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	<title>Manor Lords Official Wiki - User contributions [en]</title>
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	<updated>2026-10-04T17:43:56Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4116</id>
		<title>Buildings/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4116"/>
		<updated>2024-04-30T14:15:55Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|El menú de construcción]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Algunos edificios tienen Tamaños Flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Roads&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Calles ==&lt;br /&gt;
&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Road construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Homeless People&#039;s Tents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Gathering buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Mining buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Logistics buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Residential buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Burgage Plots ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Burgage plot construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Farming buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Industry buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Trade buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Administration buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The castle planner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/3/es&amp;diff=4115</id>
		<title>Translations:Buildings/3/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/3/es&amp;diff=4115"/>
		<updated>2024-04-30T14:15:53Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Algunos edificios tienen Tamaños Flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4114</id>
		<title>Buildings/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4114"/>
		<updated>2024-04-30T14:15:40Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|El menú de construcción]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Algunos edificios tienen tamaños flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Roads&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Calles ==&lt;br /&gt;
&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Road construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Homeless People&#039;s Tents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Gathering buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Mining buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Logistics buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Residential buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Burgage Plots ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Burgage plot construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Farming buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Industry buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Trade buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Administration buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The castle planner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/7/es&amp;diff=4113</id>
		<title>Translations:Buildings/7/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/7/es&amp;diff=4113"/>
		<updated>2024-04-30T14:15:35Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Calles ==&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4112</id>
		<title>Buildings/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4112"/>
		<updated>2024-04-30T14:15:34Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Calles&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|El menú de construcción]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Algunos edificios tienen tamaños flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Roads&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Calles&lt;br /&gt;
&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Road construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Homeless People&#039;s Tents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Gathering buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Mining buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Logistics buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Residential buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Burgage Plots ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Burgage plot construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Farming buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Industry buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Trade buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Administration buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The castle planner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/7/es&amp;diff=4110</id>
		<title>Translations:Buildings/7/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/7/es&amp;diff=4110"/>
		<updated>2024-04-30T14:15:29Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Calles&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Calles&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4106</id>
		<title>Buildings/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4106"/>
		<updated>2024-04-30T14:14:16Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Algunos edificios tienen tamaños flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|El menú de construcción]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Algunos edificios tienen tamaños flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Roads ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Road construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Homeless People&#039;s Tents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Gathering buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Mining buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Logistics buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Residential buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Burgage Plots ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Burgage plot construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Farming buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Industry buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Trade buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Administration buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The castle planner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/3/es&amp;diff=4105</id>
		<title>Translations:Buildings/3/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/3/es&amp;diff=4105"/>
		<updated>2024-04-30T14:14:14Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Algunos edificios tienen tamaños flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Algunos edificios tienen tamaños flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4086</id>
		<title>Buildings/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4086"/>
		<updated>2024-04-30T14:06:06Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;El menú de construcción&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|El menú de construcción]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A few buildings have Flexible Borders, identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Roads ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Road construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Homeless People&#039;s Tents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Gathering buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Mining buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Logistics buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Residential buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Burgage Plots ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Burgage plot construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Farming buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Industry buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Trade buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Administration buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The castle planner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/1/es&amp;diff=4085</id>
		<title>Translations:Buildings/1/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/1/es&amp;diff=4085"/>
		<updated>2024-04-30T14:06:05Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;El menú de construcción&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;El menú de construcción&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4074</id>
		<title>Buildings/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings/es&amp;diff=4074"/>
		<updated>2024-04-30T14:04:31Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Edificios&