfixes, localization fixes and more.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.049 - Beta|0.8.049]]&#039;&#039;&#039;&lt;br /&gt;
| December 13, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring localization, bugfixes, AI-Updates and more.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.048 - Beta|0.8.048]]&#039;&#039;&#039;&lt;br /&gt;
| December 6, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring predominantly priority bugfixes, AI improvements alongside several minor bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.046 - Beta|0.8.046]]&#039;&#039;&#039;&lt;br /&gt;
| December 1, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many minor gameplay and balance changes, alongside AI improvements and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.035 - Beta|0.8.035]]&#039;&#039;&#039;&lt;br /&gt;
| October 2, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the additions meant for Update 5. These include AI towns, level 2 Manor upgrades, the new affinity system, maintenance mechanics and the reworking of the regional development system, among many smaller gameplay and balance changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.029 - Hotfix|0.8.029]]&#039;&#039;&#039;&lt;br /&gt;
| January 30, 2025&lt;br /&gt;
| &#039;&#039;&#039; Main&amp;lt;br&amp;gt;Hotfix &#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Combines previous two beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.029 - Beta patch|0.8.029]]&#039;&#039;&#039;&lt;br /&gt;
| January 24, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.028 - Beta patch|0.8.028]]&#039;&#039;&#039;&lt;br /&gt;
| January 21, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |0.8.024]]&#039;&#039;&#039;&lt;br /&gt;
| January 10, 2025&lt;br /&gt;
| &#039;&#039;&#039;Update 4&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced bridge building, two new playable maps, a rework of the marketplace system, a level 2 tavern upgrade and many smaller gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.024 - Beta patch |0.8.024]]&#039;&#039;&#039;&lt;br /&gt;
| January 9, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.017 - Beta patch |0.8.017]]&#039;&#039;&#039;&lt;br /&gt;
| December 23, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the big additions meant for Update 4, alongside smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |0.8.004]]&#039;&#039;&#039;&lt;br /&gt;
| September 26, 2024&lt;br /&gt;
| &#039;&#039;&#039;Main&amp;lt;br&amp;gt;Update 3&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced fishing, pigs, butchers, a food spoilage system, crossbow units, production limits/reserves and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.002 - Beta patch |0.8.002]]&#039;&#039;&#039;&lt;br /&gt;
| September 20, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.999 - Beta patch |0.7.999]]&#039;&#039;&#039;&lt;br /&gt;
| September 13, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.995 - Beta patch |0.7.995]]&#039;&#039;&#039;&lt;br /&gt;
| September 8, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test the addition of pigs meant for Update 3, alongside bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.991 - Beta patch |0.7.991]]&#039;&#039;&#039;&lt;br /&gt;
| September 3, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.987 - Beta patch |0.7.987]]&#039;&#039;&#039;&lt;br /&gt;
| August 21, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the new features meant for Update 3, alongside smaller gameplay and balance changes, performance optimizations and bugfixes. The game engine was upgraded to Unreal Engine 5.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |0.7.975]]&#039;&#039;&#039;&lt;br /&gt;
| June 11, 2024&lt;br /&gt;
| &#039;&#039;&#039;Update 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |0.7.972]]&#039;&#039;&#039;&lt;br /&gt;
| May 31, 2024&lt;br /&gt;
| &#039;&#039;&#039;Update 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced the king&#039;s tax system, an option to trade locally through the trading post and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.965 - Beta patch |0.7.965]]&#039;&#039;&#039;&lt;br /&gt;
| May 21, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.960 - Beta patch |0.7.960]]&#039;&#039;&#039;&lt;br /&gt;
| May 10, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test the new features meant for Update 1, alongside smaller gameplay and balance changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.955 - Early Access Release |0.7.955]]&#039;&#039;&#039;&lt;br /&gt;
| April 26, 2024&lt;br /&gt;
| &#039;&#039;&#039;Main&amp;lt;br&amp;gt;Early Access Release&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | The official early access release of Manor Lords.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=11222</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=11222"/>
		<updated>2025-12-28T15:52:50Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &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;
This page documents the version history of Manor Lords, including big updates and smaller patches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! Version&lt;br /&gt;
! Release date&lt;br /&gt;
! Beta/Main&lt;br /&gt;
! Highlights and notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.050 - Main|0.8.050]]&#039;&#039;&#039;&lt;br /&gt;
| December 19, 2025&lt;br /&gt;
| &#039;&#039;&#039; Update 5 &#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Stone castles, AI towns, development perks, environmental mechanics, a maintenance system, reworked yield and approval mechanics, and more&amp;lt;br&amp;gt;Combines previous beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.050 - Beta|0.8.050]]&#039;&#039;&#039;&lt;br /&gt;
| December 16, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta update featuring balance changes, bugfixes, localization fixes and more.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.049 - Beta|0.8.049]]&#039;&#039;&#039;&lt;br /&gt;
| December 13, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring localization, bugfixes, AI-Updates and more.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.048 - Beta|0.8.048]]&#039;&#039;&#039;&lt;br /&gt;
| December 6, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta featuring predominantly priority bugfixes, AI improvements alongside several minor bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.046 - Beta|0.8.046]]&#039;&#039;&#039;&lt;br /&gt;
| December 1, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many minor gameplay and balance changes, alongside AI improvements and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.035 - Beta|0.8.035]]&#039;&#039;&#039;&lt;br /&gt;
| October 2, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the additions meant for Update 5. These include AI towns, level 2 Manor upgrades, the new affinity system, maintenance mechanics and the reworking of the regional development system, among many smaller gameplay and balance changes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.029 - Hotfix|0.8.029]]&#039;&#039;&#039;&lt;br /&gt;
| January 30, 2025&lt;br /&gt;
| &#039;&#039;&#039; Main&amp;lt;br&amp;gt;Hotfix &#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Combines previous two beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.029 - Beta patch|0.8.029]]&#039;&#039;&#039;&lt;br /&gt;
| January 24, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.028 - Beta patch|0.8.028]]&#039;&#039;&#039;&lt;br /&gt;
| January 21, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |0.8.024]]&#039;&#039;&#039;&lt;br /&gt;
| January 10, 2025&lt;br /&gt;
| &#039;&#039;&#039;Update 4&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced bridge building, two new playable maps, a rework of the marketplace system, a level 2 tavern upgrade and many smaller gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.024 - Beta patch |0.8.024]]&#039;&#039;&#039;&lt;br /&gt;
| January 9, 2025&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.017 - Beta patch |0.8.017]]&#039;&#039;&#039;&lt;br /&gt;
| December 23, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the big additions meant for Update 4, alongside smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |0.8.004]]&#039;&#039;&#039;&lt;br /&gt;
| September 26, 2024&lt;br /&gt;
| &#039;&#039;&#039;Main&amp;lt;br&amp;gt;Update 3&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced fishing, pigs, butchers, a food spoilage system, crossbow units, production limits/reserves and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.8.002 - Beta patch |0.8.002]]&#039;&#039;&#039;&lt;br /&gt;
| September 20, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.999 - Beta patch |0.7.999]]&#039;&#039;&#039;&lt;br /&gt;
| September 13, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.995 - Beta patch |0.7.995]]&#039;&#039;&#039;&lt;br /&gt;
| September 8, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test the addition of pigs meant for Update 3, alongside bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.991 - Beta patch |0.7.991]]&#039;&#039;&#039;&lt;br /&gt;
| September 3, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.987 - Beta patch |0.7.987]]&#039;&#039;&#039;&lt;br /&gt;
| August 21, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test many of the new features meant for Update 3, alongside smaller gameplay and balance changes, performance optimizations and bugfixes. The game engine was upgraded to Unreal Engine 5.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |0.7.975]]&#039;&#039;&#039;&lt;br /&gt;
| June 11, 2024&lt;br /&gt;
| &#039;&#039;&#039;Update 2&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |0.7.972]]&#039;&#039;&#039;&lt;br /&gt;
| May 31, 2024&lt;br /&gt;
| &#039;&#039;&#039;Update 1&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Formally introduced the king&#039;s tax system, an option to trade locally through the trading post and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.965 - Beta patch |0.7.965]]&#039;&#039;&#039;&lt;br /&gt;
| May 21, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.960 - Beta patch |0.7.960]]&#039;&#039;&#039;&lt;br /&gt;
| May 10, 2024&lt;br /&gt;
| Beta&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Beta to test the new features meant for Update 1, alongside smaller gameplay and balance changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}0.7.955 - Early Access Release |0.7.955]]&#039;&#039;&#039;&lt;br /&gt;
| April 26, 2024&lt;br /&gt;
| &#039;&#039;&#039;Main&amp;lt;br&amp;gt;Early Access Release&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | The official early access release of Manor Lords.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10927</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10927"/>
		<updated>2025-12-09T17:46:25Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: updated Development perk values to new patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jpg|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&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 mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;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. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&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 conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&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 conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Development Perks =&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 30%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 30%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Affinity system = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.046_-_Beta&amp;diff=10915</id>
		<title>0.8.046 - Beta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.046_-_Beta&amp;diff=10915"/>
		<updated>2025-12-04T17:26:02Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created 0.8.046 page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major changes =&lt;br /&gt;
==== Gameplay ====&lt;br /&gt;
* &#039;&#039;&#039;Resource Protection&#039;&#039;&#039;: Added a &amp;quot;Protect Resource Area&amp;quot; checkbox for the Logging Camp and Firewood Cutter, which makes workers automatically avoid deforestation near vulnerable resources.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance System Overhaul&#039;&#039;&#039;: Maintenance calculation changed from &amp;quot;Time since last maintenance&amp;quot; to a proper &amp;quot;Durability counter&amp;quot; to avoid some cheesing methods.&lt;br /&gt;
* &#039;&#039;&#039;Storage Worker Behavior&#039;&#039;&#039;: Tweaked the Granary and Warehouse worker behavior significantly. Due to tester feedback, storage building workers can again supply their Stalls from storage buildings only.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance Consequences&#039;&#039;&#039;: Added injury and even a minor death chance as a possible effect of failing Maintenance of some buildings requiring Tools.&lt;br /&gt;
&lt;br /&gt;
= Minor changes =&lt;br /&gt;
* Worker families assigned to a building being upgraded will now participate in the construction.&lt;br /&gt;
* Communal ovens now flip-flop between wheat bread and rye bread.&lt;br /&gt;
* Workplace animals will now be assigned a home as close as possible to the workplace.&lt;br /&gt;
* When debranching a tree, Workers will always pick the one closest to them.&lt;br /&gt;
* When cutting down a tree, Workers will pick the nearest one, unless it is too far away from the Logging Camp.&lt;br /&gt;
* Changed overstock to increase amounts by item subcategory and not item type (eg, overstock 1 will bring 1 extra firewood OR 1 extra fuel, not both).&lt;br /&gt;
* Oxen transporting Timber for construction will get the nearest log instead of the nearest on the ground before the buildings.&lt;br /&gt;
* Maintenance resources are no longer required for construction. The building starts as Pending Maintenance instead.&lt;br /&gt;
* Oxen transporting Timber for the Sawpit or Logging Camp will now pick the nearest Supply Dump and not the first one built.&lt;br /&gt;
* Removed Tool cost from non-Artisanal Buildings.&lt;br /&gt;
* Removed the &amp;quot;Fence up&amp;quot; Upgrade from fields since it&#039;s a leftover of the previous development tree and doesn&#039;t quite fit anymore.&lt;br /&gt;
* Added an additional starting location on &#039;Lake Lemm&#039;.&lt;br /&gt;
* Refined trimming of platforms that clipped towers sometimes with railings blocking entrances.&lt;br /&gt;
* Ensured Mercenary Companies will not take payment if all the units are broken.&lt;br /&gt;
* Increased the precision of both the collision avoidance and the clogging system to reduce traffic jams.&lt;br /&gt;
* Changed order of goods produced for Blacksmith and Joiner to list Spears and Large shields first.&lt;br /&gt;
* Changed so the first artisan of each type will start producing the first listed good.&lt;br /&gt;
* Fixed preview models for Stonemason&#039;s station, Lime Kiln.&lt;br /&gt;
* [Experimental] Added new frame limit options (59.99 and 59.94) in an attempt to reduce VSync lag.&lt;br /&gt;
* Reduced the avoidance effect on handcarts and wagons since it looked a bit too wonky.&lt;br /&gt;
* [Experimental] Increased house entering distance at high game speeds to reduce people clogging doorways.&lt;br /&gt;
* Added an additional road to Wirnitz in Germanic Valley.&lt;br /&gt;
* Added separate entrances logic for retinue and commoners for the Palace to reduce jams on the narrow stairway.&lt;br /&gt;
* Trading Post Workers will now only use the Horses assigned to their Trading Post.&lt;br /&gt;
* Oxen transporting Timber will now prioritize delivering to a target near where the Timber is picked up.&lt;br /&gt;
* Manor no longer houses servant families; it was creating a lot of unnecessary edge cases with them not having proper residential requirements.&lt;br /&gt;
* Praying people can now visit tier 2 Churches as well, and will go to the nearest Church if full.&lt;br /&gt;
* When taking care of the dead, the bodies will now be moved to the nearest Corpse Pit or Church.&lt;br /&gt;
* When planting Orchard trees, villagers now use a kneel animation rather than a sowing animation.&lt;br /&gt;
* Replaced the Brewery extension placeholder.&lt;br /&gt;
* Blocked sons with jobs from refueling the home if there is a female family member without any task that can do it instead.&lt;br /&gt;
* Extensions will now display the icon of the chosen animal or crop in the inventory panel.&lt;br /&gt;
* Tavern Upgrade Text now accurately describes how many plots it supplies.&lt;br /&gt;
* Animals no longer contribute to a Workplace&#039;s Waiting time in the Productivity Tracker.&lt;br /&gt;
* Tweaked the cliff pathfinding obstacle accuracy.&lt;br /&gt;
* Added a lot more character names.&lt;br /&gt;
* Added weights to character names to control how likely they are to be picked.&lt;br /&gt;
* AI lords will no longer be able to have the same name.&lt;br /&gt;
* Added an extra hard cap for storage distribution limits, eg if a stall has 21 items for some reason but only 20 storage space, the extra item will not count as supply.&lt;br /&gt;
&lt;br /&gt;
= Balance =&lt;br /&gt;
* Shortened the fadeout time of all Approval Memories from 365 to 90 days to make the mechanic feel slightly more responsive.&lt;br /&gt;
* When a household requires Clothes or Shoes, and it are not available that day, they will keep trying to satisfy that need on a daily basis.&lt;br /&gt;
* Made all level Families consume Ale only 1 every 3 months again.&lt;br /&gt;
* Lighting should no longer start fires on &amp;quot;Weather Events: None&amp;quot; game setting.&lt;br /&gt;
* Reduced sawpit max workers to 1.&lt;br /&gt;
* Iteration on bonus yield for having hunting hounds on hunting camp, the hounds will now give 1+ small game and 1+ pelt when returning from a successful hunt.&lt;br /&gt;
* Goats yield every 49 days (was 56).&lt;br /&gt;
* Goats now produce Milk. Every third year, they produce 2 Chevon and 2 Hides.&lt;br /&gt;
* Stone Gatherer&#039;s Camp costs 1 Log (was 1 Log, 4 Planks).&lt;br /&gt;
* Quarry now costs 2 Logs, 6 Planks (was 1 Log, 6 Planks).&lt;br /&gt;
* Forester Hut now costs 2 Logs (was 1 Log).&lt;br /&gt;
* Burgage Plot (Lvl3) now requires 2 grains (was 1).&lt;br /&gt;
* Reduced Garment/Footwear consumption for T2 and T3 Residentials.&lt;br /&gt;
* Urban environment is now triggered by T3 Burgages (it used to be triggered by Artisans).&lt;br /&gt;
* Rebalanced Wood-based, Cloth-based, and Clay-based items in the Trading Post.&lt;br /&gt;
* Pigs, Goats, and hunting hounds no longer use the livestock order timer; the Oxen/Mules/Horses do.&lt;br /&gt;
* The AI will now get their armament shipment too, same as the human player.&lt;br /&gt;
* Manors no longer have families living in them (since manors aren&#039;t residential and can&#039;t fulfil requirements, it was always a bit weird).&lt;br /&gt;
* Communal Oven produces 2 Wheat Bread from 1 Wheat Flour, Bakery produces 4 Wheat Bread from 1 Wheat Flour.&lt;br /&gt;
* Communal Oven produces 1 Rye Bread from 1 Rye Flour, Bakery produces 2 Rye Bread from 1 Rye Flour.&lt;br /&gt;
* Rebalanced Orchard yields to improve relative balance: Apples -31%, Pear -52%, Quinces +5%, then increased Orchard Yields overall +120%.&lt;br /&gt;
* Adjusted yields of Vegetables: Carrots -13%.&lt;br /&gt;
* Adjusted costs of all Vegetables and Orchards to be more in line with their yields. The price gap between low-yield and high-yield is much wider.&lt;br /&gt;
* Backyard Extensions now calculate their Planting Cost based on the Area of the Extension, rather than border length.&lt;br /&gt;
* Increased minimum threshold before Planting Cost scaling is introduced.&lt;br /&gt;
* Salt reduced from 8 export value to 4.&lt;br /&gt;
* Destroying a Bandit Camp will net 33% less Regional Wealth/Treasury on average.&lt;br /&gt;
* Fertility drain starts from 5% of growth so that yields don&#039;t drop while the crop is still being planted.&lt;br /&gt;
* Approval Level &amp;quot;Admired&amp;quot; now gives +10 influence (was +1).&lt;br /&gt;
* Approval Level &amp;quot;Revered&amp;quot; now gives +20 influence (was +5).&lt;br /&gt;
* Tithe gives 2 Influence for every 1 Food donated (was 1).&lt;br /&gt;
* Rye and Wheat crop yield is now the same, but Wheat Flour produces twice as much Bread.&lt;br /&gt;
* Removed the Ox walking speed bonus from Strasburg Masons Perk.&lt;br /&gt;
* Woodwright Journeymen export value buff increased from 20% to 30%.&lt;br /&gt;
* Smiths of Passau export value buff increased from 20% to 30%.&lt;br /&gt;
* Removed Tool cost from initial Artisan Workshop construction.&lt;br /&gt;
* Increased Blacksmith and Armorer Artisan Regional Wealth cost to 25.&lt;br /&gt;
* Removed Tool cost from Stonemason&#039;s Station.&lt;br /&gt;
* Barley, Malt, and Ale adjusted prices, overall value increased.&lt;br /&gt;
* Barley yields increased by 50%.&lt;br /&gt;
* Crossbow export increased from 4 to 5.&lt;br /&gt;
* Slowed growth rates of Orchards to be more accurate to their tooltip (they were maturing too quickly).&lt;br /&gt;
* Trading Post: Increased the max number of assigned horses to 4.&lt;br /&gt;
* Removed any Regional Wealth being refunded when demolishing a building.&lt;br /&gt;
* Reimplemented 2 Ale from 1 Malt at the Brewer.&lt;br /&gt;
* Tuned down the speed of horses and mules so that guides don&#039;t have to run after them (doesn&#039;t affect wagons).&lt;br /&gt;
* Shoes cost has been reduced from 2 Leather to 1 Leather.&lt;br /&gt;
* Reduced deep mine yields -50%.&lt;br /&gt;
&lt;br /&gt;
= AI =&lt;br /&gt;
* AI will now build a Blacksmith extension even if it has no rich iron resource node.&lt;br /&gt;
* AI will now always build a Joiner extension.&lt;br /&gt;
* AI will now build a Bloomery if it has any iron resource node or if it has already built a Trading Post.&lt;br /&gt;
* AI will no longer buy an Animal Pen, Vegetable Garden, or Orchard backyard extension unless it can afford the animal order och planting cost.&lt;br /&gt;
* AI will no longer add a single household artisan workshop on double-sized plots.&lt;br /&gt;
* AI will no longer add an artisan workshop on plots meant for vegetable gardens or orchards.&lt;br /&gt;
* AI will no longer sell tools until it can properly estimate its own needs.&lt;br /&gt;
* AI will try to demolish an existing building in order to get hold of any missing resources to build or rebuild the first Logging Camp.&lt;br /&gt;
* AI will now try to rebuild buildings that have been turned into rubble.&lt;br /&gt;
* AI now sets better limits regarding hunting and fishing.&lt;br /&gt;
* Fixed worker placement not properly taking hunting and fishing limits into account.&lt;br /&gt;
* Fixed worker placement not properly understanding if enough raw material was available for multi-good producing buildings.&lt;br /&gt;
* AI will now be a little bit quicker to add more worker families to the Trading Post.&lt;br /&gt;
* AI will now only export one good per family in the Trading Post unless they have access to a horse.&lt;br /&gt;
* AI will no longer buy a major trade route before it has acquired a second ox and a horse.&lt;br /&gt;
* AI will score constructing residential plots lower to avoid overtaking other buildings when rebuilding.&lt;br /&gt;
* AI will score Hitching Posts and Stables much higher when needed to avoid having animals running away.&lt;br /&gt;
* AI will now build Charcoal Kilns.&lt;br /&gt;
* AI will now try to exploit pelts or firewood/charcoal for early game regional wealth.&lt;br /&gt;
* AI will not focus a bit more on harvesting seasonal goods during their season.&lt;br /&gt;
* AI will now ignore sick families when trying to redistribute worker families.&lt;br /&gt;
* AI will now focus more on building and upgrading residential houses in order to meet immigration.&lt;br /&gt;
* Fixed not rebuilding market stalls due to them not getting a score.&lt;br /&gt;
* Fixed Vegetable Garden unintentionally being slightly favored over Orchard.&lt;br /&gt;
* Fixed always trying to put a well on a water vein even if that game option was turned off.&lt;br /&gt;
* Fixed a bug that would invalidate trying to build a road connection towards the settlement instead of the nearest road.&lt;br /&gt;
* Fixed a bug that would invalidate too many residential plots.&lt;br /&gt;
* Fixed AI building on overly steep slopes.&lt;br /&gt;
* Fixed AI exceeding region borders with their plots.&lt;br /&gt;
* Fixed sorting of potential export goods not using the total stored amount as a tie-breaker.&lt;br /&gt;
* Fixed AI trying to build roads to an invalid coordinate.&lt;br /&gt;
* Fixed all of UI completely disappearing after opening and closing the Castle Planner.&lt;br /&gt;
* AI will now redistribute workers every 3 days instead of several times per second.&lt;br /&gt;
* AI will now consider constructing a building that produces non-essential goods if the export price is at least 2 instead of 3.&lt;br /&gt;
* AI will now be able to upgrade Residential Plots to tier 2.&lt;br /&gt;
* AI will now be able to upgrade Residential Plots to Joiner and Blacksmith.&lt;br /&gt;
* AI will now update many economy and trade functions more seldom for increased performance.&lt;br /&gt;
* AI will now destroy no longer needed buildings, like exhausted Mines, or buildings gathering resources no longer present.&lt;br /&gt;
* AI will now calculate and be guided by the needs of things like Maintenance, and not just missing construction goods.&lt;br /&gt;
* AI will now calculate and be guided by a strategic reserve of goods, and no longer trade away goods it needs.&lt;br /&gt;
* AI will now try to place the Trading Post close to the nearest King&#039;s Road.&lt;br /&gt;
* AI will now better favor the high ground when placing the Manor or its first Church.&lt;br /&gt;
* Fixed AI building too many Hitching Posts.&lt;br /&gt;
* Fixed AI building a tier 1 building when the rubble of an upgraded building can be repaired.&lt;br /&gt;
* Fixed AI not being able to build Quarries.&lt;br /&gt;
* Fixed AI not disbanding Militia and Retinue when no longer faced with any active enemy threats.&lt;br /&gt;
* Fixed AI not building single Residential Plots by lowering the standard plot width from 1000 to 750.&lt;br /&gt;
* Fixed AI not building any buildings if the initial building grid runs out of potential spots.&lt;br /&gt;
* Fixed AI not being able to buy a Major Trade Route.&lt;br /&gt;
* Will now ignore non-rich food resource nodes if too far away from the village with a max distance based on the number of families.&lt;br /&gt;
* Will now assign Horses when possible to the Trading Post.&lt;br /&gt;
* Fixed not setting hunting and fishing limits based on a Resource Node&#039;s actual max value.&lt;br /&gt;
* Fixed incorrect scoring of Order Animals, Plant Vegetables, and Plant Fruits.&lt;br /&gt;
* Fixed not prioritizing high enough the construction of the first Logging Camp.&lt;br /&gt;
&lt;br /&gt;
= UI/Text =&lt;br /&gt;
* Removed Mead &amp;amp; Smoked Fish from Trading Post as they serve no function yet, and removed Dyes from the Trading Post.&lt;br /&gt;
* Limited resource nodes will no longer show a partially filled icon after resources have been gathered.&lt;br /&gt;
* If the maintenance rate is less than 1 per year, it will display the decimal.&lt;br /&gt;
* Clothing subcategory renamed to Garments.&lt;br /&gt;
* Shoes subcategory renamed to Footwear.&lt;br /&gt;
* Active Maintenance Effect will now display in the Maintenance Tooltip.&lt;br /&gt;
* Improved Affinity tooltips for clearer information.&lt;br /&gt;
* Notification Banners appear when you have met conditions for a Plot Upgrade or Extension.&lt;br /&gt;
* Updated Tooltips for Upgrades to give more accurate info.&lt;br /&gt;
* [Experimental] Removed &amp;quot;Force Early Harvest&amp;quot; button.&lt;br /&gt;
* Broken mercenary companies will no longer display in the Mercenary Company Panel.&lt;br /&gt;
* Quest finished messages should no longer pop up for Mercenary Company payments (a bit overkill).&lt;br /&gt;
* Made so that the player can browse perks even after selecting them and before they earn the slot unlock.&lt;br /&gt;
* Removed the green upgrade Banners since they were reported to be annoying.&lt;br /&gt;
* Broad sweep on text to improve consistency in both wording and styling.&lt;br /&gt;
* Improved &amp;quot;People&amp;quot; list styling.&lt;br /&gt;
* Wiki Economy section updated to have more accurate info for all subcategories.&lt;br /&gt;
* Made Field UI updates more often.&lt;br /&gt;
* Display possible import/export prices even when trade is not available due to not having an open Trade Route.&lt;br /&gt;
* [Experimental] &amp;quot;Tasks per Day&amp;quot; was replaced with a summed &amp;quot;Labor Speed&amp;quot; value since walking speed is no longer affected by productivity modifiers.&lt;br /&gt;
* Added &amp;quot;Extension productivity&amp;quot; in the productivity tracker for extensions to avoid confusion.&lt;br /&gt;
* Castle construction cost now reduces in the castle planner when the &amp;quot;Strasburg Masons&amp;quot; perk is used; this is described in the construction cost section with a percentage.&lt;br /&gt;
* Fixed sizing of the third log prompt peeking through the top of the log box.&lt;br /&gt;
* Changed Records UI to now have a Balance section, showing the sum of imported and exported goods, also changing the All tab to show sales history (import and export as separate entries).&lt;br /&gt;
* Readded the Sheen effect after creating or replanting a field/garden to give more visual feedback + added text feedback on seed and tree planting in the extensions.&lt;br /&gt;
* Added Hunting Hound order feedback text.&lt;br /&gt;
* Rye bread now has reserves and production limits in the inventory UI.&lt;br /&gt;
* Changed &amp;quot;Yield to harvest left&amp;quot; to &amp;quot;Harvest remaining&amp;quot;.&lt;br /&gt;
* Since workers actively plant trees now, &amp;quot;trees planted&amp;quot; was changed to &amp;quot;saplings purchased&amp;quot;.&lt;br /&gt;
* Made the font colour for affinities in the environment view clearer.&lt;br /&gt;
* Members of Worker families are always listed in order: Husband, Wife, Son.&lt;br /&gt;
* Made the overstock font darker and aligned the text to be central.&lt;br /&gt;
* Added new building thumbnails for various buildings.&lt;br /&gt;
* Disabled production focus for the forager hut since it&#039;s not functional yet.&lt;br /&gt;
* Removed Yield from market stalls.&lt;br /&gt;
&lt;br /&gt;
= Audio =&lt;br /&gt;
* Added planting and hunting hound order sound effects.&lt;br /&gt;
&lt;br /&gt;
= Crashfixes =&lt;br /&gt;
* Fixed a FSR4 Crash.&lt;br /&gt;
* Fixed crash when loading saves with old or deprecated tracked time categories.&lt;br /&gt;
* Fixed a crash when loading a save with Hunting Hounds following Hunters.&lt;br /&gt;
* Fixed the game freezing sometimes when placing bridges.&lt;br /&gt;
* Fix for the game crashing when failing to populate the filtered upgradeIcon list.&lt;br /&gt;
* Fixed growing foliage causing a crash due to an invalid index.&lt;br /&gt;
* Fix for Family Member UI crashing when families emigrate.&lt;br /&gt;
* Fixed a crash when placing a manor.&lt;br /&gt;
* Fixed crash with castle planner, related to wall/garrison tower placement.&lt;br /&gt;
&lt;br /&gt;
= Bugfixes =&lt;br /&gt;
* Fixed castle modules spawning levitating after load game (or multiple load games).&lt;br /&gt;
* Fixed the Baron spawning with just a single Region even though it has two assigned in the Game Setup.&lt;br /&gt;
* Fixed collapsing buildings not turning straight to rubble.&lt;br /&gt;
* Fixed upgrade costs showing for upgrades that are already constructed.&lt;br /&gt;
* Fixed Population UI not updating when switching Regions.&lt;br /&gt;
* Fixed Wiki displaying Tutorial subsections incorrectly.&lt;br /&gt;
* Fixed collapse chance not showing for buildings that need maintenance.&lt;br /&gt;
* Fixed worker families not being unassigned on collapse (reassigned on rebuild).&lt;br /&gt;
* Fixed flickering people tab on buildings.&lt;br /&gt;
* Fixed Malt not showing in the crafting material tab.&lt;br /&gt;
* Fixed Wool production not registering on Pastures.&lt;br /&gt;
* Fix attempt for Trading Posts showing as not connected to Road Network.&lt;br /&gt;
* Fix Stone Church not displaying text correctly when fulfilled in the Burgage Plot Requirement UI.&lt;br /&gt;
* Fixed Deep Mine yields being way too low.&lt;br /&gt;
* Fixed Mines that are being upgraded not affecting the Collapse Chance.&lt;br /&gt;
* Fixed missing shrubbery on some maps.&lt;br /&gt;
* Fixed Bark Gathering affinity not working.&lt;br /&gt;
* Fixed missing Sheep/Lamb consumption reserve for Butchers.&lt;br /&gt;
* Fixed changing extensions not marking the building as being upgraded, leading to the living space being removed from the available counter.&lt;br /&gt;
* Fixed the &amp;quot;Cold&amp;quot; event text not displaying translation.&lt;br /&gt;
* Fixed labor speed not displaying on building inventory.&lt;br /&gt;
* Fixed bakers ignoring their production focus if their ingredients are missing.&lt;br /&gt;
* Fixed a possible memory leak happening when dragging wall blueprints in the castle planner.&lt;br /&gt;
* Fixed retinue cap being reduced to 12 when upgrading the garrison tower to T2.&lt;br /&gt;
* Fixed empty extension clutter levitating after loading a saved game.&lt;br /&gt;
* Fixed flashing building widgets when pressing tab.&lt;br /&gt;
* Fixed yield showing up as 0 in &amp;quot;Goods Produced&amp;quot;.&lt;br /&gt;
* Fixed the incorrect number of unassigned families after a deep mine collapse when assigning them to a different workplace.&lt;br /&gt;
* Fixed snow texture not displaying on some maps.&lt;br /&gt;
* Fixed Cabbage Gardens not giving any Yield.&lt;br /&gt;
* Fixed requirements only showing &amp;quot;water&amp;quot; as the satisfied requirements.&lt;br /&gt;
* Fixed unit getting stuck together permanently when leaving a building, especially Retinue.&lt;br /&gt;
* Fixed Environment disparities; Woodland is shrinking as trees are planted.&lt;br /&gt;
* Fixed Livestock Merchant tooltip not showing correct translation.&lt;br /&gt;
* Fixed the floating building widget changing numbers when scrolling.&lt;br /&gt;
* Fixed editor error for stat widgets.&lt;br /&gt;
* Fixed inventory cache pollution.&lt;br /&gt;
* Fixed front and back burgage plot gates that sometimes levitate.&lt;br /&gt;
* Fixed Smoke from freezing midair.&lt;br /&gt;
* Fixed unassigned workers not doing construction work due to trying to pick the same dirt to flatten.&lt;br /&gt;
* Fixed Approval memories increasing in strength with time instead of fading out.&lt;br /&gt;
* Fixed animals not rotating correctly on slopes.&lt;br /&gt;
* Fixed the Ox texture being blurry.&lt;br /&gt;
* Fixed the &amp;quot;No Farmhouse&amp;quot; problem sticking around when I do have a farmhouse built.&lt;br /&gt;
* Fixed Burn Crops being spammable when the game is paused.&lt;br /&gt;
* Fixed Burn Crops not enabling Crop Selection dropdown.&lt;br /&gt;
* Fixed Fertility not being restored by Fallow Fields.&lt;br /&gt;
* Fixed Rallying Point placement being blocked on Fields and Pastures.&lt;br /&gt;
* Fixed Building icons changing when pressing TAB for detailed information.&lt;br /&gt;
* Fixed price of Extension costs being able to go below the base price.&lt;br /&gt;
* Fixed stones not clearing up under the building plot.&lt;br /&gt;
* Fixed forest ground cover rendering out of map bounds.&lt;br /&gt;
= Bugfixes =&lt;br /&gt;
* Fixed Bandits cheering too much when killing civilians.&lt;br /&gt;
* Fixed Castle Planner forcing players to rebuild stone walls and outer towers on load.&lt;br /&gt;
* Fixed bird flocks bouncing.&lt;br /&gt;
* Fixed AI Militia Squads not displaying a Squad icon background.&lt;br /&gt;
* Fixed formatting of item subcategories in Residential Requirement pip tooltips.&lt;br /&gt;
* Fixed grass not spawning in the farmland biome.&lt;br /&gt;
* Fixed dying soldiers levitating over ground on slopes.&lt;br /&gt;
* Fixed Bakery gathering spot to no longer go through the burgage plot doorway.&lt;br /&gt;
* Fixed the double bandit camp reward bug.&lt;br /&gt;
* Fixed some ingredients being mistakenly consumed as Food (eg, Herbs).&lt;br /&gt;
* Fixed the Consumption Tooltip not matching reality for Clothes &amp;amp; Shoes.&lt;br /&gt;
* Fixed the Family Consumption Tooltip flickering with random values due to invalid Pooling.&lt;br /&gt;
* Fixed Forager Hut not using Planks upon Herb Garden construction.&lt;br /&gt;
* Fixed Player being unable to build a Settlers Camp in a newly claimed region.&lt;br /&gt;
* Fixed Strasburg Masons perk not increasing the Stonemason&#039;s Station Efficiency.&lt;br /&gt;
* Fixed levitating pieces after the burgage plot has been set on fire.&lt;br /&gt;
* Fixed Travelling Merchants trading low-value Major Trade goods when they&#039;re not supposed to.&lt;br /&gt;
* Fixed levitating Lv3 double Burgage Plot front gates.&lt;br /&gt;
* Fixed Relocating Hunting Camps with Hunting Hound already assigned, allowing players to reupgrade for Hunting Hound.&lt;br /&gt;
* Fixed ox ploughing fields without anyone assigned to the farmhouse.&lt;br /&gt;
* Fixed traders riding horses that are not visible.&lt;br /&gt;
* Fixed pathfinding failing on steep maps.&lt;br /&gt;
* Fixed workers not staying on one part of the road, resulting in an increase in traffic collisions.&lt;br /&gt;
* Fixed the Lv1 Palace staircase spawning completely broken.&lt;br /&gt;
* Fixed animals not being removed when changing/demolishing Backyard Extensions.&lt;br /&gt;
* Fixed overconsumption of shoes and garments.&lt;br /&gt;
* Fixed Demolishing a building being Upgraded not returning any construction goods.&lt;br /&gt;
* Fixed not being able to get a refund for construction goods when demolishing a building during construction.&lt;br /&gt;
* Fixed Orchards growing even before they are planted.&lt;br /&gt;
* Fixed families stopping Ale consumption if they miss the resources for a long time.&lt;br /&gt;
* Fixed not being able to rotate the camera when double-clicking the unit card.&lt;br /&gt;
* Fixed Manor Lv1 Palace roof spawning in the wrong place during construction.&lt;br /&gt;
* Fixed Smallholdings not displaying the correct icon.&lt;br /&gt;
* Fixed the missing cloth in the hunting camp.&lt;br /&gt;
* Fixed Workers levitating in the Quarry.&lt;br /&gt;
* Fixed workers stealing each other&#039;s trees occasionally.&lt;br /&gt;
* Fixed log production registering twice.&lt;br /&gt;
* Fixed clutter not removing when adding extensions.&lt;br /&gt;
* Fixed Timber logs sometimes teleporting to the Ox while still standing at the Hitching Post.&lt;br /&gt;
* Fixed loggers going to the middle of the map when finding no trees to cut down inside their work area.&lt;br /&gt;
* Fixed servants spawning when building a Manor.&lt;br /&gt;
* Fixed sharp artifacting on High Peaks when mid-zoom.&lt;br /&gt;
* Fixed Manor not showing tax tab.&lt;br /&gt;
* Fixed workers reserved to be a guide to an animal not being cleared when the animal arrives at its destination.&lt;br /&gt;
* Fixed workers reserved to be a guide to an animal not leaving their home if at home.&lt;br /&gt;
* Fixed unconstructed manors giving back resources that have not been used on demolish.&lt;br /&gt;
* Fixed Linen clothes and woollen clothes displaying in the barter item drop-down list instead of just clothes.&lt;br /&gt;
* Fixed missing collision model for manor LV1 outer tower.&lt;br /&gt;
* Fixed Lv1 Families consuming shoes and clothes (Beta).&lt;br /&gt;
* Fix attempt for villagers getting stuck in doors.&lt;br /&gt;
* Fixed multiple players sometimes spawning in one region.&lt;br /&gt;
* Fixed Granary and Storehouse workers ignoring the goods filter when trying to return overflowing goods from the market or home.&lt;br /&gt;
* Fixed harvest predictions updating after drought damage.&lt;br /&gt;
* Fixed units drifting into cliff or river obstacles during a fight sometimes.&lt;br /&gt;
* Fixed death animations sometimes looping back into idle.&lt;br /&gt;
* Fixed failed pathfinding in deep mines.&lt;br /&gt;
* Fixed Manor Palace stairs extension not always spawning on steep terrain.&lt;br /&gt;
* Fixed rally points not being placeable on fields/pastures again due to not having a round border.&lt;br /&gt;
* Fixed players not being able to build roads after taking over an AI-owned region.&lt;br /&gt;
* Fixed the people tab not being visible in the Manor UI.&lt;br /&gt;
* Removed the Yield Widget from the Manor UI.&lt;br /&gt;
* Fixed squad target staying visible when deselecting a squad.&lt;br /&gt;
* Fixed hounds following people around when they shouldn&#039;t.&lt;br /&gt;
* Added a safety check for Ale consumption not to trigger for multiple Family members at once on the very start/end of the month sometimes.&lt;br /&gt;
* Fixed debug text showing in the Recruit Men at Arms tooltip when the cost is affected by a Perk.&lt;br /&gt;
* Fixed Lime Kiln not requiring fuel to operate.&lt;br /&gt;
* Fixed harvest prediction reporting a different value after save and load.&lt;br /&gt;
* Fixed Butcher mutton focus tooltip being incorrect and hides from sheep being logged as pelts in the statistics screen when butchered.&lt;br /&gt;
* Fixed Butcher mutton focus tooltip not showing the reserve and Production Limits.&lt;br /&gt;
* Fixed Controls being hidden when disabling all tutorials.&lt;br /&gt;
* Fixed the requirement for good distribution not updating on building demolition.&lt;br /&gt;
* Fixed multiple requirements for good distribution issues (like marketplace workers bringing too much or too little, especially with overstock).&lt;br /&gt;
* Fixed AI players not receiving monthly Approval influence effects as well as the player receiving it only if the camera is currently present in the region.&lt;br /&gt;
* Fixed owner families sometimes not displaying for stalls on the people tab.&lt;br /&gt;
* Fixed mercenary companies not returning to the pool if they were disbanded by the enemy lords.&lt;br /&gt;
* Fixed AI lords overestimating their own military strength and underestimating the strength of their enemies.&lt;br /&gt;
* Fixed pathfinding issues with Bowyer extension.&lt;br /&gt;
* Fixed manors having invalid path points.&lt;br /&gt;
* Further fix attempts for overstock issues while supplying multiple item types per item subcategory (Sadly, we had to remove the supply item randomized within a single category so that it&#039;s more predictable).&lt;br /&gt;
* Fixed maintenance effects giving inverse results for the Deep Mine.&lt;br /&gt;
* Fixed several issues when spawning a Livestock Merchant and livestock outside the playable map that could cause them to get stuck.&lt;br /&gt;
* Fixed Livestock Merchants walking too close to livestock, causing collisions that could get them stuck.&lt;br /&gt;
* Fixed idle workers doing random tasks inside Hitching Posts or Stables, causing unnecessary collisions.&lt;br /&gt;
* Fixed the carpentry/chisel animation not looping perfectly.&lt;br /&gt;
* Fixed Oxen sometimes moving too fast when following someone.&lt;br /&gt;
* Fixed inventory tabs for market stalls not closing if the whole marketplace gets demolished.&lt;br /&gt;
* Fixed the homeless tent not showing any people in the people tab.&lt;br /&gt;
* Fixed the reassign button being visible for artisan families if the tab was opened before the upgrade.&lt;br /&gt;
* Fixed the invalid unemployment public order penalty calculations.&lt;br /&gt;
* Removed incorrect policies available log.&lt;br /&gt;
&lt;br /&gt;
= Optimization =&lt;br /&gt;
* Optimised the Inventory panel and Log Entries to prevent exponential frame dropping.&lt;br /&gt;
* Map performance optimisation for some setups on &#039;Divided&#039;.&lt;br /&gt;
* Drastically reduced and reallocated Vertex Animation textures to decrease ambient frametime.&lt;br /&gt;
* Optimized workplace task logic.&lt;br /&gt;
* Upgrade to FSR4.0.2.&lt;br /&gt;
* Fixed issues around Pooled widgets building up indefinitely, addressing potential memory leaks.&lt;br /&gt;
* Fixed memory leak when updating all shopfront and wells visuals as inventory changes.&lt;br /&gt;
* Minor video memory optimizations.&lt;br /&gt;
* Reduced animation fidelity back to the previous methods to save VRAM.&lt;br /&gt;
* Removed hitching/potential crashing when burning crops.&lt;br /&gt;
* Fixed market supply distribution, causing a lag spike on every new day.&lt;br /&gt;
* Optimized collision checks on building placement.&lt;br /&gt;
* Optimized water rendering on the Lake map.&lt;br /&gt;
* Optimized the Hunting Hound animation setup.&lt;br /&gt;
* Optimized searching for conversation partners in large cities when idle.&lt;br /&gt;
* Reduced the building interior box clipping with opened doors.&lt;br /&gt;
* Optimized planted tree growth.&lt;br /&gt;
* Optimized out family consumption triggering market distribution twice in a single day.&lt;br /&gt;
* Optimized the market distribution code a bit.&lt;br /&gt;
* Optimized the rain particles a bit.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
* Updated the empty Extension clutter visuals to be less historically inaccurate and more randomized.&lt;br /&gt;
* Tweaked positions for villagers when petting an Ox or a Horse.&lt;br /&gt;
* Added the missing Dressed Stone carrying variation.&lt;br /&gt;
* Minor Stonemason&#039;s Station visual improvements.&lt;br /&gt;
* Tweaked seasonal variation tints for faraway trees.&lt;br /&gt;
* Orchard workers now use a shovel and a digging animation.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=10914</id>
		<title>Version history</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Version_history&amp;diff=10914"/>
		<updated>2025-12-04T17:18:08Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: added 0.8.046 to version history table&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;
This page documents the version history of Manor Lords, including big updates and smaller patches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=2% | Version&lt;br /&gt;
! width=16% | Release date&lt;br /&gt;
! width=10% | Name&lt;br /&gt;
! Highlights and notes&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.046 - Beta|0.8.046]]&#039;&#039;&#039; || align=center | December 1, 2025  || align=center | Beta|| Beta to test many minor gameplay and balance changes, alongside AI improvements and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.035 - Beta|0.8.035]]&#039;&#039;&#039; || align=center | October 2, 2025  || align=center | Beta|| Beta to test many of the additions meant for Update 5. These include AI towns, level 2 Manor upgrades, the new affinity system, maintenance mechanics and the reworking of the regional development system, among many smaller gameplay and balance changes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.029 - Hotfix|0.8.029]]&#039;&#039;&#039; || align=center | January 30, 2025  || align=center | Hotfix|| Combines previous two beta updates into the main branch.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.029 - Beta patch|0.8.029]]&#039;&#039;&#039; || align=center | January 24, 2025  || align=center | Beta || Bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.028 - Beta patch|0.8.028]]&#039;&#039;&#039; || align=center | January 21, 2025  || align=center | Beta || Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |0.8.024]]&#039;&#039;&#039; || align=center | January 10, 2025 || align=center | &#039;&#039;&#039;Update 4&#039;&#039;&#039; || Formally introduced bridge building, two new playable maps, a rework of the marketplace system, a level 2 tavern upgrade and many smaller gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Beta patch |0.8.024]]&#039;&#039;&#039; || align=center | January 9, 2025 || align=center | Beta || Minor gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.017 - Beta patch |0.8.017]]&#039;&#039;&#039; || align=center | December 23, 2024 || align=center | Beta || Beta to test many of the big additions meant for Update 4, alongside smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |0.8.004]]&#039;&#039;&#039; || align=center | September 26, 2024 || align=center | &#039;&#039;&#039;Update 3&#039;&#039;&#039; || Formally introduced fishing, pigs, butchers, a food spoilage system, crossbow units, production limits/reserves and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.002 - Beta patch |0.8.002]]&#039;&#039;&#039; || align=center | September 20, 2024 || align=center | Beta || Minor gameplay changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.999 - Beta patch |0.7.999]]&#039;&#039;&#039; || align=center | September 13, 2024 || align=center | Beta || Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.995 - Beta patch |0.7.995]]&#039;&#039;&#039; || align=center | September 8, 2024 || align=center | Beta || Beta to test the addition of pigs meant for Update 3, alongside bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.991 - Beta patch |0.7.991]]&#039;&#039;&#039; || align=center | September 3, 2024 || align=center | Beta || Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.987 - Beta patch |0.7.987]]&#039;&#039;&#039; || align=center | August 21, 2024 || align=center | Beta || Beta to test many of the new features meant for Update 3, alongside smaller gameplay and balance changes, performance optimizations and bugfixes. The game engine was upgraded to Unreal Engine 5.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |0.7.975]]&#039;&#039;&#039; || align=center | June 11, 2024 || align=center | &#039;&#039;&#039;Update 2&#039;&#039;&#039; || Gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |0.7.972]]&#039;&#039;&#039; || align=center | May 31, 2024 || align=center | &#039;&#039;&#039;Update 1&#039;&#039;&#039;|| Formally introduced the king&#039;s tax system, an option to trade locally through the trading post and many smaller gameplay and balance changes, performance optimizations and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.965 - Beta patch |0.7.965]]&#039;&#039;&#039; || align=center | May 21, 2024 || align=center | Beta || Gameplay and balance changes, along with bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.960 - Beta patch |0.7.960]]&#039;&#039;&#039; || align=center | May 10, 2024 || align=center | Beta || Beta to test the new features meant for Update 1, alongside smaller gameplay and balance changes and bugfixes.&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}x - Early Access Release |x]]&#039;&#039;&#039; || align=center | April 26, 2024 || align=center | &#039;&#039;&#039;Early Access Release&#039;&#039;&#039;|| The official early access release of Manor Lords.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Milk.png&amp;diff=10913</id>
		<title>File:Milk.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Milk.png&amp;diff=10913"/>
		<updated>2025-12-01T20:22:25Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10891</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10891"/>
		<updated>2025-11-20T22:17:33Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Affinity system section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jpg|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&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 mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;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. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&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 conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&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 conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Development Perks =&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Affinity system = &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10890</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10890"/>
		<updated>2025-11-20T22:16:56Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: correctly labelled development perk section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jpg|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&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 mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;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. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&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 conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&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 conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Development Perks =&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Crafting_materials&amp;diff=10889</id>
		<title>Crafting materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Crafting_materials&amp;diff=10889"/>
		<updated>2025-11-20T22:15:51Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;translate&amp;gt;&lt;br /&gt;
Crafting materials are processed to create equipment, commodities and food items.&lt;br /&gt;
* {{Icon|Clay}} &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Dye}} &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* {{Icon|Flour}} &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* {{Icon|Grain}} &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* {{Icon|Hides}} &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* {{Icon|Iron parts}} &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Iron ore}} &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Iron slab}} &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* {{Icon|Leather}} &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* {{Icon|Linen}} &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Malt}} &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Wax}} &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* {{Icon|Wool}}  &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* {{Icon|Yarn}} &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#039;s Workshop.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Crafting_materials&amp;diff=10888</id>
		<title>Crafting materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Crafting_materials&amp;diff=10888"/>
		<updated>2025-11-20T22:14:04Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;translate&amp;gt;&lt;br /&gt;
Crafting materials are processed into equipment, commodities and food items.&lt;br /&gt;
* {{Icon|Clay}} &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Dye}} &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* {{Icon|Flour}} &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* {{Icon|Grain}} &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* {{Icon|Hides}} &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* {{Icon|Iron parts}} &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Iron ore}} &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Iron slab}} &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* {{Icon|Leather}} &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* {{Icon|Linen}} &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Malt}} &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Wax}} &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* {{Icon|Wool}}  &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* {{Icon|Yarn}} &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#039;s Workshop.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10887</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10887"/>
		<updated>2025-11-18T22:28:52Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: made Resources page a lot cleaner; each type of resource now has its own page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures, maintenance and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Rough stone.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create equipment, commodities and food items. &amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Bread.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Charcoal.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your families warm.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Ale.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Final goods and luxury items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military items]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons and armor for warfare. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Flowchart 0.8.035.png|thumb|center|300px|Resource flowchart for version 0.8.035]]&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10886</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10886"/>
		<updated>2025-11-18T22:26:39Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries. &lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures, maintenance and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Rough stone.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create equipment, commodities and food items. &amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Bread.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Charcoal.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your families warm.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Ale.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Final goods and luxury items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military items]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons and armor for warfare. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10885</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10885"/>
		<updated>2025-11-18T22:21:55Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jpg|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&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 mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;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. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&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 conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&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 conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Origins =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10884</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10884"/>
		<updated>2025-11-18T22:21:30Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: moved treasury, influence and regional wealth sections to Development&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;
&lt;br /&gt;
[[File:Flowchart 0.8.035.png|thumb|300px|Resource flowchart for version 0.8.035]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries. &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 for constructing new buildings and upgrading buildings.&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Planks}} &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at the Sawpit.&lt;br /&gt;
* {{Icon|Rooftiles}} &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at the Clay Furnace.&lt;br /&gt;
* {{Icon|Stone}} &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone Deposits at the Stonecutter Camp.&lt;br /&gt;
* {{Icon|Timber}} &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.&lt;br /&gt;
* {{Icon|Tools}} &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension or Smithy.&lt;br /&gt;
* {{Icon|Wooden parts}} &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension. These currently have no use except for trade.&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 Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.&lt;br /&gt;
* {{Icon|Apples}} &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.&lt;br /&gt;
* {{Icon|Berries}} &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Wild Berries deposits at the Forager Hut.&lt;br /&gt;
* {{Icon|Fish}} &#039;&#039;&#039;Carp&#039;&#039;&#039;: obtained from Shoal of Fish deposits in a lake at the Fisherman&#039;s Hut.&lt;br /&gt;
* {{Icon|Carrots}} &#039;&#039;&#039;Carrots&#039;&#039;&#039;: obtained from the Vegetable Garden backyard extension.&lt;br /&gt;
* {{Icon|Chicken}} &#039;&#039;&#039;Chicken&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Eggs}} &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Honey}} &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained from the Apiary if the Beekeeping Development is chosen.&lt;br /&gt;
* {{Icon|Meat}} &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at the Hunting Camp, a Butcher&#039;s Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.&lt;br /&gt;
* {{Icon|Rye bread}} &#039;&#039;&#039;Rye bread&#039;&#039;&#039;: obtained from Rye Flour at the Bakery backyard extension or Communal Oven.&lt;br /&gt;
* {{Icon|Sausages}} &#039;&#039;&#039;Sausages&#039;&#039;&#039;: obtained from Pork and Salt at the Butcher&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Bread}} &#039;&#039;&#039;Wheat bread&#039;&#039;&#039;: obtained from Wheat Flour at the Bakery backyard extension or Communal Oven.&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 per month during Spring, Summer, and Autumn, and 2 per month during Winter.&lt;br /&gt;
* {{Icon|Charcoal}} &#039;&#039;&#039;[[Charcoal]]&#039;&#039;&#039;: obtained from Firewood at the Charcoal Kiln.&lt;br /&gt;
* {{Icon|Firewood}} &#039;&#039;&#039;[[Firewood]]&#039;&#039;&#039;: obtained from Trees at the Woodcutter&#039;s Lodge.&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;
Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. &lt;br /&gt;
* {{Icon|Barley}} &#039;&#039;&#039;Barley&#039;&#039;&#039;: which can be turned into Malt at Malthouse.&lt;br /&gt;
* {{Icon|Flax}} &#039;&#039;&#039;Flax&#039;&#039;&#039;: which can be turned into Linen at the Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Rye}} &#039;&#039;&#039;Rye&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
* {{Icon|Wheat}} &#039;&#039;&#039;Wheat&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.&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 Material resources are processed into commodities resources.&lt;br /&gt;
* {{Icon|Clay}} &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Dye}} &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* {{Icon|Flour}} &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* {{Icon|Grain}} &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* {{Icon|Hides}} &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* {{Icon|Iron parts}} &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Iron ore}} &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Iron slab}} &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* {{Icon|Leather}} &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* {{Icon|Linen}} &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Malt}} &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Wax}} &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* {{Icon|Wool}}  &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* {{Icon|Yarn}} &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#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;
Commodity resources may be requested by the Burgage Plots, depending on their level.&lt;br /&gt;
* {{Icon|Ale}} &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.&lt;br /&gt;
* {{Icon|Candles}} &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Cloaks}} &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Clothes}} &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Herbs}} &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Shoes}} &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at the Cobbler&#039;s Workshop.&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 your militia and your retinue. They are created at certain backyard extensions.&lt;br /&gt;
* {{Icon|Crossbows}} &#039;&#039;&#039;Crossbows&#039;&#039;&#039;: obtained from Planks and Iron Parts at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Gambesons}} &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Helmets}} &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking Development.&lt;br /&gt;
* {{Icon|Large shields}} &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Mail armor}} &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.&lt;br /&gt;
* {{Icon|Plate armor}} &#039;&#039;&#039;Plate armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.&lt;br /&gt;
* {{Icon|Polearms}} &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Sidearms}} &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Small shields}} &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Spears}} &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Warbows}} &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10883</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10883"/>
		<updated>2025-11-02T15:38:12Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures, maintenance and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Rough stone.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create equipment, commodities and food items. &amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Bread.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Charcoal.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your families warm.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Ale.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Final goods and luxury items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military items]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons and armor for warfare. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10882</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10882"/>
		<updated>2025-11-02T15:04:06Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Summary ==&lt;br /&gt;
This page provides a catalogue of various materials and items in the game.&lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures, maintenance and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Rough stone.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create equipment, commodities and food items. &amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Bread.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Charcoal.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your families warm.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Ale.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Final goods and luxury items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military items]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons and armor for warfare. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10881</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10881"/>
		<updated>2025-11-02T15:03:40Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Summary ==&lt;br /&gt;
This page provides a catalogue of various materials and items in the game.&lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction items]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures, maintenance and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Rough stone.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create equipment, commodities and food items. &amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Bread.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Charcoal.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your families warm.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Ale.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Final goods and luxury items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military items]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons and armor for warfare. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Military_items&amp;diff=10880</id>
		<title>Military items</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Military_items&amp;diff=10880"/>
		<updated>2025-11-02T15:02:59Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Military items page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Military items are used for equipping and upgrading your militia and retinue. They are created at certain backyard extensions.&lt;br /&gt;
&lt;br /&gt;
* {{Icon|Crossbows}} &#039;&#039;&#039;Crossbows&#039;&#039;&#039;: obtained from Planks and Iron Parts at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Gambesons}} &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Helmets}} &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking Development.&lt;br /&gt;
* {{Icon|Large shields}} &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Mail armor}} &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.&lt;br /&gt;
* {{Icon|Plate armor}} &#039;&#039;&#039;Plate armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Polearms}} &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Sidearms}} &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Small shields}} &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Spears}} &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Warbows}} &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at the Bowyer&#039;s Workshop backyard extension.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Commodities&amp;diff=10879</id>
		<title>Commodities</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Commodities&amp;diff=10879"/>
		<updated>2025-11-02T14:59:11Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Commodities page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Commodity resources may be requested by the Burgage Plots, depending on their level.&lt;br /&gt;
&lt;br /&gt;
* {{Icon|Ale}} &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.&lt;br /&gt;
* {{Icon|Candles}} &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Cloaks}} &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Clothes}} &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Herbs}} &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Shoes}} &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at the Cobbler&#039;s Workshop.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Fuel&amp;diff=10878</id>
		<title>Fuel</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Fuel&amp;diff=10878"/>
		<updated>2025-11-02T14:58:42Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Fuel page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 per month during Spring, Summer, and Autumn, and 2 per month during Winter.&lt;br /&gt;
&lt;br /&gt;
* {{Icon|Charcoal}} &#039;&#039;&#039;[[Charcoal]]&#039;&#039;&#039;: obtained from Firewood at the Charcoal Kiln.&lt;br /&gt;
* {{Icon|Firewood}} &#039;&#039;&#039;[[Firewood]]&#039;&#039;&#039;: obtained from Trees at the Woodcutter&#039;s Lodge.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Food&amp;diff=10877</id>
		<title>Food</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Food&amp;diff=10877"/>
		<updated>2025-11-02T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Food page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;translate&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.&lt;br /&gt;
* {{Icon|Apples}} &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.&lt;br /&gt;
* {{Icon|Berries}} &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Wild Berries deposits at the Forager Hut.&lt;br /&gt;
* {{Icon|Fish}} &#039;&#039;&#039;Carp&#039;&#039;&#039;: obtained from Shoal of Fish deposits in a lake at the Fisherman&#039;s Hut.&lt;br /&gt;
* {{Icon|Carrots}} &#039;&#039;&#039;Carrots&#039;&#039;&#039;: obtained from the Vegetable Garden backyard extension.&lt;br /&gt;
* {{Icon|Chicken}} &#039;&#039;&#039;Chicken&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Eggs}} &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Honey}} &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained from the Apiary if the Beekeeping Development is chosen.&lt;br /&gt;
* {{Icon|Meat}} &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at the Hunting Camp, a Butcher&#039;s Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.&lt;br /&gt;
* {{Icon|Rye bread}} &#039;&#039;&#039;Rye bread&#039;&#039;&#039;: obtained from Rye Flour at the Bakery backyard extension or Communal Oven.&lt;br /&gt;
* {{Icon|Sausages}} &#039;&#039;&#039;Sausages&#039;&#039;&#039;: obtained from Pork and Salt at the Butcher&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Bread}} &#039;&#039;&#039;Wheat bread&#039;&#039;&#039;: obtained from Wheat Flour at the Bakery backyard extension or Communal Oven.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Crafting_materials&amp;diff=10876</id>
		<title>Crafting materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Crafting_materials&amp;diff=10876"/>
		<updated>2025-11-02T14:51:26Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Crafting materials page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;translate&amp;gt;&lt;br /&gt;
Crafting Material resources are processed into commodities resources.&lt;br /&gt;
* {{Icon|Clay}} &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Dye}} &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* {{Icon|Flour}} &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* {{Icon|Grain}} &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* {{Icon|Hides}} &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* {{Icon|Iron parts}} &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Iron ore}} &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Iron slab}} &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* {{Icon|Leather}} &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* {{Icon|Linen}} &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Malt}} &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Wax}} &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* {{Icon|Wool}}  &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* {{Icon|Yarn}} &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#039;s Workshop.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Construction_materials&amp;diff=10875</id>
		<title>Construction materials</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Construction_materials&amp;diff=10875"/>
		<updated>2025-11-02T14:50:40Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: created Construction materials page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;translate&amp;gt;&lt;br /&gt;
Construction resources are used for constructing new buildings and upgrading buildings.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Planks}} &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at the Sawpit.&lt;br /&gt;
* {{Icon|Rooftiles}} &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at the Clay Furnace.&lt;br /&gt;
* {{Icon|Stone}} &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone Deposits at the Stonecutter Camp.&lt;br /&gt;
* {{Icon|Timber}} &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.&lt;br /&gt;
* {{Icon|Tools}} &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension or Smithy.&lt;br /&gt;
* {{Icon|Wooden parts}} &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension. These currently have no use except for trade.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10874</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10874"/>
		<updated>2025-11-02T14:44:13Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Summary ==&lt;br /&gt;
This page provides a catalogue of various materials and items in the game.&lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures, maintenance and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Rough stone.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create equipment, commodities and food items. &amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Bread.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Charcoal.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your families warm.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Ale.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Final goods and luxury items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 20px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons and armor for warfare. &amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10873</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10873"/>
		<updated>2025-11-02T14:29:55Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Summary ==&lt;br /&gt;
This page provides a catalogue of various materials and items in the game.&lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|85px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Crafting_materials.png|75px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create tools, equipment, and other crafted items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Crops.png|78px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population and workforce.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Firewood.png|75px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your settlement running.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Commodities.png|75px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Trade goods and luxury items for commerce and improving quality of life.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|75px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons, armor, and equipment for defense and combat purposes.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Commodities.png&amp;diff=10872</id>
		<title>File:Commodities.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Commodities.png&amp;diff=10872"/>
		<updated>2025-11-02T14:24:45Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: 76561198121665962 uploaded a new version of File:Commodities.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10870</id>
		<title>User:76561198121665962/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=User:76561198121665962/Sandbox&amp;diff=10870"/>
		<updated>2025-11-02T10:10:49Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Haviour&#039;s sandbox for trying different things &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Days between updates ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between updates&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 106&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 107&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.975 - Update 2 |Update 2]]&#039;&#039;&#039; || align=center | 11&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.7.972 - Update 1 |Update 1]]&#039;&#039;&#039; || align=center | 35&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}Early Access Release |EA Release]]&#039;&#039;&#039; || align=center | /&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Summary ==&lt;br /&gt;
This page provides a catalogue of various materials and items in the game.&lt;br /&gt;
&lt;br /&gt;
== Materials &amp;amp; Items ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%; text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Construction.png|100px|link=Construction]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Construction]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Materials used for building structures and expanding your settlement.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Crafting_materials.png|100px|link=Crafting materials]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Crafting materials]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Resources used to create tools, equipment, and other crafted items.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Food.png|100px|link=Food]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Food]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Consumable items that sustain your population and workforce.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Fuel.png|100px|link=Fuel]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Fuel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Energy sources used to power buildings and keep your settlement running.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Commodities.png|100px|link=Commodities]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Commodities]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Trade goods and luxury items for commerce and improving quality of life.&amp;lt;/small&amp;gt;&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 15px;&amp;quot; | &lt;br /&gt;
[[File:Helmets.png|100px|link=Military]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;Weapons, armor, and equipment for defense and combat purposes.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between last preview and update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 24&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 66&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Update&lt;br /&gt;
! Days between first preview and first beta for new update&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 5 |Update 5]]&#039;&#039;&#039; || align=center | ?&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.024 - Update 4 |Update 4]]&#039;&#039;&#039; || align=center | 31&lt;br /&gt;
|-&lt;br /&gt;
| align=center | &#039;&#039;&#039;[[{{tl}}0.8.004 - Update 3 |Update 3]]&#039;&#039;&#039; || align=center | 30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming development tree == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Orchardry&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Apple orchard&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Sheepbreeding&#039;&#039;&#039;&amp;lt;br&amp;gt;Sheep grazing on the pastures slowly multiply.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Heavy plow&#039;&#039;&#039;&amp;lt;br&amp;gt;Farmhouse upgrade: Add a plowing station&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Rye Cultivation&#039;&#039;&#039;&amp;lt;br&amp;gt;New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Irrigation&#039;&#039;&#039;&amp;lt;br&amp;gt;Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Fertilization&#039;&#039;&#039;&amp;lt;br&amp;gt;Field upgrade: Fence up&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Bakeries&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Bakery extension&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade development tree == &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Foreign suppliers&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: Firewood cart&amp;lt;br&amp;gt;New building: Food cart&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Trade logistics&#039;&#039;&#039;&amp;lt;br&amp;gt;Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Better deals&#039;&#039;&#039;&amp;lt;br&amp;gt;Reduces import costs by 10.&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry development tree == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Basic armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;New backyard extension: Armorer&#039;s workshop&lt;br /&gt;
| colspan=2 | &#039;&#039;&#039;Charcoal burning&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Advanced armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Deep mining&#039;&#039;&#039;&amp;lt;br&amp;gt;[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Master Armormaking&#039;&#039;&#039;&amp;lt;br&amp;gt;Armorer&#039;s workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gathering development tree == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;New building: [[{{tl}}Apiary|Apiary]]&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Forest Management&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles capacity of all {{Icon|berries}} berry deposits.&lt;br /&gt;
| colspan=2 width=33% | &#039;&#039;&#039;Trapping&#039;&#039;&#039;&amp;lt;br&amp;gt;Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.&lt;br /&gt;
|-&lt;br /&gt;
| width=25% | work in progress&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced beekeeping&#039;&#039;&#039;&amp;lt;br&amp;gt;Apiaries also produce {{Icon|wax}} wax.&lt;br /&gt;
| colspan=2 width=25% | &#039;&#039;&#039;Advanced skinning&#039;&#039;&#039;&amp;lt;br&amp;gt;Doubles the amount of meat harvested by hunters and butchers and from goat pens.&lt;br /&gt;
| width=25% | &#039;&#039;&#039;Pelt extraction&#039;&#039;&#039;&amp;lt;br&amp;gt;Hunters also collect {{Icon|hides}} hides from traps.&lt;br /&gt;
|-&lt;br /&gt;
| work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| colspan=2 | work in progress&lt;br /&gt;
| work in progress&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: red;&amp;quot;&amp;gt;This text will be red&amp;lt;/span&amp;gt;&lt;br /&gt;
```&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10869</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10869"/>
		<updated>2025-11-02T09:35:06Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: added clothing and sheep logo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jpg|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&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;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Origins =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* {{Icon|Clothes}} Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* {{Icon|Sheep}} Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Crafting_materials.png&amp;diff=10868</id>
		<title>File:Crafting materials.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Crafting_materials.png&amp;diff=10868"/>
		<updated>2025-11-01T20:44:01Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: 76561198121665962 uploaded a new version of File:Crafting materials.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Crafting_materials.png&amp;diff=10867</id>
		<title>File:Crafting materials.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Crafting_materials.png&amp;diff=10867"/>
		<updated>2025-11-01T20:41:31Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Crops.png&amp;diff=10866</id>
		<title>File:Crops.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Crops.png&amp;diff=10866"/>
		<updated>2025-11-01T20:37:57Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Food.png&amp;diff=10865</id>
		<title>File:Food.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Food.png&amp;diff=10865"/>
		<updated>2025-11-01T20:37:36Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: 76561198121665962 uploaded a new version of File:Food.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Food.png&amp;diff=10864</id>
		<title>File:Food.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Food.png&amp;diff=10864"/>
		<updated>2025-11-01T20:31:58Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Construction.png&amp;diff=10863</id>
		<title>File:Construction.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Construction.png&amp;diff=10863"/>
		<updated>2025-11-01T20:31:41Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Firewood&amp;diff=10862</id>
		<title>Firewood</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Firewood&amp;diff=10862"/>
		<updated>2025-11-01T19:50:25Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxResources&lt;br /&gt;
|image = {{PAGENAME}}.png|&amp;lt;translate&amp;gt;Regular&amp;lt;/translate&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;[[Resource]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
|producedby = &amp;lt;translate&amp;gt;[[Woodcutter&#039;s lodge]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
|usedin = &amp;lt;translate&amp;gt;{{icon|charcoal}} [[Charcoal]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storedin = &amp;lt;translate&amp;gt;[[Storehouse]], [[Woodcutter&#039;s lodge]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{icon|firewood}} &#039;&#039;&#039;Firewood&#039;&#039;&#039; is one of two [[{{tl}}Resources#Fuel|fuel resources]] in Manor Lords, along with {{Icon|Charcoal}} [[charcoal]]. &lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
Firewood is the base fuel resource. Fuel is a requirement for the functioning of [[{{tl}}burgage plots]], the [[{{tl}}manor]], and a variety of industries through [[{{tl}}workplaces]] and [[{{tl}}extensions]]. Firewood can be converted into {{icon|charcoal}} [[{{tl}}charcoal]] at the [[{{tl}}charcoal kiln]].&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
To produce firewood, a settlement requires a [[woodcutter&#039;s lodge]]. Workers assigned to the lodge go to nearby forests to cut down trees and transport them back to the lodge, where they split the trees into firewood. Storehouse workers then collect the firewood from the woodcutter&#039;s lodge and deliver it to the [[{{tl}}storehouse]]. From the storehouse, firewood can be delivered to workplaces and extensions, or sold via a [[{{tl}}marketplace]] stall.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
&lt;br /&gt;
Firewood is a perishable resource damaged by weather unless stored in a storehouse or in the woodcutter&#039;s lodge. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!October 13, 2025&lt;br /&gt;
|Added firewood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10861</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10861"/>
		<updated>2025-11-01T19:42:24Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: rye is no longer unlocked behind perks&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;
&lt;br /&gt;
[[File:Flowchart 0.8.035.png|thumb|300px|Resource flowchart for version 0.8.035]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries. &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 mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;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. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&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 conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&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 conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&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 for constructing new buildings and upgrading buildings.&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Planks}} &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at the Sawpit.&lt;br /&gt;
* {{Icon|Rooftiles}} &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at the Clay Furnace.&lt;br /&gt;
* {{Icon|Stone}} &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone Deposits at the Stonecutter Camp.&lt;br /&gt;
* {{Icon|Timber}} &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.&lt;br /&gt;
* {{Icon|Tools}} &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension or Smithy.&lt;br /&gt;
* {{Icon|Wooden parts}} &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension. These currently have no use except for trade.&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 Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.&lt;br /&gt;
* {{Icon|Apples}} &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.&lt;br /&gt;
* {{Icon|Berries}} &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Wild Berries deposits at the Forager Hut.&lt;br /&gt;
* {{Icon|Fish}} &#039;&#039;&#039;Carp&#039;&#039;&#039;: obtained from Shoal of Fish deposits in a lake at the Fisherman&#039;s Hut.&lt;br /&gt;
* {{Icon|Carrots}} &#039;&#039;&#039;Carrots&#039;&#039;&#039;: obtained from the Vegetable Garden backyard extension.&lt;br /&gt;
* {{Icon|Chicken}} &#039;&#039;&#039;Chicken&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Eggs}} &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Honey}} &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained from the Apiary if the Beekeeping Development is chosen.&lt;br /&gt;
* {{Icon|Meat}} &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at the Hunting Camp, a Butcher&#039;s Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.&lt;br /&gt;
* {{Icon|Rye bread}} &#039;&#039;&#039;Rye bread&#039;&#039;&#039;: obtained from Rye Flour at the Bakery backyard extension or Communal Oven.&lt;br /&gt;
* {{Icon|Sausages}} &#039;&#039;&#039;Sausages&#039;&#039;&#039;: obtained from Pork and Salt at the Butcher&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Bread}} &#039;&#039;&#039;Wheat bread&#039;&#039;&#039;: obtained from Wheat Flour at the Bakery backyard extension or Communal Oven.&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 per month during Spring, Summer, and Autumn, and 2 per month during Winter.&lt;br /&gt;
* {{Icon|Charcoal}} &#039;&#039;&#039;[[Charcoal]]&#039;&#039;&#039;: obtained from Firewood at the Charcoal Kiln.&lt;br /&gt;
* {{Icon|Firewood}} &#039;&#039;&#039;[[Firewood]]&#039;&#039;&#039;: obtained from Trees at the Woodcutter&#039;s Lodge.&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;
Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. &lt;br /&gt;
* {{Icon|Barley}} &#039;&#039;&#039;Barley&#039;&#039;&#039;: which can be turned into Malt at Malthouse.&lt;br /&gt;
* {{Icon|Flax}} &#039;&#039;&#039;Flax&#039;&#039;&#039;: which can be turned into Linen at the Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Rye}} &#039;&#039;&#039;Rye&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
* {{Icon|Wheat}} &#039;&#039;&#039;Wheat&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.&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 Material resources are processed into commodities resources.&lt;br /&gt;
* {{Icon|Clay}} &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Dye}} &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* {{Icon|Flour}} &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* {{Icon|Grain}} &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* {{Icon|Hides}} &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* {{Icon|Iron parts}} &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Iron ore}} &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Iron slab}} &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* {{Icon|Leather}} &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* {{Icon|Linen}} &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Malt}} &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Wax}} &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* {{Icon|Wool}}  &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* {{Icon|Yarn}} &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#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;
Commodity resources may be requested by the Burgage Plots, depending on their level.&lt;br /&gt;
* {{Icon|Ale}} &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.&lt;br /&gt;
* {{Icon|Candles}} &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Cloaks}} &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Clothes}} &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Herbs}} &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Shoes}} &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at the Cobbler&#039;s Workshop.&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 your militia and your retinue. They are created at certain backyard extensions.&lt;br /&gt;
* {{Icon|Crossbows}} &#039;&#039;&#039;Crossbows&#039;&#039;&#039;: obtained from Planks and Iron Parts at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Gambesons}} &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Helmets}} &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking Development.&lt;br /&gt;
* {{Icon|Large shields}} &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Mail armor}} &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.&lt;br /&gt;
* {{Icon|Plate armor}} &#039;&#039;&#039;Plate armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.&lt;br /&gt;
* {{Icon|Polearms}} &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Sidearms}} &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Small shields}} &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Spears}} &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Warbows}} &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10860</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10860"/>
		<updated>2025-11-01T19:38:32Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: gave Charcoal its page link&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;
&lt;br /&gt;
[[File:Flowchart 0.8.035.png|thumb|300px|Resource flowchart for version 0.8.035]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries. &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 mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;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. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&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 conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&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 conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&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 for constructing new buildings and upgrading buildings.&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Planks}} &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at the Sawpit.&lt;br /&gt;
* {{Icon|Rooftiles}} &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at the Clay Furnace.&lt;br /&gt;
* {{Icon|Stone}} &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone Deposits at the Stonecutter Camp.&lt;br /&gt;
* {{Icon|Timber}} &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.&lt;br /&gt;
* {{Icon|Tools}} &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension or Smithy.&lt;br /&gt;
* {{Icon|Wooden parts}} &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension. These currently have no use except for trade.&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 Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.&lt;br /&gt;
* {{Icon|Apples}} &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.&lt;br /&gt;
* {{Icon|Berries}} &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Wild Berries deposits at the Forager Hut.&lt;br /&gt;
* {{Icon|Fish}} &#039;&#039;&#039;Carp&#039;&#039;&#039;: obtained from Shoal of Fish deposits in a lake at the Fisherman&#039;s Hut.&lt;br /&gt;
* {{Icon|Carrots}} &#039;&#039;&#039;Carrots&#039;&#039;&#039;: obtained from the Vegetable Garden backyard extension.&lt;br /&gt;
* {{Icon|Chicken}} &#039;&#039;&#039;Chicken&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Eggs}} &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* {{Icon|Honey}} &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained from the Apiary if the Beekeeping Development is chosen.&lt;br /&gt;
* {{Icon|Meat}} &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at the Hunting Camp, a Butcher&#039;s Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.&lt;br /&gt;
* {{Icon|Rye bread}} &#039;&#039;&#039;Rye bread&#039;&#039;&#039;: obtained from Rye Flour at the Bakery backyard extension or Communal Oven.&lt;br /&gt;
* {{Icon|Sausages}} &#039;&#039;&#039;Sausages&#039;&#039;&#039;: obtained from Pork and Salt at the Butcher&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Bread}} &#039;&#039;&#039;Wheat bread&#039;&#039;&#039;: obtained from Wheat Flour at the Bakery backyard extension or Communal Oven.&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 per month during Spring, Summer, and Autumn, and 2 per month during Winter.&lt;br /&gt;
* {{Icon|Charcoal}} &#039;&#039;&#039;[[Charcoal]]&#039;&#039;&#039;: obtained from Firewood at the Charcoal Kiln.&lt;br /&gt;
* {{Icon|Firewood}} &#039;&#039;&#039;[[Firewood]]&#039;&#039;&#039;: obtained from Trees at the Woodcutter&#039;s Lodge.&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;
Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. &lt;br /&gt;
* {{Icon|Barley}} &#039;&#039;&#039;Barley&#039;&#039;&#039;: which can be turned into Malt at Malthouse.&lt;br /&gt;
* {{Icon|Flax}} &#039;&#039;&#039;Flax&#039;&#039;&#039;: which can be turned into Linen at the Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Rye}} &#039;&#039;&#039;Rye&#039;&#039;&#039;: which is harvested as Grain. Requires the Orchardry and Rye Cultivation Developments to be chosen.&lt;br /&gt;
* {{Icon|Wheat}} &#039;&#039;&#039;Wheat&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.&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 Material resources are processed into commodities resources.&lt;br /&gt;
* {{Icon|Clay}} &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Dye}} &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* {{Icon|Flour}} &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* {{Icon|Grain}} &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* {{Icon|Hides}} &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* {{Icon|Iron parts}} &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Iron ore}} &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Iron slab}} &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* {{Icon|Leather}} &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* {{Icon|Linen}} &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* {{Icon|Malt}} &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Wax}} &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* {{Icon|Wool}}  &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* {{Icon|Yarn}} &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#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;
Commodity resources may be requested by the Burgage Plots, depending on their level.&lt;br /&gt;
* {{Icon|Ale}} &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.&lt;br /&gt;
* {{Icon|Candles}} &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* {{Icon|Cloaks}} &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Clothes}} &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Herbs}} &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.&lt;br /&gt;
* {{Icon|Salt}} &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* {{Icon|Shoes}} &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at the Cobbler&#039;s Workshop.&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 your militia and your retinue. They are created at certain backyard extensions.&lt;br /&gt;
* {{Icon|Crossbows}} &#039;&#039;&#039;Crossbows&#039;&#039;&#039;: obtained from Planks and Iron Parts at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Gambesons}} &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Helmets}} &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking Development.&lt;br /&gt;
* {{Icon|Large shields}} &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Mail armor}} &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.&lt;br /&gt;
* {{Icon|Plate armor}} &#039;&#039;&#039;Plate armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.&lt;br /&gt;
* {{Icon|Polearms}} &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Sidearms}} &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Small shields}} &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Spears}} &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* {{Icon|Warbows}} &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Firewood&amp;diff=10859</id>
		<title>Firewood</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Firewood&amp;diff=10859"/>
		<updated>2025-11-01T19:36:30Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxResources&lt;br /&gt;
|image = {{PAGENAME}}.png|&amp;lt;translate&amp;gt;Regular&amp;lt;/translate&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;[[Resource]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
|producedby = &amp;lt;translate&amp;gt;[[Woodcutter&#039;s lodge]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
|usedin = &amp;lt;translate&amp;gt;{{icon|charcoal}} [[Charcoal]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storedin = &amp;lt;translate&amp;gt;[[Storehouse]], [[Woodcutter&#039;s lodge]]&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{icon|firewood}} &#039;&#039;&#039;Firewood&#039;&#039;&#039; is one of two [[{{tl}}Resources#Fuel|fuel resources]] in Manor Lords. &lt;br /&gt;
&lt;br /&gt;
== Use ==&lt;br /&gt;
&lt;br /&gt;
Firewood is the base fuel resource. Fuel is a requirement for the functioning of [[{{tl}}burgage plots]], the [[{{tl}}manor]], and a variety of industries through [[{{tl}}workplaces]] and [[{{tl}}extensions]]. Firewood can be converted into {{icon|charcoal}} [[{{tl}}charcoal]] at the [[{{tl}}charcoal kiln]].&lt;br /&gt;
&lt;br /&gt;
== Production ==&lt;br /&gt;
&lt;br /&gt;
To produce firewood, a settlement requires a [[woodcutter&#039;s lodge]]. Workers assigned to the lodge go to nearby forests to cut down trees and transport them back to the lodge, where they split the trees into firewood. Storehouse workers then collect the firewood from the woodcutter&#039;s lodge and deliver it to the [[{{tl}}storehouse]]. From the storehouse, firewood can be delivered to workplaces and extensions, or sold via a [[{{tl}}marketplace]] stall.&lt;br /&gt;
&lt;br /&gt;
== Storage ==&lt;br /&gt;
&lt;br /&gt;
Firewood is a perishable resource damaged by weather unless stored in a storehouse or in the woodcutter&#039;s lodge. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!October 13, 2025&lt;br /&gt;
|Added firewood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Template:GameNewsMP&amp;diff=10858</id>
		<title>Template:GameNewsMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Template:GameNewsMP&amp;diff=10858"/>
		<updated>2025-10-31T14:58:17Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: added release of 0.8.035 beta to news&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:GameNewsMP/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;container&amp;quot; style=&amp;quot;margin: 3px; flex-grow: 1; display: flex; flex-direction: column;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 18px; font-weight: bold; background-color:#314550; padding: 0.75em; border-radius: 5px 5px 0 0; color:white;&amp;quot;&amp;gt;Manor Lords News&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;content&amp;quot; style=&amp;quot;padding: 0.25em 0.75em 0.25em 0.75em; border: 1px solid #314550; border-radius: 0 0 5px 5px; flex-grow:1; display: flex; flex-direction: column; justify-content: center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: 1rem; text-align: center; margin-bottom: 0.5em;&amp;quot;&amp;gt;&#039;&#039;&#039;Current version:&#039;&#039;&#039; 0.8.035&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;!--{{#ev:youtube|S7MnkE_qxj8|1100|center|container=frame|autoresize=true}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
;October 2, 2025&lt;br /&gt;
:The long-awaited beta for the next big update has finally been released. Discover the new AI towns, deepened mechanics such as the development and affinity systems, stone castles, new maps, a UI rework and new resources! [[{{tl}}0.8.035 - Beta|Read more]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
;March 7, 2025&lt;br /&gt;
:The first preview of the next big update has arrived! It showcases stone castles, a castle planner and a sneak-peek of a new map, Devil&#039;s Hill. Exciting news on AI towns is on the horizon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
;February 28, 2025&lt;br /&gt;
:Manor Lords wins the &#039;Best Indie Game of 2024&#039; award at the Digital Vikings Award, hosted in Gdańsk, Poland.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
;January 10, 2025&lt;br /&gt;
:Update 4 (0.8.024) is released, introducing two new maps, bridges, a marketplace rework, a level 2 tavern upgrade and many smaller gameplay and balance changes. [[{{tl}}0.8.024 - Update 4|Read more]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
;December 27, 2024&lt;br /&gt;
:Manor Lords wins the &#039;Best City Builder&#039; award of PC Gamer&#039;s &#039;Game of the Year Awards 2024&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
;September 26, 2024&lt;br /&gt;
:Update 3 (0.8.004) is released, adding [[fishing]], [[butcher]]s, [[crossbow]]s, and food spoilage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
;July 22, 2024&lt;br /&gt;
:It is revealed that the next Manor Lords patch will include fishing ponds, crossbows, new portraits, and will have the game migrated to Unreal Engine 5. [https://store.steampowered.com/news/app/1363080?emclan=103582791467743290&amp;amp;emgid=4374767864888445285 &amp;lt;!--T:3--&amp;gt;Read more].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
;June 19, 2024&lt;br /&gt;
:Manor Lords developer Greg Styczeń announces that the game will be migrating from Unreal Engine 4 to the Unreal Engine 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10857</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10857"/>
		<updated>2025-10-31T14:44:29Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jpg|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&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;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Origins =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10856</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10856"/>
		<updated>2025-10-31T14:44:19Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: updated development screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development.jng|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development perks screen in early access&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;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Origins =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Development.jpg&amp;diff=10855</id>
		<title>File:Development.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Development.jpg&amp;diff=10855"/>
		<updated>2025-10-31T14:43:40Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10854</id>
		<title>Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Development&amp;diff=10854"/>
		<updated>2025-10-31T14:40:53Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: completed Origins quote&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Development Trees.png|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The development trees in early access&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;
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. &lt;br /&gt;
&lt;br /&gt;
* Level 1 (Small village) requires 5 burgage plots of level 1.&lt;br /&gt;
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.&lt;br /&gt;
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.&lt;br /&gt;
&lt;br /&gt;
= Origins =&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;We carry the weight of our past, but it is the promise of these lands that will define us&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the first set of development perks you can choose from after reaching the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: none;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Bamberg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;1. Bamberg Smallholders&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.&lt;br /&gt;
* Increased approval from food variety (+10%)&lt;br /&gt;
* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.&lt;br /&gt;
* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Vogtland.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;2. Of the Vogtland&#039;&#039;&#039;&lt;br /&gt;
* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.&lt;br /&gt;
* Increased export price on minor trades. All minor trades base export value is increased by 50%.&lt;br /&gt;
* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.&lt;br /&gt;
* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Woodwright.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;3. Woodwright Journeymen&#039;&#039;&#039;&lt;br /&gt;
* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.&lt;br /&gt;
* Reduces fuel consumption by 50%. &lt;br /&gt;
* Increases militia combat effectiveness by 10%.&lt;br /&gt;
* Decreases mining gathering speed by 10%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Regensburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;4. Regensburg Guildsmen&#039;&#039;&#039;&lt;br /&gt;
* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.&lt;br /&gt;
* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.&lt;br /&gt;
* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.&lt;br /&gt;
* Land tax approval malus. Land tax approval severity increased by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Passau.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;5. Smiths of Passau&#039;&#039;&#039;&lt;br /&gt;
* Increases blacksmith efficiency by 20%.&lt;br /&gt;
* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%. &lt;br /&gt;
* Strength of &amp;quot;local handymen&amp;quot; affinity increases by 300%.&lt;br /&gt;
* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Alps.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;6. Born of the Alps&#039;&#039;&#039;&lt;br /&gt;
* Clothing durability increase. Consumption of all clothing goods decreases by 50%.&lt;br /&gt;
* Sheep are more resilient. Sheep no longer die at high elevation during winter months.&lt;br /&gt;
* Hunting camp efficiency increases by 50%.&lt;br /&gt;
* Trade routes are more costly. Establishing a trade route costs 20% more.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Strasburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;7. Strasburg Masons&#039;&#039;&#039;&lt;br /&gt;
* Improved stonemason&#039;s station. Stone gatherer camp labor speed increases by 30% and stonemason&#039;s station efficiency increased by 30%.&lt;br /&gt;
* Reduces castle planner cost by 30%.&lt;br /&gt;
* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.&lt;br /&gt;
* Decreases labor speed for hunting and fishing by 20%.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Nuremburg.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;8. Nuremburg Prospectors&#039;&#039;&#039;&lt;br /&gt;
* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.&lt;br /&gt;
* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.&lt;br /&gt;
* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.&lt;br /&gt;
* Retinue treasury cost is now doubled.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 150px; vertical-align: top;&amp;quot; | [[File:Weidenhinterlanders.jpg|150px]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top;&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;9. Weiden Hinterlanders&#039;&#039;&#039;&lt;br /&gt;
* Efficiency when farming on elevation increased by 10%.&lt;br /&gt;
* Cheaper animal imports. All animals&#039; ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%. &lt;br /&gt;
* Mining labor speed increases by 20%.&lt;br /&gt;
* Artisan efficiency malus. All artisan workshops&#039; efficiency is decreased by 20%.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.024_-_Update_4&amp;diff=10853</id>
		<title>0.8.024 - Update 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.024_-_Update_4&amp;diff=10853"/>
		<updated>2025-10-31T14:28:51Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major changes =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Cliff system rework&#039;&#039;&#039;: Cliffs should be less ambiguous now. It should be more clear which area is buildable and traversable. When in build mode and when units are selected, a zigzag pattern will appear over the cliff area. Gaps between landscape components and cliffs should no longer appear when zooming far away. Pathfinding errors around cliffs should be fixed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Worker Restrictions for Stalls&#039;&#039;&#039;: Only the storage building workers can set up marketplace Stalls now. There was too much confusion about who owned what and works where, and it was very difficult for players to understand, for instance, that a gravedigger could have a food stall (selling home vegetable garden produce).&lt;br /&gt;
* &#039;&#039;&#039;Inventory Source Restriction&#039;&#039;&#039;: Only storage buildings supply the stall inventories and peddle.&lt;br /&gt;
* &#039;&#039;&#039;Goods Supply Cap&#039;&#039;&#039;: The number of goods a marketplace can supply is capped by the number of stalls (and, therefore, by the number of assigned storage building families). It can now be previewed in the market panel as &amp;quot;granary supply capacity&amp;quot; and &amp;quot;storehouse supply capacity.&amp;quot; As the bars fill up, the supply capacity is reaching a limit, and you need to assign more storage worker families.&lt;br /&gt;
* &#039;&#039;&#039;Stall Mergers&#039;&#039;&#039;: Fuel Stalls and Fabric Stalls were merged into a General Goods Stall.&lt;br /&gt;
* &#039;&#039;&#039;Connection Arcs Added&#039;&#039;&#039;: Arcs connecting storage buildings to marketplaces are now being drawn after selecting either one.&lt;br /&gt;
* &#039;&#039;&#039;Marketplace UI Update&#039;&#039;&#039;: Marketplace supply UI will now show the number of assigned families in the storage buildings.&lt;br /&gt;
* &#039;&#039;&#039;Instant Stall Assignments&#039;&#039;&#039;: Storage-building families will now try to build or take over a stall as soon as they are assigned.&lt;br /&gt;
* &#039;&#039;&#039;Reduced Stall Storage Space&#039;&#039;&#039;: Decreased max stall storage space to still have the motivation for a healthy number of stalls on the market.&lt;br /&gt;
* &#039;&#039;&#039;Abandoned Stalls Exclusion&#039;&#039;&#039;: Abandoned stalls no longer account for marketplace availability.&lt;br /&gt;
* &#039;&#039;&#039;Market Availability Distribution&#039;&#039;&#039;: Tuned the market availability distribution so that houses reserve only as much variety as they need for the upgrade.&lt;br /&gt;
* &#039;&#039;&#039;Regional Data Update&#039;&#039;&#039;: All data in the Marketplace supply panel is now regional, including &amp;quot;Free stall locations.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Disable Stalls Behavior&#039;&#039;&#039;: After you disable &amp;quot;allow market stalls&amp;quot; on a storage building, workers abandon their stalls since they stop contributing to Market Supply.&lt;br /&gt;
* &#039;&#039;&#039;Granary Direct Consumption&#039;&#039;&#039;: Instead of eating from the marketplace, villagers sometimes eat straight from the granaries to reduce the marketplace supply fluctuations.&lt;br /&gt;
* &#039;&#039;&#039;Instant Market Supply Calculation&#039;&#039;&#039;: In order for all values to always match, market supply is calculated instantly every time stall storage changes (supply includes what workers are already transporting).&lt;br /&gt;
* &#039;&#039;&#039;Extra Tooltip Info&#039;&#039;&#039;: Added extra marketplace tooltip info about available and required food variety in the region.&lt;br /&gt;
* &#039;&#039;&#039;Marketplace Storage Filters&#039;&#039;&#039;: You can now use storage filters on the marketplace to ensure some goods won&#039;t be distributed.&lt;br /&gt;
* &#039;&#039;&#039;Refueling from Storehouses&#039;&#039;&#039;: To reduce supply fluctuations, plots and workplaces will refuel directly from storehouses if possible.&lt;br /&gt;
* &#039;&#039;&#039;Instant Stall Setup&#039;&#039;&#039;: When you allow market stall setup, workers will try to build or take over stalls instantly.&lt;br /&gt;
* &#039;&#039;&#039;Real-Time Overlay Updates&#039;&#039;&#039;: When hovering over any supply category, the overlay colors of burgage plots should now update in real time.&lt;br /&gt;
* &#039;&#039;&#039;Abandoned Stall Goods Return&#039;&#039;&#039;: Storage workers will bring goods back to storage from abandoned stalls.&lt;br /&gt;
* &#039;&#039;&#039;Category Reorganization&#039;&#039;&#039;: Moved the Marketplace &amp;amp; Market Carts to the Logistics category.&lt;br /&gt;
* &#039;&#039;&#039;Ale and Water Distribution Changes&#039;&#039;&#039;:  &lt;br /&gt;
** &#039;&#039;&#039;New Distribution Logic&#039;&#039;&#039;: Ale from taverns and water from wells are now distributed in a similar way as marketplace items.&lt;br /&gt;
** &#039;&#039;&#039;Reason 1&#039;&#039;&#039;: It&#039;s no longer enough to just have 1 Ale sitting in the tavern to upgrade the whole town.&lt;br /&gt;
** &#039;&#039;&#039;Reason 2&#039;&#039;&#039;: I wanted to add Well and Tavern upgrades.&lt;br /&gt;
&lt;br /&gt;
= New features =&lt;br /&gt;
&lt;br /&gt;
==== New playable maps ====&lt;br /&gt;
* Map selection now includes two new playable maps: High Peaks and Winding River.&lt;br /&gt;
&lt;br /&gt;
==== Overstock setting added ====&lt;br /&gt;
* Added an &amp;quot;Overstock&amp;quot; setting to the building tab for distributing buildings (Tavern, Marketplace). This setting allows the user to control how many extra goods are placed in the stalls or the tavern that exceed what&#039;s currently needed.&lt;br /&gt;
&lt;br /&gt;
==== Bridge building system ====&lt;br /&gt;
* A bridge-building system has been added, utilizing the Road Tool.&lt;br /&gt;
&lt;br /&gt;
==== Stone well upgrade ====&lt;br /&gt;
* Added a stone well upgrade that provides more water supply (30 plots). The wooden well water supply was reduced to 15 plots.&lt;br /&gt;
&lt;br /&gt;
==== Level 2 tavern upgrade ====&lt;br /&gt;
* Added a Level 2 Tavern upgrade and a new visual for the Level 1 Tavern.&lt;br /&gt;
&lt;br /&gt;
= Gameplay &amp;amp; balance =&lt;br /&gt;
* &#039;&#039;&#039;Taxation Approval Change&#039;&#039;&#039;: Approval for taxation will now happen even if there is no money to tax — seems more intuitive for the players.&lt;br /&gt;
* &#039;&#039;&#039;Stone Well Supply&#039;&#039;&#039;: Stone well supply increased to 50 plots to justify the extra cost.&lt;br /&gt;
* &#039;&#039;&#039;Restrictions During Droughts&#039;&#039;&#039;: Fishing in ponds during droughts is not allowed anymore.&lt;br /&gt;
* &#039;&#039;&#039;Charcoal Burning Adjustment&#039;&#039;&#039;: Charcoal burners now try to burn charcoal in stacks of up to 10 firewood at once (per assigned family).&lt;br /&gt;
* &#039;&#039;&#039;Woodcutter Speed Reduced&#039;&#039;&#039;: Slowed down woodcutter&#039;s debranching by 30%.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Storage Limitation&#039;&#039;&#039;: Windmills should no longer mill flour if there is no pantry space left.&lt;br /&gt;
* &#039;&#039;&#039;Flour and Bread Changes&#039;&#039;&#039;: 1 grain makes 1 flour, and bread output doubles (to reduce clogging at the windmill).&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Building Costs Rebalance&#039;&#039;&#039;: Balance pass on building and upgrade costs, reducing the amount of Logs and utilizing more Planks, Stone, and Tools to better reflect the look of the building and encourage more diverse resource use.&lt;br /&gt;
* &#039;&#039;&#039;Tavern Employment Reduction&#039;&#039;&#039;: Tavern (Lvl1) now employs 1 family (reduced from 3).&lt;br /&gt;
* &#039;&#039;&#039;Tavern Spoilage Reduction Boosts&#039;&#039;&#039;: Tavern (Lvl1) now provides a small boost to spoilage reduction over regular buildings.&lt;br /&gt;
* &#039;&#039;&#039;Tavern Pantry Capacity Reduced&#039;&#039;&#039;: Tavern (Lvl2) pantry capacity reduced from 100 to 50.&lt;br /&gt;
* &#039;&#039;&#039;Tavern Spoilage Boost at Lvl2&#039;&#039;&#039;: Tavern (Lvl2) now provides a small boost to spoilage reduction over Lvl1.&lt;br /&gt;
* &#039;&#039;&#039;Iron Deposit Size Increased&#039;&#039;&#039;: Iron Normal Deposits minimum size increased by 60%; maximum size increased by 28%.&lt;br /&gt;
* &#039;&#039;&#039;Stone Deposit Size Increased&#039;&#039;&#039;: Stone Normal Deposits minimum size increased by 20%; maximum size increased by 20%.&lt;br /&gt;
&lt;br /&gt;
= Balance adjustments =&lt;br /&gt;
* &#039;&#039;&#039;Apiary&#039;&#039;&#039;: Planks increased from 2 to 4.&lt;br /&gt;
* &#039;&#039;&#039;Stonecutter&#039;&#039;&#039;: Logs decreased from 2 to 1; Planks increased from 0 to 4.&lt;br /&gt;
* &#039;&#039;&#039;Mining Pit&#039;&#039;&#039;: Logs decreased from 1 to 0; Planks increased from 0 to 4.&lt;br /&gt;
* &#039;&#039;&#039;Tavern (Level 1)&#039;&#039;&#039;: Logs decreased from 5 to 3; Planks increased from 0 to 4.&lt;br /&gt;
* &#039;&#039;&#039;Mill&#039;&#039;&#039;: Logs decreased from 4 to 2; Planks increased from 0 to 8.&lt;br /&gt;
* &#039;&#039;&#039;Communal Oven&#039;&#039;&#039;: Logs remain 2; Planks increased from 0 to 4; Stone increased from 0 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Bloomery&#039;&#039;&#039;: Logs decreased from 2 to 1; Planks increased from 0 to 6.&lt;br /&gt;
* &#039;&#039;&#039;Smithy&#039;&#039;&#039;: Logs decreased from 2 to 1; Planks increased from 0 to 4; Stone increased from 0 to 6.&lt;br /&gt;
* &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039;: Logs decreased from 2 to 1; Planks increased from 0 to 6; Stone increased from 5 to 8.&lt;br /&gt;
* &#039;&#039;&#039;Malthouse&#039;&#039;&#039;: Logs decreased from 4 to 2; Planks increased from 0 to 6; Stone increased from 0 to 12.&lt;br /&gt;
* &#039;&#039;&#039;Tannery&#039;&#039;&#039;: Logs decreased from 4 to 2; Planks increased from 0 to 6.&lt;br /&gt;
* &#039;&#039;&#039;Granary (Level 2)&#039;&#039;&#039;: Logs decreased from 5 to 2; Planks increased from 10 to 12; Stone remains 5.&lt;br /&gt;
* &#039;&#039;&#039;Storehouse (Level 2)&#039;&#039;&#039;: Logs decreased from 5 to 2; Planks increased from 10 to 16.&lt;br /&gt;
* &#039;&#039;&#039;Stable&#039;&#039;&#039;: Planks increased from 2 to 4.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Plot (Level 2)&#039;&#039;&#039;: Logs decreased from 4 to 2; Planks increased from 0 to 8.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Plot (Level 3)&#039;&#039;&#039;: Logs increased from 4 to 3; Planks increased from 8 to 12; Tiles and Wealth remain unchanged.&lt;br /&gt;
* &#039;&#039;&#039;Well (Level 2)&#039;&#039;&#039;: Planks increased from 2 to 4; Stone remains 10.&lt;br /&gt;
* &#039;&#039;&#039;Tavern (Level 2)&#039;&#039;&#039;: Logs remain 2; Planks increased from 5 to 8; Stone increased from 2 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Church (Level 2)&#039;&#039;&#039;: Logs decreased from 5 to 4; Planks increased from 10 to 16; Stone increased from 20 to 25; Tiles remain unchanged.&lt;br /&gt;
* &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;: Planks increased from 0 to 2; Wealth decreased from 25 to 15.&lt;br /&gt;
* &#039;&#039;&#039;Bakery&#039;&#039;&#039;: Planks increased from 5 to 6; Wealth increased from 5 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Tailor&#039;&#039;&#039;: Planks increased from 5 to 6; Wealth increased from 5 to 10; Tools increased from 0 to 1.&lt;br /&gt;
* &#039;&#039;&#039;Armorer&#039;&#039;&#039;: Planks increased from 4 to 8; Wealth increased from 10 to 20; Tools increased from 0 to 2.&lt;br /&gt;
* &#039;&#039;&#039;Blacksmith&#039;&#039;&#039;: Planks increased from 5 to 8; Wealth increased from 5 to 20; Tools increased from 0 to 2.&lt;br /&gt;
* &#039;&#039;&#039;Cobbler&#039;&#039;&#039;: Planks increased from 5 to 6; Wealth increased from 5 to 10; Tools increased from 0 to 1.&lt;br /&gt;
* &#039;&#039;&#039;Bowyer&#039;&#039;&#039;: Planks increased from 4 to 6; Wealth increased from 0 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Brewery&#039;&#039;&#039;: Planks increased from 5 to 6; Wealth increased from 5 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Joiner&#039;&#039;&#039;: Planks increased from 4 to 6; Wealth increased from 0 to 10; Tools increased from 0 to 1.&lt;br /&gt;
* &#039;&#039;&#039;Butcher&#039;&#039;&#039;: Planks increased from 4 to 6; Wealth increased from 0 to 10; Tools increased from 0 to 1.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Food Consumption Adjustment&#039;&#039;&#039;: Instead of picking random food types to eat, families now try to consume all foods equally.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Region Strength Selection Change&#039;&#039;&#039;: Instead of choosing a random one, regions are now picked from a finite pool. This ensures, for instance, no rolls with zero rich iron deposits.&lt;br /&gt;
&lt;br /&gt;
= Minor changes =&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Pickup Location Randomization&#039;&#039;&#039;: Pickup location randomization for fields to make collecting crops smoother.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Unit Formation Dragging and Collision&#039;&#039;&#039;: Dragging and projecting a unit formation, instead of skipping columns, will stick to the obstacle edge if a collision is detected.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Virtual Supply Distribution Adjustment&#039;&#039;&#039;: Virtual supply distribution is clamped to a number of active workers. Example: There are two taverns. In theory, 1 tavern is enough to supply all houses so that the other tavern would stop all work. After the change, both taverns will still try to share some work.&lt;br /&gt;
* &#039;&#039;&#039;Missing Floater Icons Added&#039;&#039;&#039;: Added missing floater icons (when you hold TAB) to the tavern, trading post, and the marketplace.&lt;br /&gt;
* &#039;&#039;&#039;Building Access Limits Adjusted&#039;&#039;&#039;: Adjusted building access limits to have fewer villagers &amp;quot;waiting&amp;quot; as the building gets too many transport requests at the same time.&lt;br /&gt;
* &#039;&#039;&#039;Tooltip Updates&#039;&#039;&#039;: Tooltip updates.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Rain Duration Shortened&#039;&#039;&#039;: Shortened rain duration.&lt;br /&gt;
* &#039;&#039;&#039;Deep Mine Animation Changes&#039;&#039;&#039;: Instead of doing the mining animation on the surface, Deep Mineworkers will actually go underground and bring mined resources on their way out.&lt;br /&gt;
* &#039;&#039;&#039;Retainers Excluded from Approval Ratings&#039;&#039;&#039;: Because it&#039;s impossible for the player to manage, retainers will no longer affect the resident&#039;s approval rating, including from taxation.&lt;br /&gt;
* &#039;&#039;&#039;Construction Goods Banner Added&#039;&#039;&#039;: Added a problem banner &amp;quot;construction goods missing&amp;quot; for where the player blocks themself by exporting construction resources or reserving them for crafting (e.g., by unpausing a sawpit that has logs in it that were meant for construction).&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Disabled FSR&#039;&#039;&#039;: Disabled FSR cause it potentially causes a GPU Crash even when it&#039;s disabled.&lt;br /&gt;
* &#039;&#039;&#039;Stamina Regeneration for Disbanded Soldiers&#039;&#039;&#039;: Added stamina regen for disbanded soldiers.&lt;br /&gt;
* &#039;&#039;&#039;AI Command Improvement&#039;&#039;&#039;: Improved AI unit command indecisiveness in tight spaces.&lt;br /&gt;
* &#039;&#039;&#039;Pathfinding Emergency Mode Fixes&#039;&#039;&#039;: Pathfinding emergency mode will no longer ignore water obstacles.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Plot Info Displayed in Region Panel&#039;&#039;&#039;: Burgage Plots now display &amp;quot;total,&amp;quot; &amp;quot;occupied,&amp;quot; and &amp;quot;under construction&amp;quot; in the Region Panel.&lt;br /&gt;
* &#039;&#039;&#039;Granaries Limited for Tithe Goods Collection&#039;&#039;&#039;: Tithe goods will only be collected from the Granaries to avoid causing extra market supply fluctuations.&lt;br /&gt;
* &#039;&#039;&#039;Unit Cards Reordering Added&#039;&#039;&#039;: Added the ability to drag and drop unit cards to change their order.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Task Failure Messages Updated&#039;&#039;&#039;: &amp;quot;Access limit reached&amp;quot; will show in the task description when a task failed because too many people tried to access a single building at the same time.&lt;br /&gt;
* &#039;&#039;&#039;Region Names Adjusted&#039;&#039;&#039;: Renamed the regions in Germanic Valley to better fit their meanings in German.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] FOV Adjustments&#039;&#039;&#039;: FOV changes now depend on the camera zoom level.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Unit Formation Improvements&#039;&#039;&#039;: When sending a unit by single clicking on a road (or a bridge), the unit will try to form a narrow formation and align the formation direction with the road direction.&lt;br /&gt;
* &#039;&#039;&#039;Inventory Grid Widget Optimization&#039;&#039;&#039;: Cleaned inventory grid widget generation to remove flickering tooltips and improve optimization.&lt;br /&gt;
* Burgage Plot Numbers Added to Region Panel&#039;&#039;&#039;: Number of burgage plots is now displayed in the Region Panel.&lt;br /&gt;
* &#039;&#039;&#039;Living Space Availability Displayed&#039;&#039;&#039;: Living Space displays what is Available rather than Total in the Region Panel.&lt;br /&gt;
* &#039;&#039;&#039;Smoother Camera Interpolation&#039;&#039;&#039;: Smoother camera height interpolation.&lt;br /&gt;
&lt;br /&gt;
= Performance =&lt;br /&gt;
* &#039;&#039;&#039;Static Collision Checks&#039;&#039;&#039;: Optimized static collision checks.&lt;br /&gt;
* &#039;&#039;&#039;UI Updates&#039;&#039;&#039;: UI update optimizations.&lt;br /&gt;
* &#039;&#039;&#039;Market Demand Calculations&#039;&#039;&#039;: Market demand calculation optimizations.&lt;br /&gt;
* &#039;&#039;&#039;Marketplace Dirt Erosion&#039;&#039;&#039;: Optimized the eroding marketplace dirt functions.&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Unit Ground Collision&#039;&#039;&#039;: Further optimized unit ground collision checks.&lt;br /&gt;
&lt;br /&gt;
= Crashfixes =&lt;br /&gt;
* &#039;&#039;&#039;GPU Crash Fix Attempt&#039;&#039;&#039;: Fix attempt for the UE5 crashing on some PCs with a &amp;quot;GPU Crash Triggered&amp;quot; message.&lt;br /&gt;
* &#039;&#039;&#039;Animal Death Crash Fixed&#039;&#039;&#039;: Fixed a crash when animals are killed, for instance, by arrow fire, while being traded.&lt;br /&gt;
&lt;br /&gt;
= Bugfixes =&lt;br /&gt;
* &#039;&#039;&#039;Brigand Behavior Fix&#039;&#039;&#039;: Fixed brigands not leaving their camp sometimes when the enemy troops are near.&lt;br /&gt;
* &#039;&#039;&#039;Pathfinding Fix on &amp;quot;Winding River&amp;quot;&#039;&#039;&#039;: Fixed oxen and traders getting stuck off the map on &amp;quot;Winding River&amp;quot; due to insufficient pathfinding data in the non-playable area.&lt;br /&gt;
* &#039;&#039;&#039;Oxen Order Management Fix&#039;&#039;&#039;: Fixed oxen orders get lost after the player demolishes or relocates the building.&lt;br /&gt;
* &#039;&#039;&#039;Coat of Arms Display Fix&#039;&#039;&#039;: Fixed orange tint sometimes appears in the player&#039;s Coat of Arms in the Lord&#039;s panel.&lt;br /&gt;
* &#039;&#039;&#039;Granary Navigation Fix&#039;&#039;&#039;: Fixed villagers trying to navigate to the closed-off portion of the small granary.&lt;br /&gt;
* &#039;&#039;&#039;Bridge Pathfinding Fix&#039;&#039;&#039;: Fixed gaps in the bridge pathfinding obstacle leading to soldiers &amp;quot;falling&amp;quot; off the bridge.&lt;br /&gt;
* &#039;&#039;&#039;Small Stable Pathfinding Adjustment&#039;&#039;&#039;: Changed how oxen rest in the Small Stable to reduce failed pathfinding requests for guides wanting to stand next to them (in a wall).&lt;br /&gt;
* &#039;&#039;&#039;Soldier Animation Fix&#039;&#039;&#039;: Fixed soldiers still pick running animation sometimes when only slightly pushed due to overoptimization.&lt;br /&gt;
* &#039;&#039;&#039;Warehouse Transport Fix&#039;&#039;&#039;: Fixed warehouse workers not transporting excess goods from the trading post if there are over 10 transport requests.&lt;br /&gt;
* &#039;&#039;&#039;Cliff Road Placement Fix&#039;&#039;&#039;: Fixed cliffs not blocking road placement.&lt;br /&gt;
* &#039;&#039;&#039;Retinue Editor Color Fix&#039;&#039;&#039;: Fixed Retinue colors not updating in the Retinue Editor.&lt;br /&gt;
* &#039;&#039;&#039;Wool Yield Limit Fix&#039;&#039;&#039;: Fixed wool yield accumulating indefinitely on sheep (instead of being limited to 1 until collected by the sheep farm worker).&lt;br /&gt;
* &#039;&#039;&#039;Sheep Wool Drop Fix&#039;&#039;&#039;: Fixed sheep dropping wool when startled by raiders.&lt;br /&gt;
* &#039;&#039;&#039;Sheep Shearing Logic Fix&#039;&#039;&#039;: Fixed sheep herders shearing wool even when their workplace storage is full.&lt;br /&gt;
* &#039;&#039;&#039;Tavern Visitor Seating Fix&#039;&#039;&#039;: Fixed tavern visitors sometimes sitting in the air after upgrading the tavern to lv2.&lt;br /&gt;
* &#039;&#039;&#039;Clay Furnace Operation Fix&#039;&#039;&#039;: Fixed the clay furnace working even when not refueled.&lt;br /&gt;
* &#039;&#039;&#039;Tavern Upgrade Seating Fix&#039;&#039;&#039;: Tavern visitors sit in the air after hitting &amp;quot;upgrade&amp;quot; while people are drinking.&lt;br /&gt;
* &#039;&#039;&#039;Encamping Raiders Issue Fixed&#039;&#039;&#039;: Fixed raiders encamping while at full strength instead of raiding if any bandit squad was wiped out to 0 before.&lt;br /&gt;
* &#039;&#039;&#039;Enemy Units Encamping Outside Map Fixed&#039;&#039;&#039;: Fixed enemy units being able to encamp outside the map area.&lt;br /&gt;
* &#039;&#039;&#039;Raider Movement Towards Player Fixed&#039;&#039;&#039;: Fixed raiders not moving towards the player&#039;s region if there&#039;s a bandit camp near them and the army think it&#039;s all encamped.&lt;br /&gt;
* &#039;&#039;&#039;Units Walking Underground Fixed&#039;&#039;&#039;: Fixed units walking underground near streams.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Traders Importing Dead Animals Fixed&#039;&#039;&#039;: Fixed livestock traders trying to import dead animals.&lt;br /&gt;
* &#039;&#039;&#039;Combat Lag Spikes Reduced&#039;&#039;&#039;: Fixed lag spikes occurring when combat is happening in hard-to-navigate spaces.&lt;br /&gt;
* &#039;&#039;&#039;Bandit Camp Spawning Fixed&#039;&#039;&#039;: Added another check to fix bandit camps spawning on ponds.&lt;br /&gt;
* &#039;&#039;&#039;Disabled Sawpit Oxen Task Fixed&#039;&#039;&#039;: Fixed oxen not getting logs from the sawpit even though it&#039;s disabled.&lt;br /&gt;
* &#039;&#039;&#039;Tavern Visit Issue Fixed: Fixed&#039;&#039;&#039;: If the nearest tavern is taken or empty, villagers will refuse to go to another one.&lt;br /&gt;
* &#039;&#039;&#039;Soldiers Locomotion Animation Fixed&#039;&#039;&#039;: Fixed soldiers sometimes triggering wrong locomotion animation, e.g., using the running animation when actually moving slow, or using the standing animation when actually moving fast.&lt;br /&gt;
* &#039;&#039;&#039;Regional Good Surplus Update Fixed&#039;&#039;&#039;: Fixed assigning the first worker family and unassigning the last worker family not updating regional good surplus, even though it doesn&#039;t count as reserved for crafting when you unassign all workers from the workplace.&lt;br /&gt;
* &#039;&#039;&#039;Surface Mine Construction Fixed&#039;&#039;&#039;: Fixed the surface mine sometimes gets stuck and construction never finishes.&lt;br /&gt;
* &#039;&#039;&#039;Granary Workers Collecting Non-Pantry Items Fixed&#039;&#039;&#039;: Fixed granary workers collecting non-pantry stored items from the Trading Posts when the player disables all export of them.&lt;br /&gt;
* &#039;&#039;&#039;Flexible Plot Snapping Fixed&#039;&#039;&#039;: Fixed flexible plots sometimes not snapping to the point closest to the cursor.&lt;br /&gt;
* &#039;&#039;&#039;Unit Command Exploit Fixed&#039;&#039;&#039;: Fixed the player being able to force units into a pond or a river by issuing commands furiously.&lt;br /&gt;
* &#039;&#039;&#039;Retreating Units Getting Stuck Fixed&#039;&#039;&#039;: Fixed units get stuck on obstacles while retreating if they are in permanent collision with their own squad members.&lt;br /&gt;
* &#039;&#039;&#039;Hunters Bow Equip Issue Fixed&#039;&#039;&#039;: Fixed hunters not unequipping bows before going to fetch water from the well.&lt;br /&gt;
* &#039;&#039;&#039;Large Characters Movement Improved&#039;&#039;&#039;: Increased the distance large characters (animals, horse riders, handcart pullers) count as near to the camera to reduce the chances of them visibly going sideways due to overoptimization.&lt;br /&gt;
* &#039;&#039;&#039;Cursor Spyglass Change Fixed&#039;&#039;&#039;: Fixed the cursor changing to spyglass sometimes while the pause menu is visible.&lt;br /&gt;
* &#039;&#039;&#039;Problem Banner Cycling Fixed&#039;&#039;&#039;: Fixed clicking on a problem banner does not always cycle through all the affected buildings or villagers.&lt;br /&gt;
* &#039;&#039;&#039;Excessive Water Collection Fixed&#039;&#039;&#039;: Fixed residents bringing too much water home if their task update synchronized perfectly by chance, possibly leading to clogged wells in large cities.&lt;br /&gt;
* &#039;&#039;&#039;Camera Diving Underwater Fixed&#039;&#039;&#039;: Fixed the camera being able to dive underwater in a pond after the snow melts and turns pond ground collision off.&lt;br /&gt;
* &#039;&#039;&#039;Armament Delivery Trigger Fixed&#039;&#039;&#039;: Fixed armament delivery does not trigger when the player upgrades the storehouse before finishing 5 cottages.&lt;br /&gt;
* &#039;&#039;&#039;Villager Storage Limit Respect Fixed&#039;&#039;&#039;: Fix attempts for villagers not respecting storage limits because of a rare chance the items are marked as belonging to the target building, but the villager does not have a transport task just yet.&lt;br /&gt;
* &#039;&#039;&#039;Invisible Crossbowmen Items Fixed&#039;&#039;&#039;: Fixed: Invisible Crossbowmen items stored in Burgage plots when the unit flees from combat.&lt;br /&gt;
* &#039;&#039;&#039;Array Error During Spoilage Fixed&#039;&#039;&#039;: Fixed a possible error when the array was changed during iteration when spoilage destroyed a supply dump holding only food.&lt;br /&gt;
&lt;br /&gt;
= Audio &amp;amp; sound =&lt;br /&gt;
* &#039;&#039;&#039;Town Ambience Adjustments&#039;&#039;&#039;: Tweaked town ambiance levels + added new ambient sounds.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
* &#039;&#039;&#039;Snow Displacement Disabled&#039;&#039;&#039;: Disabled snow displacement cause sadly it kept glitching.&lt;br /&gt;
* &#039;&#039;&#039;Drinking Mug Added&#039;&#039;&#039;: Added the missing drinking mug during the drinking action in the taverns.&lt;br /&gt;
* &#039;&#039;&#039;[WIP] Deep Mine Rework&#039;&#039;&#039;: Work in progress on a Deep Mine rework.&lt;br /&gt;
* &#039;&#039;&#039;[WIP] Cloud and Atmosphere Tweaks&#039;&#039;&#039;: Work in progress on tweaks to clouds and atmosphere to create some dark, stormy skies.&lt;br /&gt;
* &#039;&#039;&#039;Cliffs Added to Parchment Map&#039;&#039;&#039;: Cliffs now show on the parchment map.&lt;br /&gt;
* &#039;&#039;&#039;Residential Expansion Visuals Updated&#039;&#039;&#039;: Updated visuals of Residential Expansions (Level 1 and Level 2).&lt;br /&gt;
* &#039;&#039;&#039;[Experimental] Abandoned Stall Covers Removed&#039;&#039;&#039;: Brought back abandoned stalls having no cloth covers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We have some community hubs on Discord, Twitter, YouTube, Facebook, Instagram, and Reddit for updates, discussions, and feedback. Visit the official Manor Lords website and wiki for detailed information and resources. Thank you for supporting the journey!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Don&#039;t forget to share your thoughts and feedback in a Steam review. We check them constantly, and we&#039;re working hard on even more updates.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thanks for playing,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Greg&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.004_-_Update_3&amp;diff=10852</id>
		<title>0.8.004 - Update 3</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.004_-_Update_3&amp;diff=10852"/>
		<updated>2025-10-31T14:27:22Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major changes =&lt;br /&gt;
&lt;br /&gt;
==== Unreal Engine 5 ====&lt;br /&gt;
&lt;br /&gt;
* A lot of old engine bugs and crashes should no longer occur, including random crashes during loading a saved game or certain resolutions breaking the game.&lt;br /&gt;
* [Experimental] A new &amp;quot;virtual shadow map&amp;quot; system that produces very sharp, high resolution shadows.&lt;br /&gt;
* New volumetric clouds and atmosphere rendering.&lt;br /&gt;
* GPU based LOD for Instanced Components.&lt;br /&gt;
* I tried my best to match UE5 settings (foliage LODs, fog level) to UE4&#039;s settings since some players perceived a downgrade.&lt;br /&gt;
&lt;br /&gt;
==== Trade overview ====&lt;br /&gt;
* Added a trade overview in the development screen which lists all the previous transactions done by the region.&lt;br /&gt;
&lt;br /&gt;
==== Food spoilage mechanic ====&lt;br /&gt;
* Each food type decays at a certain rate per month, for instance, fish decay faster than bread.&lt;br /&gt;
* Certain buildings affect spoilage, for instance storing in a granary is better than storing in the workplace&#039;s pantry.&lt;br /&gt;
* Weather events can affect spoilage rates (droughts make food spoil quicker).&lt;br /&gt;
* Added drought impact to the spoilage tooltip.&lt;br /&gt;
* Added a &amp;quot;spoilage multiplier&amp;quot; difficulty setting to the game setup.&lt;br /&gt;
&lt;br /&gt;
==== Fishing ====&lt;br /&gt;
* Added a new resource node: Fishing pond.&lt;br /&gt;
* Made so that the ponds freeze in the winter.&lt;br /&gt;
* Added a new development branch, Advanced Pondkeeping, that enables fishing all year round and doubles the capacity.&lt;br /&gt;
* Added a new food resource: Fish.&lt;br /&gt;
* Added a new workplace: Fisherman&#039;s hut, with new job (fisherman).&lt;br /&gt;
* Fish pond water level should lower during droughts.&lt;br /&gt;
&lt;br /&gt;
==== Crossbows ====&lt;br /&gt;
* Added a new military resource: Crossbows (made in bowyer workshop).&lt;br /&gt;
* Added new unit types: Light Mercenary Crossbowmen and Militia Crossbowmen.&lt;br /&gt;
* Added a new ranged low tier mercenary group: &amp;quot;The huntsmen&amp;quot;.&lt;br /&gt;
* Iron Parts are required to make Crossbows. They are made from Iron Slabs by the Blacksmith Artisan.&lt;br /&gt;
&lt;br /&gt;
==== Butchers ====&lt;br /&gt;
* Implemented the butcher artisan conversion. Butchers take surplus sheep and lamb and convert them into meat.&lt;br /&gt;
* Added new deposit (salt) and readded the salt resource which is mined with the surface/deep mine.&lt;br /&gt;
* Added a new resource: Sausage (1 salt + 1 meat = 2 sausage). It is made in the Butcher workshop and has much lower spoilage rate than Meat.&lt;br /&gt;
* First butcher workshop built will set a sheep &amp;amp; lamb reserve automatically to a half of the population in order to avoid butchering the whole flock.&lt;br /&gt;
* Advanced Skinning development branch doubles the Meat from butchers as well.&lt;br /&gt;
&lt;br /&gt;
==== Production limits ====&lt;br /&gt;
* Added a system of production limits and reserves for workplaces crafting goods.&lt;br /&gt;
* Removed the individual limits (construction limit, hunting limit) and rerouted everything to the new reserve UI in the &amp;quot;advanced&amp;quot; tab. This way, Fisherman huts now also get a fishing limit to avoid overfishing.&lt;br /&gt;
&lt;br /&gt;
==== Pigs ====&lt;br /&gt;
* You now have to choose what animal to order, either a pig or a goat.&lt;br /&gt;
* Pigs give 2x meat every 150 days, Goats give 1 meat + 1 hides every 150 days.&lt;br /&gt;
* Added pig sound effects.&lt;br /&gt;
&lt;br /&gt;
= Gameplay &amp;amp; balance =&lt;br /&gt;
&lt;br /&gt;
==== Adjusted deposit spawning ====&lt;br /&gt;
* Brought rich deposits closer to the starting camp on first spawn (if possible) to make the starts a little bit more balanced.&lt;br /&gt;
&lt;br /&gt;
==== Malthouse ====&lt;br /&gt;
* Added a Pantry to the Malthouse.&lt;br /&gt;
* Malthouse now actually requires refueling.&lt;br /&gt;
* Added generic storage to the Malthouse since it stores fuel.&lt;br /&gt;
* 1 Malt now makes 2 Ale.&lt;br /&gt;
&lt;br /&gt;
==== Sheep &amp;amp; lambs ====&lt;br /&gt;
* When bought, sheep all have pregnancy counter set to 0 for better predictability of the sheep breeding development branch.&lt;br /&gt;
* A minimum of 2 sheep are now required for breeding to occur.&lt;br /&gt;
* Sheep pregnancy duration lowered to 145 days (+-1) (Variable is currently hidden in the game).&lt;br /&gt;
* The number of lambs born per region cap increased to a maximum of 2 every ten days.&lt;br /&gt;
&lt;br /&gt;
==== Communal oven ====&lt;br /&gt;
* Communal oven will now require refueling.&lt;br /&gt;
&lt;br /&gt;
==== Experimental ====&lt;br /&gt;
* The bonus resource node was removed since most people thought that it&#039;s a bug.&lt;br /&gt;
* Since most people expect between 2-3 ponds and 2-3 salt deposits per map, instead of spawning them as a bonus node from a random pool, fishing ponds can now randomly replace berry deposits, and salt deposits can randomly replace iron deposits. Once again, the randomization uses a fixed pool to spawn 2-3 of those per map, as the players seem to expect.&lt;br /&gt;
&lt;br /&gt;
= Minor changes =&lt;br /&gt;
&lt;br /&gt;
* Rewrote the random node algorithm to reduce cases where it fails to find an appropriate spot and spawns an object in the wrong location (eg. spawning a bandit camp on top of a pond).&lt;br /&gt;
* Added multiple paragraph breaks to wiki descriptions.&lt;br /&gt;
* A setting was added to display Resource Node (Deposit) icons in construction mode only.&lt;br /&gt;
* Made &amp;quot;advanced&amp;quot; tab highlight every time an artisan workshop is created so that the player notices the new settings of production focus and reserve for butchers.&lt;br /&gt;
* [Experimental] A new way of spawning bandit camps that is more randomized and should now avoid spawning them on top of ponds.&lt;br /&gt;
* [Experimental] Moved production focus to the &amp;quot;advanced&amp;quot; building panel tab and livestock assignment to the &amp;quot;livestock&amp;quot; building panel tab.&lt;br /&gt;
* Added missing Lambs icon.&lt;br /&gt;
* Wiki text and tooltip updates.&lt;br /&gt;
* Added new coat of arms symbols.&lt;br /&gt;
* Added new character portraits.&lt;br /&gt;
* Lowered the interface scale on smaller resolutions to reduce the top region panel overlapping with the lord&#039;s panel &amp;amp; screen edge.&lt;br /&gt;
* Improved collision avoidance if two characters are already extremely near collision distance or in collision.&lt;br /&gt;
* Enhanced the tooltip for the &amp;quot;NA&amp;quot; price to explain better why it&#039;s not available.&lt;br /&gt;
* &amp;quot;Fuel reserve&amp;quot; renamed to &amp;quot;fuel stockpile&amp;quot; not to confuse with the new &amp;quot;reserve&amp;quot; options.&lt;br /&gt;
* Removed the &amp;quot;max capacity&amp;quot; placeholder text.&lt;br /&gt;
* Added max mining deposit capacity to save data.&lt;br /&gt;
* If an animal breeding fails due to collision, another attempt will be made next cycle.&lt;br /&gt;
* Adjusted stone gate spawning locations for specific lv3 plots (left side anchored, no expansion upgrade).&lt;br /&gt;
* Added new help buttons to reserve and production limit and added entries for text in barter UI and work area and road curvature.&lt;br /&gt;
* Changed the season tooltip to display the current year instead of years survived, as well as the day of the month.&lt;br /&gt;
* Changed the Animal Pen upgrade icon to reflect the new animal choices.&lt;br /&gt;
* Traders will continue working when sick until they reach home region again.&lt;br /&gt;
* Changed ox plowing directions to be even more historically accurate (from center, outside).&lt;br /&gt;
* [Experimental] The game hides the demolish button on the very last Hitching Post in the region in order to protect new players from game * * overing themselves by deleting the last hitching post and making the ox run away. I made the stables follow the same rules, so that if you have * 10 stables and 1 hitching post, you may delete the hitching post, but if you have 1 stable, you can no longer delete it.&lt;br /&gt;
* Adjusted the description of the &amp;quot;Better deals&amp;quot; perk.&lt;br /&gt;
* Added the livestock order timer to save data.&lt;br /&gt;
&lt;br /&gt;
= Optimizations =&lt;br /&gt;
* Added advanced culling for transform updates (should make high population sessions run much faster).&lt;br /&gt;
* [Experimental] Fireplace light simulation LOD added.&lt;br /&gt;
* [Experimental] Optimization of surface checks and fire reaction checks.&lt;br /&gt;
* [Experimental] Optimized unit rotation smoothing far from the camera.&lt;br /&gt;
* [Experimental] Ground height checks optimizations.&lt;br /&gt;
* [Experimental] Locomotion velocity &amp;amp; animation speed calculation optimizations.&lt;br /&gt;
* Unit static collision system optimizations.&lt;br /&gt;
* Grass system optimizations.&lt;br /&gt;
* Significant crowd animation system optimizations.&lt;br /&gt;
* [Experimental] Distributed unit motion calculations over multiple frames to make the framerate smoother.&lt;br /&gt;
* Optimized calculation of push forces in combat.&lt;br /&gt;
* Reduced stutter after loading a savefile by moving the loading of the construction assets into the loading screen (in consequence making the loading screen a bit longer).&lt;br /&gt;
* Pathfinding optimizations.&lt;br /&gt;
* Optimized memory usage.&lt;br /&gt;
* [Experimental] Dynamic foliage LODs: Tree detail will now vary on the camera angle additionally to being dependent on the distance to the camera.&lt;br /&gt;
&lt;br /&gt;
= Crashfixes =&lt;br /&gt;
* Fixed a crash when the player deleted a squad by RMB during the rallying tool being active with that squad.&lt;br /&gt;
* Fixed a crash when relocating a forager with a herbs garden while one of the workers has a task related to the garden and then reassigning the worker in the relocated building.&lt;br /&gt;
* Fixed a crash for saves that had a bugged 0 yield field because the player placed such a narrow plot it couldn&#039;t be triangulated properly.&lt;br /&gt;
* Fixed a crash when deer were startled off-map.&lt;br /&gt;
* Fixed a crash when the baron loots one of the bandit camps.&lt;br /&gt;
* Fixed the game crashing when Baron clears a bandit camp.&lt;br /&gt;
* Fixed the crash when booting the game while volumetric clouds setting is off in the ini file.&lt;br /&gt;
* Fixed a crash when drawing over 200 waypoints for a squad.&lt;br /&gt;
&lt;br /&gt;
= Bugfixes =&lt;br /&gt;
* Fixed the deer not migrating back to their lair location if the camera is far due to optimization introduced in 0.7.975.&lt;br /&gt;
Coat of arms editor &amp;quot;field E&amp;quot; not displaying text properly.&lt;br /&gt;
* Fixed saving erasing ownership data of items in the inventory, leading for instance to woodcutters transporting log pieces to the storehouse.&lt;br /&gt;
* Fixed: Rounding up influence value shown in UI may give an impression that claiming territory is not working correctly.&lt;br /&gt;
* Fixed: Placing a road over carts permanently remove them from game.&lt;br /&gt;
* Fixed: Limiting Farmhouse&#039;s work area does not prevent workers from gathering already harvested crops from fields.&lt;br /&gt;
* Fixed: After destroying the well, buildings do not lose water access.&lt;br /&gt;
* Fix attempt for militia potentially not unequipping their military gear if they are disbanded while still inside their houses, leading to &amp;quot;animData not found&amp;quot; errors for civilian actions happening when dressed in military type body.&lt;br /&gt;
* Fixed bloomers over refueling their workplaces.&lt;br /&gt;
* Fixed castle modules costing too many resources (To confirm whether it was already present in the public build).&lt;br /&gt;
* Fixed the extension/conversion sound signatures not applying the volume settings.&lt;br /&gt;
* Added a temp workaround for snowflakes not displaying on AMD GPUs.&lt;br /&gt;
* Fixed black shrubs occurring during a drought.&lt;br /&gt;
* Fixed &amp;quot;snap to roads&amp;quot; checkbox not doing anything when placing plots.&lt;br /&gt;
* Added a fix attempt for players being able to place fields that are almost self-intersecting, leading to them being unselectable and/or having 0% fertility.&lt;br /&gt;
* Fixed &amp;quot;save game&amp;quot; and &amp;quot;load game&amp;quot; header texts getting mixed up in the load menu.&lt;br /&gt;
* Fixed deer getting stuck if bandits are near.&lt;br /&gt;
* Fixed deer getting scared of birds and running away, potentially forever (fun one).&lt;br /&gt;
* Fixed deer not being startled by buildings.&lt;br /&gt;
* Fixed: Villagers can fetch water from the not fully constructed well.&lt;br /&gt;
* Fixed: Windmill does not respect the Production Limit.&lt;br /&gt;
* Fixed the tavern production limit being visible even though it doesn&#039;t produce anything.&lt;br /&gt;
* Fixed invalid push force scaling at high framerates, resulting in units pushing themselves away indefinitely in rare situations.&lt;br /&gt;
* Fixed some parts of the lv3 residential stone gate wall floating or spawning with gaps.&lt;br /&gt;
* Fixed lv3 stone gate not always being spawned deterministically when a plot is narrow and there is no expansion, leading to some buildings appearing as unconstructed after loading a save.&lt;br /&gt;
* Fixed villagers &amp;amp; oxen sometimes not respecting storage filters.&lt;br /&gt;
* Fixed &amp;quot;berry&amp;quot; regional strength sometimes being picked even though there is no berries spawned cause a pond replaced them.&lt;br /&gt;
* Fixed the heads sometimes disappearing when a newly spawned villager exits a building.&lt;br /&gt;
* Fixed soldiers running away from the enemy immediately after loading a save (cowards).&lt;br /&gt;
* Fixed deer counting as 2 when breeding.&lt;br /&gt;
* Fixed setting highlights disappearing after changing the language.&lt;br /&gt;
* Fixed storehouse workers collecting fuel stockpiles from buildings that need to be refueled.&lt;br /&gt;
* Fixed the &amp;quot;Rooftiles&amp;quot; icon being greyed.&lt;br /&gt;
* Fixed the &amp;quot;constantly pause and unpause the game to stop days passing&amp;quot; exploit.&lt;br /&gt;
* Fixed deer icon not moving to their lair location after reloading the game.&lt;br /&gt;
* Fixed lamb age not loading properly.&lt;br /&gt;
* Fixed Herders not collecting Wool from Sheep if the sheep move after the task is created and not move again due to the camera being far.&lt;br /&gt;
* Fixed: Barter traders leave imported non-food goods in market stalls.&lt;br /&gt;
* Fixed: Reserve set in the Tavern for Ale distribution is not being respected.&lt;br /&gt;
* Removed the extra 2 days between December and January which resulted from the day of the year counter starting at 0.&lt;br /&gt;
* Fixed: Military equipment crafted by Artisans is not being transported to the Storehouse if the corresponding Workshop&#039;s Storage is full.&lt;br /&gt;
* Fixed oxen not reaccommodating to another hitching post or stable if their current &amp;quot;home&amp;quot; hitching post gets demolished.&lt;br /&gt;
* Fixed grass not disappearing after deleting and rebuilding a vegetable garden.&lt;br /&gt;
* Fixed: Incorrect animal gets delivered if save/load is performed after ordering one (for example traders importing chickens by mistake) (Note: * This fix may only work on a new save).&lt;br /&gt;
* Fixed the fuel reservation bug sometimes getting fuel into the negatives.&lt;br /&gt;
* Fixed building access limit triggering too aggressively, resulting in a workers &amp;quot;waiting&amp;quot; cause they think too many people are trying to access the same building at the same time.&lt;br /&gt;
* Fixed villagers taking away Charcoal from workplaces that have fuel stockpiles.&lt;br /&gt;
* Fixed: Trapping perk does not work until loading a save file.&lt;br /&gt;
* Fixed: Workers keep producing goods without respecting the set reserve if it is set to 1000 or more.&lt;br /&gt;
* Fixed: Bloomery not respecting crafting reserve.&lt;br /&gt;
* Fixed: Trading post workers do not sell goods after loading a save.&lt;br /&gt;
* Fixed: Production in the Hunting camp blocks when the Generic storage is full of Carcass.&lt;br /&gt;
* Fixed: &amp;quot;Lazy buildings&amp;quot; (Like the sitting log in the hunting camp) being treated as workbenches.&lt;br /&gt;
* Fixed deer carcasses sometimes not disappearing from the rack after crafting is finished if a game was loaded during the crafting process.&lt;br /&gt;
* Fixed the meat lying under the table in the hunting camp.&lt;br /&gt;
* Fixed hunters sometimes bringing over 2 carcasses for skinning in the hunting camp even though there are only 2 skinning racks.&lt;br /&gt;
* Fixed resources retrieved from the bandit camp being able to land in a pond, leading to the bandits possibly trying to loot them, not being able to get into the pond to get them and clog pathfinding, resulting in pathfinding for squads not working or being laggy.&lt;br /&gt;
* Fixed Tavernkeepers transporting Ale back to the Granary if it exceeds 85% of the Pantry limit.&lt;br /&gt;
* Second fix attempt: Resources retrieved from the bandit camp being able to land in a pond.&lt;br /&gt;
* Fixed export price showing as &amp;quot;NA&amp;quot; in the trading post when doing local trade only (foreign trade checkbox disabled).&lt;br /&gt;
* Fixed villagers not unequipping carts when going to fetch water.&lt;br /&gt;
* Fixed villagers clumping too much at the well (note: this might affect transportation limits of other buildings again, aka more workers waiting if too many people want to access the same building at the same time).&lt;br /&gt;
* Fixed grass not properly culling over fields.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
* One-handed combo animation polish and two-handed idle pose polish.&lt;br /&gt;
* [Experimental] Changed back the deposit icons to be all flat shaded for unification.&lt;br /&gt;
* Made drought transitions smoother.&lt;br /&gt;
* Added turning animations for oxen so that they appear less stiff when moving.&lt;br /&gt;
* Spring color palette tweaks to overall appear less yellowish.&lt;br /&gt;
* Main menu scene reworked for better historical authenticity.&lt;br /&gt;
* Two handed combat animations cleanup (attack-defend-attack-defend combos).&lt;br /&gt;
* Further Field material art direction &amp;amp; specular variation.&lt;br /&gt;
* More precise height calculation on landscape deforming meshes like mines.&lt;br /&gt;
* Tried to tune the ice material to make it less like, according to one player, concrete :)&lt;br /&gt;
* [Experimental] Pond material changes: The water edge is softened at the cost of AA motion precision (sadly, we can&#039;t have both). Pond water now receives shadows. Note: Shadows will look pixelated up close with &amp;quot;sharp&amp;quot; shadow settings - Epic is working on a solution as we speak.&lt;br /&gt;
* Increased the distance of cartwheels/barrels rotating which was earlier reduced too aggressively for optimization.&lt;br /&gt;
* Increased how quickly the weather changes to reduce the periods of overcast weather since some players reported that the game is too gloomy.&lt;br /&gt;
* The irregularity of the vegetable field shape now scales with their size. This way they are no longer too wobbly as they get very large.&lt;br /&gt;
* [Experimental] Light function atlas enabled to allow ponds to receive cloud shadows - cloud shadow material edits were required.&lt;br /&gt;
* Tweaked grass LODs &amp;amp; Grass Wind.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10851</id>
		<title>0.8.035 - Beta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10851"/>
		<updated>2025-10-31T14:26:05Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major changes =&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Location Selection&#039;&#039;&#039;: Ability to preselect the starting location in the game setup screen.&lt;br /&gt;
* &#039;&#039;&#039;New Maps&#039;&#039;&#039;: New playable maps: Devil&#039;s Hill, Jagged Cliffs, Divided, Large Lake.&lt;br /&gt;
* &#039;&#039;&#039;New Game Modes&#039;&#039;&#039;: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).&lt;br /&gt;
* &#039;&#039;&#039;Jobs &amp;amp; Buildings&#039;&#039;&#039;: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.&lt;br /&gt;
* &#039;&#039;&#039;Wall Positioning&#039;&#039;&#039;: A new system for positioning units on walls.&lt;br /&gt;
* &#039;&#039;&#039;Ladder Climbing&#039;&#039;&#039;: Units now climb ladders to access higher floors.&lt;br /&gt;
* &#039;&#039;&#039;Hover Fortifications&#039;&#039;&#039;: The player can now hover the castle fortifications and see the soldiers inside.&lt;br /&gt;
* &#039;&#039;&#039;Gate Control&#039;&#039;&#039;: Added the ability to open and close each castle gate individually.&lt;br /&gt;
&lt;br /&gt;
==== Castle upgrade system ====&lt;br /&gt;
* Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.&lt;br /&gt;
* Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. Bailey area allowed for construction is limited by your lord&#039;s or lady&#039;s Rank (still WIP).&lt;br /&gt;
* Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.&lt;br /&gt;
&lt;br /&gt;
==== Affinity system ====&lt;br /&gt;
* Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)&lt;br /&gt;
* Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a &amp;quot;Pannage&amp;quot; Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.&lt;br /&gt;
&lt;br /&gt;
==== Maintenance system ====&lt;br /&gt;
* Workplace Maintenance: A lot of workplaces now must be maintained to function properly.&lt;br /&gt;
* Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.&lt;br /&gt;
* Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.&lt;br /&gt;
&lt;br /&gt;
==== Yield system ====&lt;br /&gt;
* Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.&lt;br /&gt;
* Yield Influencers: Yield can be affected by Labor Speed, Productivity and Efficiency.&lt;br /&gt;
* Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.&lt;br /&gt;
* Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.&lt;br /&gt;
* Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.&lt;br /&gt;
&lt;br /&gt;
==== Approval system rework ====&lt;br /&gt;
* Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.&lt;br /&gt;
* Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Food resource rework ====&lt;br /&gt;
* Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.&lt;br /&gt;
* Wildlife Change: Deer were replaced by Small Game since it&#039;s more plausible in historical terms.&lt;br /&gt;
* Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.&lt;br /&gt;
* Sausages: Sausages are made from Pork and Salt.&lt;br /&gt;
* Orchard Types: Pears and Quinces were added as Orchard resource types.&lt;br /&gt;
* Mushrooms (Experimental): (Experimental) Mushrooms were added back.&lt;br /&gt;
&lt;br /&gt;
==== Regional development system rework ====&lt;br /&gt;
* Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.&lt;br /&gt;
* Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.&lt;br /&gt;
* Rollout Status: Since it&#039;s still in progress, only 1st batch of perks (Origins) is available.&lt;br /&gt;
* Policies Removal: Policies are temporarily removed (still undergoing rework).&lt;br /&gt;
&lt;br /&gt;
= Balance =&lt;br /&gt;
* &#039;&#039;&#039;Animal Reproduction&#039;&#039;&#039;: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.&lt;br /&gt;
* &#039;&#039;&#039;Mining Range&#039;&#039;&#039;: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.&lt;br /&gt;
* &#039;&#039;&#039;Mine Collapse Risk&#039;&#039;&#039;: There is an increasing chance of collapse if the user places too many mines close to each other.&lt;br /&gt;
* &#039;&#039;&#039;Homelessness Grace Period&#039;&#039;&#039;: Added a 30 day grace period since settling a region for the homelessness approval factor.&lt;br /&gt;
* &#039;&#039;&#039;Castle Fire Safety&#039;&#039;&#039;: Manors/Castles are no longer flammable under the assumption that raiders shouldn&#039;t be able to easily light them on fire.&lt;br /&gt;
* &#039;&#039;&#039;Starting Node Balance&#039;&#039;&#039;: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).&lt;br /&gt;
* &#039;&#039;&#039;Fishing Node Odds&#039;&#039;&#039;: Temporary: Increased chance of fishing resource nodes on maps with many river regions.&lt;br /&gt;
* &#039;&#039;&#039;Consumption Scaling&#039;&#039;&#039;: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.&lt;br /&gt;
* &#039;&#039;&#039;Regrowth Tweaks&#039;&#039;&#039;: Tweaked resource regrowth rates.&lt;br /&gt;
* &#039;&#039;&#039;Trading Post Values&#039;&#039;&#039;: New values and Trade Types assigned to Foods and Materials in the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Trade Balancing&#039;&#039;&#039;: New values assigned to most Animals for orders and Livestock Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Tariff Increase&#039;&#039;&#039;: Increased import tariff from 5 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Iron Recipe Rebalance&#039;&#039;&#039;: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.&lt;br /&gt;
* &#039;&#039;&#039;Garden Replanting&#039;&#039;&#039;: Vegetable Gardens need to be replowed and replanted after harvest.&lt;br /&gt;
* &#039;&#039;&#039;Settlement Growth Bonus&#039;&#039;&#039;: Every region now gains +1 Growth for 1 year from the &amp;quot;Fresh settlement&amp;quot; modifier.&lt;br /&gt;
&lt;br /&gt;
= UI =&lt;br /&gt;
* &#039;&#039;&#039;UI Restyling&#039;&#039;&#039;: Overall UI restyling with a more &amp;quot;medieval&amp;quot; and less modern feel.&lt;br /&gt;
* &#039;&#039;&#039;Production Screen&#039;&#039;&#039;: A new screen where you can preview your regional production and consumption balances.&lt;br /&gt;
* &#039;&#039;&#039;Approval Hover Info&#039;&#039;&#039;: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.&lt;br /&gt;
* &#039;&#039;&#039;Map Restyling&#039;&#039;&#039;: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Family Widgets&#039;&#039;&#039;: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.&lt;br /&gt;
* &#039;&#039;&#039;Road Snap Fix&#039;&#039;&#039;: Road Snap Points no longer get distorted on the grass.&lt;br /&gt;
* &#039;&#039;&#039;Resource Icons&#039;&#039;&#039;: New Resource Node icons.&lt;br /&gt;
* &#039;&#039;&#039;Rename Saves&#039;&#039;&#039;: Existing saves can now be renamed.&lt;br /&gt;
* &#039;&#039;&#039;Region Cycling&#039;&#039;&#039;: Regions can now be cycled through on the Region Screen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Efficiency&#039;&#039;&#039;: Windmills now display their efficiency value on the inventory panel.&lt;br /&gt;
* &#039;&#039;&#039;Log Notifications&#039;&#039;&#039;: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.&lt;br /&gt;
* &#039;&#039;&#039;Save Confirmation&#039;&#039;&#039;: Added save overwrite confirmation window.&lt;br /&gt;
* &#039;&#039;&#039;Building UI Fixes&#039;&#039;&#039;: Removed the building placement front arrow since building entrances are displayed now.&lt;br /&gt;
* &#039;&#039;&#039;Destroy Button&#039;&#039;&#039;: Alt clicking to delete a castle module was replaced by a destroy button.&lt;br /&gt;
* &#039;&#039;&#039;Module Snapback&#039;&#039;&#039;: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.&lt;br /&gt;
* &#039;&#039;&#039;Wall Selection Accuracy&#039;&#039;&#039;: Improved accuracy when selecting wall points.&lt;br /&gt;
* &#039;&#039;&#039;Tutorial Overhaul&#039;&#039;&#039;: Added tutorial subsections and reworked the tutorial contents.&lt;br /&gt;
* &#039;&#039;&#039;Description Generalization&#039;&#039;&#039;: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.&lt;br /&gt;
* &#039;&#039;&#039;Extension Display&#039;&#039;&#039;: Added extension type to building floaters displayed when pressing tab.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Tooltip&#039;&#039;&#039;: Livestock Tooltip now displays Extension animals.&lt;br /&gt;
&lt;br /&gt;
= Minor changes =&lt;br /&gt;
* &#039;&#039;&#039;Camera Collision&#039;&#039;&#039;: Improved the camera collision with cliffs on High Peaks.&lt;br /&gt;
* &#039;&#039;&#039;River Fishing Nodes&#039;&#039;&#039;: Fishing nodes often spawn in rivers now (allowing river fishing).&lt;br /&gt;
* &#039;&#039;&#039;Elevation Overlay&#039;&#039;&#039;: A new Elevation overlay.&lt;br /&gt;
* &#039;&#039;&#039;Graphics Presets&#039;&#039;&#039;: Added global graphics presets.&lt;br /&gt;
* &#039;&#039;&#039;Cold Warning Fix&#039;&#039;&#039;: When a burgage plot is refueled, the cold warning should now instantly disappear.&lt;br /&gt;
* &#039;&#039;&#039;Module Collision&#039;&#039;&#039;: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snapping&#039;&#039;&#039;: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.&lt;br /&gt;
* &#039;&#039;&#039;Wall Joining&#039;&#039;&#039;: Added an option to join 2 walls into 1 after you snap their ends together.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snap Points&#039;&#039;&#039;: Added missing wall snapping points to the outer towers.&lt;br /&gt;
* &#039;&#039;&#039;Module Rotation Fix&#039;&#039;&#039;: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.&lt;br /&gt;
* &#039;&#039;&#039;Stream Integration&#039;&#039;&#039;: Streams now use the river system and therefore will spawn small bridges.&lt;br /&gt;
* &#039;&#039;&#039;Apiary Extension&#039;&#039;&#039;: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.&lt;br /&gt;
* &#039;&#039;&#039;Deterministic Mechanics&#039;&#039;&#039;: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).&lt;br /&gt;
* &#039;&#039;&#039;Yield Linearization&#039;&#039;&#039;: Yields are more linear as Orchard Trees and Field Crops mature.&lt;br /&gt;
* &#039;&#039;&#039;Family Structure Data&#039;&#039;&#039;: Moved consumption &amp;amp; approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).&lt;br /&gt;
* &#039;&#039;&#039;Disease Data Shift&#039;&#039;&#039;: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.&lt;br /&gt;
* &#039;&#039;&#039;Clothing Change&#039;&#039;&#039;: Cloaks are removed, and instead there are two recipes of producing Clothes - either from Wool or from Linen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Supply Change&#039;&#039;&#039;: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.&lt;br /&gt;
* &#039;&#039;&#039;Deprecated Jobs&#039;&#039;&#039;: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.&lt;br /&gt;
* &#039;&#039;&#039;Stable Optimization&#039;&#039;&#039;: Skipped animal petting in the stables since it&#039;s no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.&lt;br /&gt;
* &#039;&#039;&#039;UI Performance&#039;&#039;&#039;: Optimized population and living space UI updates.&lt;br /&gt;
* &#039;&#039;&#039;Tooltip Update&#039;&#039;&#039;: Updated text for establishing a trade route tooltip, delivering more information.&lt;br /&gt;
&lt;br /&gt;
= Sound =&lt;br /&gt;
* &#039;&#039;&#039;Drag Audio&#039;&#039;&#039;: Added sound effects when dragging castle modules.&lt;br /&gt;
&lt;br /&gt;
= Bugfixes =&lt;br /&gt;
* &#039;&#039;&#039;Approval Tooltip&#039;&#039;&#039;: Fixed approval tooltip not displaying during the first in game day in a session.&lt;br /&gt;
* &#039;&#039;&#039;Job Assignment&#039;&#039;&#039;: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.&lt;br /&gt;
* &#039;&#039;&#039;Wall Blueprint Curve&#039;&#039;&#039;: Fixed the castle wall blueprints being less curved after committing construction at least once.&lt;br /&gt;
* &#039;&#039;&#039;Camera Snap Fix&#039;&#039;&#039;: Fixed the camera snapping above water level when moving over waterbodies.&lt;br /&gt;
* &#039;&#039;&#039;Problem Banner Bug&#039;&#039;&#039;: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.&lt;br /&gt;
* &#039;&#039;&#039;Soldier Immobility Fix&#039;&#039;&#039;: Fixed soldiers becoming immobile if all their squad members have died.&lt;br /&gt;
* &#039;&#039;&#039;Region Data Load Fix&#039;&#039;&#039;: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.&lt;br /&gt;
* &#039;&#039;&#039;Tree Scale Bug&#039;&#039;&#039;: Fixed felled trees sometimes loading with overly large scale.&lt;br /&gt;
* &#039;&#039;&#039;Road Respawn Bug&#039;&#039;&#039;: Fixed certain pre-placed road pieces respawning when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Granary Upgrade Bug&#039;&#039;&#039;: Fixed the Large Granary not upgrading sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Villager Stuck Bug&#039;&#039;&#039;: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Floating Resources Bug&#039;&#039;&#039;: Fixed Resource Clumps floating in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Tint Fix&#039;&#039;&#039;: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.&lt;br /&gt;
* &#039;&#039;&#039;Wagon Pathfinding Fix&#039;&#039;&#039;: Fixed pathfinding ignoring the broken wagon next to the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Militia Region Restriction&#039;&#039;&#039;: Fixed the player being able to add militia units from non owned regions.&lt;br /&gt;
* &#039;&#039;&#039;Ox Navigation Bug&#039;&#039;&#039;: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
* &#039;&#039;&#039;Fishing Visuals&#039;&#039;&#039;: Tweaked fishing locations.&lt;br /&gt;
* &#039;&#039;&#039;Garrison Tower Model&#039;&#039;&#039;: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.&lt;br /&gt;
* &#039;&#039;&#039;Workshop Models&#039;&#039;&#039;: Reworked Joiner, Bowyer, Armorer &amp;amp; Butcher workshops.&lt;br /&gt;
* &#039;&#039;&#039;Door Detection&#039;&#039;&#039;: Improved door opening detection precision.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10850</id>
		<title>0.8.035 - Beta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10850"/>
		<updated>2025-10-31T14:24:18Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Major Changes =&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Location Selection&#039;&#039;&#039;: Ability to preselect the starting location in the game setup screen.&lt;br /&gt;
* &#039;&#039;&#039;New Maps&#039;&#039;&#039;: New playable maps: Devil&#039;s Hill, Jagged Cliffs, Divided, Large Lake.&lt;br /&gt;
* &#039;&#039;&#039;New Game Modes&#039;&#039;&#039;: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).&lt;br /&gt;
* &#039;&#039;&#039;Jobs &amp;amp; Buildings&#039;&#039;&#039;: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.&lt;br /&gt;
* &#039;&#039;&#039;Wall Positioning&#039;&#039;&#039;: A new system for positioning units on walls.&lt;br /&gt;
* &#039;&#039;&#039;Ladder Climbing&#039;&#039;&#039;: Units now climb ladders to access higher floors.&lt;br /&gt;
* &#039;&#039;&#039;Hover Fortifications&#039;&#039;&#039;: The player can now hover the castle fortifications and see the soldiers inside.&lt;br /&gt;
* &#039;&#039;&#039;Gate Control&#039;&#039;&#039;: Added the ability to open and close each castle gate individually.&lt;br /&gt;
&lt;br /&gt;
==== Castle Upgrade System ====&lt;br /&gt;
* Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.&lt;br /&gt;
* Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. Bailey area allowed for construction is limited by your lord&#039;s or lady&#039;s Rank (still WIP).&lt;br /&gt;
* Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.&lt;br /&gt;
&lt;br /&gt;
==== Affinity System ====&lt;br /&gt;
* Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)&lt;br /&gt;
* Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a &amp;quot;Pannage&amp;quot; Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.&lt;br /&gt;
&lt;br /&gt;
==== Maintenance System ====&lt;br /&gt;
* Workplace Maintenance: A lot of workplaces now must be maintained to function properly.&lt;br /&gt;
* Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.&lt;br /&gt;
* Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.&lt;br /&gt;
&lt;br /&gt;
==== Yield System ====&lt;br /&gt;
* Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.&lt;br /&gt;
* Yield Influencers: Yield can be affected by Labor Speed, Productivity and Efficiency.&lt;br /&gt;
* Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.&lt;br /&gt;
* Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.&lt;br /&gt;
* Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.&lt;br /&gt;
&lt;br /&gt;
==== Approval System Rework ====&lt;br /&gt;
* Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.&lt;br /&gt;
* Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Food Resource Rework ====&lt;br /&gt;
* Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.&lt;br /&gt;
* Wildlife Change: Deer were replaced by Small Game since it&#039;s more plausible in historical terms.&lt;br /&gt;
* Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.&lt;br /&gt;
* Sausages: Sausages are made from Pork and Salt.&lt;br /&gt;
* Orchard Types: Pears and Quinces were added as Orchard resource types.&lt;br /&gt;
* Mushrooms (Experimental): (Experimental) Mushrooms were added back.&lt;br /&gt;
&lt;br /&gt;
==== Regional Development System Rework ====&lt;br /&gt;
* Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.&lt;br /&gt;
* Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.&lt;br /&gt;
* Rollout Status: Since it&#039;s still in progress, only 1st batch of perks (Origins) is available.&lt;br /&gt;
* Policies Removal: Policies are temporarily removed (still undergoing rework).&lt;br /&gt;
&lt;br /&gt;
= Balance =&lt;br /&gt;
* &#039;&#039;&#039;Animal Reproduction&#039;&#039;&#039;: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.&lt;br /&gt;
* &#039;&#039;&#039;Mining Range&#039;&#039;&#039;: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.&lt;br /&gt;
* &#039;&#039;&#039;Mine Collapse Risk&#039;&#039;&#039;: There is an increasing chance of collapse if the user places too many mines close to each other.&lt;br /&gt;
* &#039;&#039;&#039;Homelessness Grace Period&#039;&#039;&#039;: Added a 30 day grace period since settling a region for the homelessness approval factor.&lt;br /&gt;
* &#039;&#039;&#039;Castle Fire Safety&#039;&#039;&#039;: Manors/Castles are no longer flammable under the assumption that raiders shouldn&#039;t be able to easily light them on fire.&lt;br /&gt;
* &#039;&#039;&#039;Starting Node Balance&#039;&#039;&#039;: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).&lt;br /&gt;
* &#039;&#039;&#039;Fishing Node Odds&#039;&#039;&#039;: Temporary: Increased chance of fishing resource nodes on maps with many river regions.&lt;br /&gt;
* &#039;&#039;&#039;Consumption Scaling&#039;&#039;&#039;: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.&lt;br /&gt;
* &#039;&#039;&#039;Regrowth Tweaks&#039;&#039;&#039;: Tweaked resource regrowth rates.&lt;br /&gt;
* &#039;&#039;&#039;Trading Post Values&#039;&#039;&#039;: New values and Trade Types assigned to Foods and Materials in the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Trade Balancing&#039;&#039;&#039;: New values assigned to most Animals for orders and Livestock Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Tariff Increase&#039;&#039;&#039;: Increased import tariff from 5 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Iron Recipe Rebalance&#039;&#039;&#039;: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.&lt;br /&gt;
* &#039;&#039;&#039;Garden Replanting&#039;&#039;&#039;: Vegetable Gardens need to be replowed and replanted after harvest.&lt;br /&gt;
* &#039;&#039;&#039;Settlement Growth Bonus&#039;&#039;&#039;: Every region now gains +1 Growth for 1 year from the &amp;quot;Fresh settlement&amp;quot; modifier.&lt;br /&gt;
&lt;br /&gt;
= UI =&lt;br /&gt;
* &#039;&#039;&#039;UI Restyling&#039;&#039;&#039;: Overall UI restyling with a more &amp;quot;medieval&amp;quot; and less modern feel.&lt;br /&gt;
* &#039;&#039;&#039;Production Screen&#039;&#039;&#039;: A new screen where you can preview your regional production and consumption balances.&lt;br /&gt;
* &#039;&#039;&#039;Approval Hover Info&#039;&#039;&#039;: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.&lt;br /&gt;
* &#039;&#039;&#039;Map Restyling&#039;&#039;&#039;: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Family Widgets&#039;&#039;&#039;: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.&lt;br /&gt;
* &#039;&#039;&#039;Road Snap Fix&#039;&#039;&#039;: Road Snap Points no longer get distorted on the grass.&lt;br /&gt;
* &#039;&#039;&#039;Resource Icons&#039;&#039;&#039;: New Resource Node icons.&lt;br /&gt;
* &#039;&#039;&#039;Rename Saves&#039;&#039;&#039;: Existing saves can now be renamed.&lt;br /&gt;
* &#039;&#039;&#039;Region Cycling&#039;&#039;&#039;: Regions can now be cycled through on the Region Screen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Efficiency&#039;&#039;&#039;: Windmills now display their efficiency value on the inventory panel.&lt;br /&gt;
* &#039;&#039;&#039;Log Notifications&#039;&#039;&#039;: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.&lt;br /&gt;
* &#039;&#039;&#039;Save Confirmation&#039;&#039;&#039;: Added save overwrite confirmation window.&lt;br /&gt;
* &#039;&#039;&#039;Building UI Fixes&#039;&#039;&#039;: Removed the building placement front arrow since building entrances are displayed now.&lt;br /&gt;
* &#039;&#039;&#039;Destroy Button&#039;&#039;&#039;: Alt clicking to delete a castle module was replaced by a destroy button.&lt;br /&gt;
* &#039;&#039;&#039;Module Snapback&#039;&#039;&#039;: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.&lt;br /&gt;
* &#039;&#039;&#039;Wall Selection Accuracy&#039;&#039;&#039;: Improved accuracy when selecting wall points.&lt;br /&gt;
* &#039;&#039;&#039;Tutorial Overhaul&#039;&#039;&#039;: Added tutorial subsections and reworked the tutorial contents.&lt;br /&gt;
* &#039;&#039;&#039;Description Generalization&#039;&#039;&#039;: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.&lt;br /&gt;
* &#039;&#039;&#039;Extension Display&#039;&#039;&#039;: Added extension type to building floaters displayed when pressing tab.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Tooltip&#039;&#039;&#039;: Livestock Tooltip now displays Extension animals.&lt;br /&gt;
&lt;br /&gt;
= Minor Changes =&lt;br /&gt;
* &#039;&#039;&#039;Camera Collision&#039;&#039;&#039;: Improved the camera collision with cliffs on High Peaks.&lt;br /&gt;
* &#039;&#039;&#039;River Fishing Nodes&#039;&#039;&#039;: Fishing nodes often spawn in rivers now (allowing river fishing).&lt;br /&gt;
* &#039;&#039;&#039;Elevation Overlay&#039;&#039;&#039;: A new Elevation overlay.&lt;br /&gt;
* &#039;&#039;&#039;Graphics Presets&#039;&#039;&#039;: Added global graphics presets.&lt;br /&gt;
* &#039;&#039;&#039;Cold Warning Fix&#039;&#039;&#039;: When a burgage plot is refueled, the cold warning should now instantly disappear.&lt;br /&gt;
* &#039;&#039;&#039;Module Collision&#039;&#039;&#039;: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snapping&#039;&#039;&#039;: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.&lt;br /&gt;
* &#039;&#039;&#039;Wall Joining&#039;&#039;&#039;: Added an option to join 2 walls into 1 after you snap their ends together.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snap Points&#039;&#039;&#039;: Added missing wall snapping points to the outer towers.&lt;br /&gt;
* &#039;&#039;&#039;Module Rotation Fix&#039;&#039;&#039;: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.&lt;br /&gt;
* &#039;&#039;&#039;Stream Integration&#039;&#039;&#039;: Streams now use the river system and therefore will spawn small bridges.&lt;br /&gt;
* &#039;&#039;&#039;Apiary Extension&#039;&#039;&#039;: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.&lt;br /&gt;
* &#039;&#039;&#039;Deterministic Mechanics&#039;&#039;&#039;: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).&lt;br /&gt;
* &#039;&#039;&#039;Yield Linearization&#039;&#039;&#039;: Yields are more linear as Orchard Trees and Field Crops mature.&lt;br /&gt;
* &#039;&#039;&#039;Family Structure Data&#039;&#039;&#039;: Moved consumption &amp;amp; approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).&lt;br /&gt;
* &#039;&#039;&#039;Disease Data Shift&#039;&#039;&#039;: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.&lt;br /&gt;
* &#039;&#039;&#039;Clothing Change&#039;&#039;&#039;: Cloaks are removed, and instead there are two recipes of producing Clothes - either from Wool or from Linen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Supply Change&#039;&#039;&#039;: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.&lt;br /&gt;
* &#039;&#039;&#039;Deprecated Jobs&#039;&#039;&#039;: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.&lt;br /&gt;
* &#039;&#039;&#039;Stable Optimization&#039;&#039;&#039;: Skipped animal petting in the stables since it&#039;s no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.&lt;br /&gt;
* &#039;&#039;&#039;UI Performance&#039;&#039;&#039;: Optimized population and living space UI updates.&lt;br /&gt;
* &#039;&#039;&#039;Tooltip Update&#039;&#039;&#039;: Updated text for establishing a trade route tooltip, delivering more information.&lt;br /&gt;
&lt;br /&gt;
= Sound =&lt;br /&gt;
* &#039;&#039;&#039;Drag Audio&#039;&#039;&#039;: Added sound effects when dragging castle modules.&lt;br /&gt;
&lt;br /&gt;
= Bugfixes =&lt;br /&gt;
* &#039;&#039;&#039;Approval Tooltip&#039;&#039;&#039;: Fixed approval tooltip not displaying during the first in game day in a session.&lt;br /&gt;
* &#039;&#039;&#039;Job Assignment&#039;&#039;&#039;: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.&lt;br /&gt;
* &#039;&#039;&#039;Wall Blueprint Curve&#039;&#039;&#039;: Fixed the castle wall blueprints being less curved after committing construction at least once.&lt;br /&gt;
* &#039;&#039;&#039;Camera Snap Fix&#039;&#039;&#039;: Fixed the camera snapping above water level when moving over waterbodies.&lt;br /&gt;
* &#039;&#039;&#039;Problem Banner Bug&#039;&#039;&#039;: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.&lt;br /&gt;
* &#039;&#039;&#039;Soldier Immobility Fix&#039;&#039;&#039;: Fixed soldiers becoming immobile if all their squad members have died.&lt;br /&gt;
* &#039;&#039;&#039;Region Data Load Fix&#039;&#039;&#039;: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.&lt;br /&gt;
* &#039;&#039;&#039;Tree Scale Bug&#039;&#039;&#039;: Fixed felled trees sometimes loading with overly large scale.&lt;br /&gt;
* &#039;&#039;&#039;Road Respawn Bug&#039;&#039;&#039;: Fixed certain pre-placed road pieces respawning when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Granary Upgrade Bug&#039;&#039;&#039;: Fixed the Large Granary not upgrading sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Villager Stuck Bug&#039;&#039;&#039;: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Floating Resources Bug&#039;&#039;&#039;: Fixed Resource Clumps floating in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Tint Fix&#039;&#039;&#039;: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.&lt;br /&gt;
* &#039;&#039;&#039;Wagon Pathfinding Fix&#039;&#039;&#039;: Fixed pathfinding ignoring the broken wagon next to the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Militia Region Restriction&#039;&#039;&#039;: Fixed the player being able to add militia units from non owned regions.&lt;br /&gt;
* &#039;&#039;&#039;Ox Navigation Bug&#039;&#039;&#039;: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.&lt;br /&gt;
&lt;br /&gt;
= Cosmetics =&lt;br /&gt;
* &#039;&#039;&#039;Fishing Visuals&#039;&#039;&#039;: Tweaked fishing locations.&lt;br /&gt;
* &#039;&#039;&#039;Garrison Tower Model&#039;&#039;&#039;: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.&lt;br /&gt;
* &#039;&#039;&#039;Workshop Models&#039;&#039;&#039;: Reworked Joiner, Bowyer, Armorer &amp;amp; Butcher workshops.&lt;br /&gt;
* &#039;&#039;&#039;Door Detection&#039;&#039;&#039;: Improved door opening detection precision.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10849</id>
		<title>0.8.035 - Beta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10849"/>
		<updated>2025-10-31T14:23:28Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Location Selection&#039;&#039;&#039;: Ability to preselect the starting location in the game setup screen.&lt;br /&gt;
* &#039;&#039;&#039;New Maps&#039;&#039;&#039;: New playable maps: Devil&#039;s Hill, Jagged Cliffs, Divided, Large Lake.&lt;br /&gt;
* &#039;&#039;&#039;New Game Modes&#039;&#039;&#039;: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).&lt;br /&gt;
* &#039;&#039;&#039;Jobs &amp;amp; Buildings&#039;&#039;&#039;: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.&lt;br /&gt;
* &#039;&#039;&#039;Wall Positioning&#039;&#039;&#039;: A new system for positioning units on walls.&lt;br /&gt;
* &#039;&#039;&#039;Ladder Climbing&#039;&#039;&#039;: Units now climb ladders to access higher floors.&lt;br /&gt;
* &#039;&#039;&#039;Hover Fortifications&#039;&#039;&#039;: The player can now hover the castle fortifications and see the soldiers inside.&lt;br /&gt;
* &#039;&#039;&#039;Gate Control&#039;&#039;&#039;: Added the ability to open and close each castle gate individually.&lt;br /&gt;
&lt;br /&gt;
==== Castle Upgrade System ====&lt;br /&gt;
* Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.&lt;br /&gt;
* Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. Bailey area allowed for construction is limited by your lord&#039;s or lady&#039;s Rank (still WIP).&lt;br /&gt;
* Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.&lt;br /&gt;
&lt;br /&gt;
==== Affinity System ====&lt;br /&gt;
* Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)&lt;br /&gt;
* Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a &amp;quot;Pannage&amp;quot; Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.&lt;br /&gt;
&lt;br /&gt;
==== Maintenance System ====&lt;br /&gt;
* Workplace Maintenance: A lot of workplaces now must be maintained to function properly.&lt;br /&gt;
* Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.&lt;br /&gt;
* Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.&lt;br /&gt;
&lt;br /&gt;
==== Yield System ====&lt;br /&gt;
* Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.&lt;br /&gt;
* Yield Influencers: Yield can be affected by Labor Speed, Productivity and Efficiency.&lt;br /&gt;
* Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.&lt;br /&gt;
* Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.&lt;br /&gt;
* Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.&lt;br /&gt;
&lt;br /&gt;
==== Approval System Rework ====&lt;br /&gt;
* Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.&lt;br /&gt;
* Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
==== Food Resource Rework ====&lt;br /&gt;
* Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.&lt;br /&gt;
* Wildlife Change: Deer were replaced by Small Game since it&#039;s more plausible in historical terms.&lt;br /&gt;
* Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.&lt;br /&gt;
* Sausages: Sausages are made from Pork and Salt.&lt;br /&gt;
* Orchard Types: Pears and Quinces were added as Orchard resource types.&lt;br /&gt;
* Mushrooms (Experimental): (Experimental) Mushrooms were added back.&lt;br /&gt;
&lt;br /&gt;
==== Regional Development System Rework ====&lt;br /&gt;
* Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.&lt;br /&gt;
* Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.&lt;br /&gt;
* Rollout Status: Since it&#039;s still in progress, only 1st batch of perks (Origins) is available.&lt;br /&gt;
* Policies Removal: Policies are temporarily removed (still undergoing rework).&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
* &#039;&#039;&#039;Animal Reproduction&#039;&#039;&#039;: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.&lt;br /&gt;
* &#039;&#039;&#039;Mining Range&#039;&#039;&#039;: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.&lt;br /&gt;
* &#039;&#039;&#039;Mine Collapse Risk&#039;&#039;&#039;: There is an increasing chance of collapse if the user places too many mines close to each other.&lt;br /&gt;
* &#039;&#039;&#039;Homelessness Grace Period&#039;&#039;&#039;: Added a 30 day grace period since settling a region for the homelessness approval factor.&lt;br /&gt;
* &#039;&#039;&#039;Castle Fire Safety&#039;&#039;&#039;: Manors/Castles are no longer flammable under the assumption that raiders shouldn&#039;t be able to easily light them on fire.&lt;br /&gt;
* &#039;&#039;&#039;Starting Node Balance&#039;&#039;&#039;: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).&lt;br /&gt;
* &#039;&#039;&#039;Fishing Node Odds&#039;&#039;&#039;: Temporary: Increased chance of fishing resource nodes on maps with many river regions.&lt;br /&gt;
* &#039;&#039;&#039;Consumption Scaling&#039;&#039;&#039;: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.&lt;br /&gt;
* &#039;&#039;&#039;Regrowth Tweaks&#039;&#039;&#039;: Tweaked resource regrowth rates.&lt;br /&gt;
* &#039;&#039;&#039;Trading Post Values&#039;&#039;&#039;: New values and Trade Types assigned to Foods and Materials in the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Trade Balancing&#039;&#039;&#039;: New values assigned to most Animals for orders and Livestock Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Tariff Increase&#039;&#039;&#039;: Increased import tariff from 5 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Iron Recipe Rebalance&#039;&#039;&#039;: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.&lt;br /&gt;
* &#039;&#039;&#039;Garden Replanting&#039;&#039;&#039;: Vegetable Gardens need to be replowed and replanted after harvest.&lt;br /&gt;
* &#039;&#039;&#039;Settlement Growth Bonus&#039;&#039;&#039;: Every region now gains +1 Growth for 1 year from the &amp;quot;Fresh settlement&amp;quot; modifier.&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
* &#039;&#039;&#039;UI Restyling&#039;&#039;&#039;: Overall UI restyling with a more &amp;quot;medieval&amp;quot; and less modern feel.&lt;br /&gt;
* &#039;&#039;&#039;Production Screen&#039;&#039;&#039;: A new screen where you can preview your regional production and consumption balances.&lt;br /&gt;
* &#039;&#039;&#039;Approval Hover Info&#039;&#039;&#039;: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.&lt;br /&gt;
* &#039;&#039;&#039;Map Restyling&#039;&#039;&#039;: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Family Widgets&#039;&#039;&#039;: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.&lt;br /&gt;
* &#039;&#039;&#039;Road Snap Fix&#039;&#039;&#039;: Road Snap Points no longer get distorted on the grass.&lt;br /&gt;
* &#039;&#039;&#039;Resource Icons&#039;&#039;&#039;: New Resource Node icons.&lt;br /&gt;
* &#039;&#039;&#039;Rename Saves&#039;&#039;&#039;: Existing saves can now be renamed.&lt;br /&gt;
* &#039;&#039;&#039;Region Cycling&#039;&#039;&#039;: Regions can now be cycled through on the Region Screen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Efficiency&#039;&#039;&#039;: Windmills now display their efficiency value on the inventory panel.&lt;br /&gt;
* &#039;&#039;&#039;Log Notifications&#039;&#039;&#039;: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.&lt;br /&gt;
* &#039;&#039;&#039;Save Confirmation&#039;&#039;&#039;: Added save overwrite confirmation window.&lt;br /&gt;
* &#039;&#039;&#039;Building UI Fixes&#039;&#039;&#039;: Removed the building placement front arrow since building entrances are displayed now.&lt;br /&gt;
* &#039;&#039;&#039;Destroy Button&#039;&#039;&#039;: Alt clicking to delete a castle module was replaced by a destroy button.&lt;br /&gt;
* &#039;&#039;&#039;Module Snapback&#039;&#039;&#039;: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.&lt;br /&gt;
* &#039;&#039;&#039;Wall Selection Accuracy&#039;&#039;&#039;: Improved accuracy when selecting wall points.&lt;br /&gt;
* &#039;&#039;&#039;Tutorial Overhaul&#039;&#039;&#039;: Added tutorial subsections and reworked the tutorial contents.&lt;br /&gt;
* &#039;&#039;&#039;Description Generalization&#039;&#039;&#039;: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.&lt;br /&gt;
* &#039;&#039;&#039;Extension Display&#039;&#039;&#039;: Added extension type to building floaters displayed when pressing tab.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Tooltip&#039;&#039;&#039;: Livestock Tooltip now displays Extension animals.&lt;br /&gt;
&lt;br /&gt;
== Minor Changes ==&lt;br /&gt;
* &#039;&#039;&#039;Camera Collision&#039;&#039;&#039;: Improved the camera collision with cliffs on High Peaks.&lt;br /&gt;
* &#039;&#039;&#039;River Fishing Nodes&#039;&#039;&#039;: Fishing nodes often spawn in rivers now (allowing river fishing).&lt;br /&gt;
* &#039;&#039;&#039;Elevation Overlay&#039;&#039;&#039;: A new Elevation overlay.&lt;br /&gt;
* &#039;&#039;&#039;Graphics Presets&#039;&#039;&#039;: Added global graphics presets.&lt;br /&gt;
* &#039;&#039;&#039;Cold Warning Fix&#039;&#039;&#039;: When a burgage plot is refueled, the cold warning should now instantly disappear.&lt;br /&gt;
* &#039;&#039;&#039;Module Collision&#039;&#039;&#039;: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snapping&#039;&#039;&#039;: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.&lt;br /&gt;
* &#039;&#039;&#039;Wall Joining&#039;&#039;&#039;: Added an option to join 2 walls into 1 after you snap their ends together.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snap Points&#039;&#039;&#039;: Added missing wall snapping points to the outer towers.&lt;br /&gt;
* &#039;&#039;&#039;Module Rotation Fix&#039;&#039;&#039;: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.&lt;br /&gt;
* &#039;&#039;&#039;Stream Integration&#039;&#039;&#039;: Streams now use the river system and therefore will spawn small bridges.&lt;br /&gt;
* &#039;&#039;&#039;Apiary Extension&#039;&#039;&#039;: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.&lt;br /&gt;
* &#039;&#039;&#039;Deterministic Mechanics&#039;&#039;&#039;: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).&lt;br /&gt;
* &#039;&#039;&#039;Yield Linearization&#039;&#039;&#039;: Yields are more linear as Orchard Trees and Field Crops mature.&lt;br /&gt;
* &#039;&#039;&#039;Family Structure Data&#039;&#039;&#039;: Moved consumption &amp;amp; approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).&lt;br /&gt;
* &#039;&#039;&#039;Disease Data Shift&#039;&#039;&#039;: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.&lt;br /&gt;
* &#039;&#039;&#039;Clothing Change&#039;&#039;&#039;: Cloaks are removed, and instead there are two recipes of producing Clothes - either from Wool or from Linen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Supply Change&#039;&#039;&#039;: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.&lt;br /&gt;
* &#039;&#039;&#039;Deprecated Jobs&#039;&#039;&#039;: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.&lt;br /&gt;
* &#039;&#039;&#039;Stable Optimization&#039;&#039;&#039;: Skipped animal petting in the stables since it&#039;s no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.&lt;br /&gt;
* &#039;&#039;&#039;UI Performance&#039;&#039;&#039;: Optimized population and living space UI updates.&lt;br /&gt;
* &#039;&#039;&#039;Tooltip Update&#039;&#039;&#039;: Updated text for establishing a trade route tooltip, delivering more information.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
* &#039;&#039;&#039;Drag Audio&#039;&#039;&#039;: Added sound effects when dragging castle modules.&lt;br /&gt;
&lt;br /&gt;
== Bugfixes ==&lt;br /&gt;
* &#039;&#039;&#039;Approval Tooltip&#039;&#039;&#039;: Fixed approval tooltip not displaying during the first in game day in a session.&lt;br /&gt;
* &#039;&#039;&#039;Job Assignment&#039;&#039;&#039;: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.&lt;br /&gt;
* &#039;&#039;&#039;Wall Blueprint Curve&#039;&#039;&#039;: Fixed the castle wall blueprints being less curved after committing construction at least once.&lt;br /&gt;
* &#039;&#039;&#039;Camera Snap Fix&#039;&#039;&#039;: Fixed the camera snapping above water level when moving over waterbodies.&lt;br /&gt;
* &#039;&#039;&#039;Problem Banner Bug&#039;&#039;&#039;: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.&lt;br /&gt;
* &#039;&#039;&#039;Soldier Immobility Fix&#039;&#039;&#039;: Fixed soldiers becoming immobile if all their squad members have died.&lt;br /&gt;
* &#039;&#039;&#039;Region Data Load Fix&#039;&#039;&#039;: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.&lt;br /&gt;
* &#039;&#039;&#039;Tree Scale Bug&#039;&#039;&#039;: Fixed felled trees sometimes loading with overly large scale.&lt;br /&gt;
* &#039;&#039;&#039;Road Respawn Bug&#039;&#039;&#039;: Fixed certain pre-placed road pieces respawning when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Granary Upgrade Bug&#039;&#039;&#039;: Fixed the Large Granary not upgrading sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Villager Stuck Bug&#039;&#039;&#039;: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Floating Resources Bug&#039;&#039;&#039;: Fixed Resource Clumps floating in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Tint Fix&#039;&#039;&#039;: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.&lt;br /&gt;
* &#039;&#039;&#039;Wagon Pathfinding Fix&#039;&#039;&#039;: Fixed pathfinding ignoring the broken wagon next to the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Militia Region Restriction&#039;&#039;&#039;: Fixed the player being able to add militia units from non owned regions.&lt;br /&gt;
* &#039;&#039;&#039;Ox Navigation Bug&#039;&#039;&#039;: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
* &#039;&#039;&#039;Fishing Visuals&#039;&#039;&#039;: Tweaked fishing locations.&lt;br /&gt;
* &#039;&#039;&#039;Garrison Tower Model&#039;&#039;&#039;: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.&lt;br /&gt;
* &#039;&#039;&#039;Workshop Models&#039;&#039;&#039;: Reworked Joiner, Bowyer, Armorer &amp;amp; Butcher workshops.&lt;br /&gt;
* &#039;&#039;&#039;Door Detection&#039;&#039;&#039;: Improved door opening detection precision.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10848</id>
		<title>0.8.035 - Beta</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=0.8.035_-_Beta&amp;diff=10848"/>
		<updated>2025-10-31T14:22:09Z</updated>

		<summary type="html">&lt;p&gt;76561198121665962: tweaking formatting of patchnotes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Major Changes ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Starting Location Selection&#039;&#039;&#039;: Ability to preselect the starting location in the game setup screen.&lt;br /&gt;
* &#039;&#039;&#039;New Maps&#039;&#039;&#039;: New playable maps: Devil&#039;s Hill, Jagged Cliffs, Divided, Large Lake.&lt;br /&gt;
* &#039;&#039;&#039;New Game Modes&#039;&#039;&#039;: New game modes: Duel (1 vs 1 with AI) and Fractured Realm (4 Lord free-for-all).&lt;br /&gt;
* &#039;&#039;&#039;Jobs &amp;amp; Buildings&#039;&#039;&#039;: Added new jobs and buildings: Quarry, Stonemason, Lime Kiln, and their connected resources: Rough Stone, Dressed Stone, Mortar.&lt;br /&gt;
* &#039;&#039;&#039;Wall Positioning&#039;&#039;&#039;: A new system for positioning units on walls.&lt;br /&gt;
* &#039;&#039;&#039;Ladder Climbing&#039;&#039;&#039;: Units now climb ladders to access higher floors.&lt;br /&gt;
* &#039;&#039;&#039;Hover Fortifications&#039;&#039;&#039;: The player can now hover the castle fortifications and see the soldiers inside.&lt;br /&gt;
* &#039;&#039;&#039;Gate Control&#039;&#039;&#039;: Added the ability to open and close each castle gate individually.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Castle Upgrade System&#039;&#039;&#039; ====&lt;br /&gt;
* Module Upgrades: Every castle module, including walls and gates, can now be upgraded to lv2.&lt;br /&gt;
* Placement Logic: Module placement is no longer restricted by distance to the nearest major module. The planner now displays the total Bailey Area. Bailey area allowed for construction is limited by your lord&#039;s or lady&#039;s Rank (still WIP).&lt;br /&gt;
* Wall Platforms: You can now attach platforms to the castle walls. The level of platforms is capped by the wall type.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Affinity System&#039;&#039;&#039; ====&lt;br /&gt;
* Environment Types: Each Region is divided by area into multiple Environments (Meadow, Woodland, Farmland, Urban, Rural)&lt;br /&gt;
* Building Affinities: Different buildings can have Affinities with different Environments, for instance the Animal Pen has a &amp;quot;Pannage&amp;quot; Affinity which increases Efficiency of Pig Pens in regions with a lot of Woodland area.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Maintenance System&#039;&#039;&#039; ====&lt;br /&gt;
* Workplace Maintenance: A lot of workplaces now must be maintained to function properly.&lt;br /&gt;
* Failure Risks: Failure to maintain a building can result in various risks, for instance the mines can Collapse.&lt;br /&gt;
* Rate Tuning: You can dial your maintenance rates, which affects Labor Speed.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Yield System&#039;&#039;&#039; ====&lt;br /&gt;
* Yield Definition: Yield is a measure of how much your workplace produces. Various buildings use different timespans and benchmark values depending on their nature.&lt;br /&gt;
* Yield Influencers: Yield can be affected by Labor Speed, Productivity and Efficiency.&lt;br /&gt;
* Productivity: Productivity is a measure of your Logistics: Transport and labor times vs idle times, sickness, extension work, militia assignments.&lt;br /&gt;
* Labor Speed: Labor Speed measures how fast your workers perform workplace related tasks.&lt;br /&gt;
* Efficiency: Efficiency measures how much output do you get per crafting, per plant or per passive income cycle, depending on the production type. High Efficiency means your Gardens will produce more Vegetables and your Crafting tasks may produce extra items.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Approval System Rework&#039;&#039;&#039; ====&lt;br /&gt;
* Memory Weight Shift: Approval memory weight was shifted to dramatically favor current event versus past events.&lt;br /&gt;
* Approval Tiers: There are now approval Tiers. Landing in a specific Approval Tier may give various penalties and bonuses.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Food Resource Rework&#039;&#039;&#039; ====&lt;br /&gt;
* Vegetable Types: Vegetables resource was split into Cabbages, Carrots and Beetroots. You can now choose your preferred vegetable type in every Vegetable Garden.&lt;br /&gt;
* Wildlife Change: Deer were replaced by Small Game since it&#039;s more plausible in historical terms.&lt;br /&gt;
* Meat Differentiation: Meat was divided into: Mutton, Chevon, Pork, Beef, Chicken, Small Game, and are made by different animals accordingly. Chicken is now produced every fourth cycle from a Chicken Coop.&lt;br /&gt;
* Sausages: Sausages are made from Pork and Salt.&lt;br /&gt;
* Orchard Types: Pears and Quinces were added as Orchard resource types.&lt;br /&gt;
* Mushrooms (Experimental): (Experimental) Mushrooms were added back.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Regional Development System Rework&#039;&#039;&#039; ====&lt;br /&gt;
* Development Perks: To a lot of players, the development tree was a weak point of the game and described as immersion breaking. Therefore, a new, more grounded system of Development Perks was introduced. The player is now faced with more realistic choices at each settlement level development and those choices reflect the settlement development stage.&lt;br /&gt;
* Perk Design: The perks are also designed to be more nuanced from game design perspective so that choices are less obvious.&lt;br /&gt;
* Rollout Status: Since it&#039;s still in progress, only 1st batch of perks (Origins) is available.&lt;br /&gt;
* Policies Removal: Policies are temporarily removed (still undergoing rework).&lt;br /&gt;
&lt;br /&gt;
== Balance ==&lt;br /&gt;
* &#039;&#039;&#039;Animal Reproduction&#039;&#039;&#039;: Wild Animal reproduction is now dependent on their herd size. A minimum of 2 animals is required.&lt;br /&gt;
* &#039;&#039;&#039;Mining Range&#039;&#039;&#039;: Rich deposits have larger mining range than normal ones, allowing you to potentially place more mines on a single deposit.&lt;br /&gt;
* &#039;&#039;&#039;Mine Collapse Risk&#039;&#039;&#039;: There is an increasing chance of collapse if the user places too many mines close to each other.&lt;br /&gt;
* &#039;&#039;&#039;Homelessness Grace Period&#039;&#039;&#039;: Added a 30 day grace period since settling a region for the homelessness approval factor.&lt;br /&gt;
* &#039;&#039;&#039;Castle Fire Safety&#039;&#039;&#039;: Manors/Castles are no longer flammable under the assumption that raiders shouldn&#039;t be able to easily light them on fire.&lt;br /&gt;
* &#039;&#039;&#039;Starting Node Balance&#039;&#039;&#039;: Starting Resource Node balance changed: Players get either Fish or Small Game, either Berries or Mushrooms, either Iron or Salt, Clay, Stone and Fertility. Two of those get boosted to a Region Strength (Rich Resource Node or a Rich Fertility).&lt;br /&gt;
* &#039;&#039;&#039;Fishing Node Odds&#039;&#039;&#039;: Temporary: Increased chance of fishing resource nodes on maps with many river regions.&lt;br /&gt;
* &#039;&#039;&#039;Consumption Scaling&#039;&#039;&#039;: Families now consume extra goods related to their Burgage Level, eg. Clothing for Lv2 and up.&lt;br /&gt;
* &#039;&#039;&#039;Regrowth Tweaks&#039;&#039;&#039;: Tweaked resource regrowth rates.&lt;br /&gt;
* &#039;&#039;&#039;Trading Post Values&#039;&#039;&#039;: New values and Trade Types assigned to Foods and Materials in the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Trade Balancing&#039;&#039;&#039;: New values assigned to most Animals for orders and Livestock Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Tariff Increase&#039;&#039;&#039;: Increased import tariff from 5 to 10.&lt;br /&gt;
* &#039;&#039;&#039;Iron Recipe Rebalance&#039;&#039;&#039;: Rebalanced Iron related items and recipes to make the Iron Slab cost ratio more consistent.&lt;br /&gt;
* &#039;&#039;&#039;Garden Replanting&#039;&#039;&#039;: Vegetable Gardens need to be replowed and replanted after harvest.&lt;br /&gt;
* &#039;&#039;&#039;Settlement Growth Bonus&#039;&#039;&#039;: Every region now gains +1 Growth for 1 year from the &amp;quot;Fresh settlement&amp;quot; modifier.&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
* &#039;&#039;&#039;UI Restyling&#039;&#039;&#039;: Overall UI restyling with a more &amp;quot;medieval&amp;quot; and less modern feel.&lt;br /&gt;
* &#039;&#039;&#039;Production Screen&#039;&#039;&#039;: A new screen where you can preview your regional production and consumption balances.&lt;br /&gt;
* &#039;&#039;&#039;Approval Hover Info&#039;&#039;&#039;: When hovering over Approval, it should now display missing Requirements over nearby Burgage Plots.&lt;br /&gt;
* &#039;&#039;&#039;Map Restyling&#039;&#039;&#039;: Paper map restyling. Resource nodes will display as drawings instead of icons in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Family Widgets&#039;&#039;&#039;: Family widgets now have a Consumption tooltip displaying their consumption rate and days left.&lt;br /&gt;
* &#039;&#039;&#039;Road Snap Fix&#039;&#039;&#039;: Road Snap Points no longer get distorted on the grass.&lt;br /&gt;
* &#039;&#039;&#039;Resource Icons&#039;&#039;&#039;: New Resource Node icons.&lt;br /&gt;
* &#039;&#039;&#039;Rename Saves&#039;&#039;&#039;: Existing saves can now be renamed.&lt;br /&gt;
* &#039;&#039;&#039;Region Cycling&#039;&#039;&#039;: Regions can now be cycled through on the Region Screen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Efficiency&#039;&#039;&#039;: Windmills now display their efficiency value on the inventory panel.&lt;br /&gt;
* &#039;&#039;&#039;Log Notifications&#039;&#039;&#039;: If you get a few log notifications at the same time, they are all displayed for a few seconds instead of just the last one. This makes it harder to miss an important message for instance on the 1st day of the month when a lot happens.&lt;br /&gt;
* &#039;&#039;&#039;Save Confirmation&#039;&#039;&#039;: Added save overwrite confirmation window.&lt;br /&gt;
* &#039;&#039;&#039;Building UI Fixes&#039;&#039;&#039;: Removed the building placement front arrow since building entrances are displayed now.&lt;br /&gt;
* &#039;&#039;&#039;Destroy Button&#039;&#039;&#039;: Alt clicking to delete a castle module was replaced by a destroy button.&lt;br /&gt;
* &#039;&#039;&#039;Module Snapback&#039;&#039;&#039;: Manor Modules now also snap back to the original dragging start position to reduce accidental changes.&lt;br /&gt;
* &#039;&#039;&#039;Wall Selection Accuracy&#039;&#039;&#039;: Improved accuracy when selecting wall points.&lt;br /&gt;
* &#039;&#039;&#039;Tutorial Overhaul&#039;&#039;&#039;: Added tutorial subsections and reworked the tutorial contents.&lt;br /&gt;
* &#039;&#039;&#039;Description Generalization&#039;&#039;&#039;: Pass on all building descriptions to list less direct numbers, but more general terms for what they do as yields can now vary.&lt;br /&gt;
* &#039;&#039;&#039;Extension Display&#039;&#039;&#039;: Added extension type to building floaters displayed when pressing tab.&lt;br /&gt;
* &#039;&#039;&#039;Livestock Tooltip&#039;&#039;&#039;: Livestock Tooltip now displays Extension animals.&lt;br /&gt;
&lt;br /&gt;
== Minor Changes ==&lt;br /&gt;
* &#039;&#039;&#039;Camera Collision&#039;&#039;&#039;: Improved the camera collision with cliffs on High Peaks.&lt;br /&gt;
* &#039;&#039;&#039;River Fishing Nodes&#039;&#039;&#039;: Fishing nodes often spawn in rivers now (allowing river fishing).&lt;br /&gt;
* &#039;&#039;&#039;Elevation Overlay&#039;&#039;&#039;: A new Elevation overlay.&lt;br /&gt;
* &#039;&#039;&#039;Graphics Presets&#039;&#039;&#039;: Added global graphics presets.&lt;br /&gt;
* &#039;&#039;&#039;Cold Warning Fix&#039;&#039;&#039;: When a burgage plot is refueled, the cold warning should now instantly disappear.&lt;br /&gt;
* &#039;&#039;&#039;Module Collision&#039;&#039;&#039;: Castle modules now collide with each other when placing in order to avoid building areas impossible for pathfinding and reduce clipping.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snapping&#039;&#039;&#039;: When castle modules are placed on a wall, they will split the wall and snap the walls to edges instead of clipping with the module.&lt;br /&gt;
* &#039;&#039;&#039;Wall Joining&#039;&#039;&#039;: Added an option to join 2 walls into 1 after you snap their ends together.&lt;br /&gt;
* &#039;&#039;&#039;Wall Snap Points&#039;&#039;&#039;: Added missing wall snapping points to the outer towers.&lt;br /&gt;
* &#039;&#039;&#039;Module Rotation Fix&#039;&#039;&#039;: When rotating a module, the attached walls should now stay attached. The rotation is limited if a module has wall connections.&lt;br /&gt;
* &#039;&#039;&#039;Stream Integration&#039;&#039;&#039;: Streams now use the river system and therefore will spawn small bridges.&lt;br /&gt;
* &#039;&#039;&#039;Apiary Extension&#039;&#039;&#039;: Apiary is now a backyard extension. Wax is now produced every third cycle from an Apiary.&lt;br /&gt;
* &#039;&#039;&#039;Deterministic Mechanics&#039;&#039;&#039;: Removed a lot of chance based mechanics in favor of more deterministic calculations to make yield balance more predictable (this includes farming and mining which used to be chance based).&lt;br /&gt;
* &#039;&#039;&#039;Yield Linearization&#039;&#039;&#039;: Yields are more linear as Orchard Trees and Field Crops mature.&lt;br /&gt;
* &#039;&#039;&#039;Family Structure Data&#039;&#039;&#039;: Moved consumption &amp;amp; approval data to the Family structure instead of storing it on husbands (this was a temporary workaround to represent per family consumption and approval effects).&lt;br /&gt;
* &#039;&#039;&#039;Disease Data Shift&#039;&#039;&#039;: Since individual villagers no longer have a consumption update, we also moved the disease data to the Family structure. As a side effect, whole families will now get sick together.&lt;br /&gt;
* &#039;&#039;&#039;Clothing Change&#039;&#039;&#039;: Cloaks are removed, and instead there are two recipes of producing Clothes - either from Wool or from Linen.&lt;br /&gt;
* &#039;&#039;&#039;Windmill Supply Change&#039;&#039;&#039;: Granary workers no longer supply Windmills since it was inconsistent with all the other workplaces needing to get their own crafting resources.&lt;br /&gt;
* &#039;&#039;&#039;Deprecated Jobs&#039;&#039;&#039;: Deprecated some jobs since they no longer were fitting the game design: Removed Dye and Dyer in their previous implementation. Removed Firewood Cart and Food Cart.&lt;br /&gt;
* &#039;&#039;&#039;Stable Optimization&#039;&#039;&#039;: Skipped animal petting in the stables since it&#039;s no space for it anyway and it only clogged pathfinding with unresolved requests. Tweaked the ox guide locations in tight spaces to avoid unresolved pathfinding requests.&lt;br /&gt;
* &#039;&#039;&#039;UI Performance&#039;&#039;&#039;: Optimized population and living space UI updates.&lt;br /&gt;
* &#039;&#039;&#039;Tooltip Update&#039;&#039;&#039;: Updated text for establishing a trade route tooltip, delivering more information.&lt;br /&gt;
&lt;br /&gt;
== Sound ==&lt;br /&gt;
* &#039;&#039;&#039;Drag Audio&#039;&#039;&#039;: Added sound effects when dragging castle modules.&lt;br /&gt;
&lt;br /&gt;
== Bugfixes ==&lt;br /&gt;
* &#039;&#039;&#039;Approval Tooltip&#039;&#039;&#039;: Fixed approval tooltip not displaying during the first in game day in a session.&lt;br /&gt;
* &#039;&#039;&#039;Job Assignment&#039;&#039;&#039;: Fixed job assignment sometimes not correctly picking an unassigned family living nearest to the workplace.&lt;br /&gt;
* &#039;&#039;&#039;Wall Blueprint Curve&#039;&#039;&#039;: Fixed the castle wall blueprints being less curved after committing construction at least once.&lt;br /&gt;
* &#039;&#039;&#039;Camera Snap Fix&#039;&#039;&#039;: Fixed the camera snapping above water level when moving over waterbodies.&lt;br /&gt;
* &#039;&#039;&#039;Problem Banner Bug&#039;&#039;&#039;: Fixed an issue with the problem banner appearing when the trading post is connected to the trade network.&lt;br /&gt;
* &#039;&#039;&#039;Soldier Immobility Fix&#039;&#039;&#039;: Fixed soldiers becoming immobile if all their squad members have died.&lt;br /&gt;
* &#039;&#039;&#039;Region Data Load Fix&#039;&#039;&#039;: Fixed region data and problem banners displaying incorrectly after loading a save where the player has lost all region control.&lt;br /&gt;
* &#039;&#039;&#039;Tree Scale Bug&#039;&#039;&#039;: Fixed felled trees sometimes loading with overly large scale.&lt;br /&gt;
* &#039;&#039;&#039;Road Respawn Bug&#039;&#039;&#039;: Fixed certain pre-placed road pieces respawning when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Granary Upgrade Bug&#039;&#039;&#039;: Fixed the Large Granary not upgrading sometimes.&lt;br /&gt;
* &#039;&#039;&#039;Villager Stuck Bug&#039;&#039;&#039;: Fixed villagers somtimes getting stuck inside their homes when loading a saved game.&lt;br /&gt;
* &#039;&#039;&#039;Floating Resources Bug&#039;&#039;&#039;: Fixed Resource Clumps floating in the map view.&lt;br /&gt;
* &#039;&#039;&#039;Burgage Tint Fix&#039;&#039;&#039;: Fixed Burgage Plots not tinting red when hovering over any supply if the value is exactly 0%.&lt;br /&gt;
* &#039;&#039;&#039;Wagon Pathfinding Fix&#039;&#039;&#039;: Fixed pathfinding ignoring the broken wagon next to the Trading Post.&lt;br /&gt;
* &#039;&#039;&#039;Militia Region Restriction&#039;&#039;&#039;: Fixed the player being able to add militia units from non owned regions.&lt;br /&gt;
* &#039;&#039;&#039;Ox Navigation Bug&#039;&#039;&#039;: Fixed livestock orders failing due to the ox trying to navigate into the stable wall and failing.&lt;br /&gt;
&lt;br /&gt;
== Cosmetics ==&lt;br /&gt;
* &#039;&#039;&#039;Fishing Visuals&#039;&#039;&#039;: Tweaked fishing locations.&lt;br /&gt;
* &#039;&#039;&#039;Garrison Tower Model&#039;&#039;&#039;: Lv1 Garrison Tower model was reworked to be more proportional with the scale of the Lv1 Palace.&lt;br /&gt;
* &#039;&#039;&#039;Workshop Models&#039;&#039;&#039;: Reworked Joiner, Bowyer, Armorer &amp;amp; Butcher workshops.&lt;br /&gt;
* &#039;&#039;&#039;Door Detection&#039;&#039;&#039;: Improved door opening detection precision.&lt;/div&gt;</summary>
		<author><name>76561198121665962</name></author>
	</entry>
</feed>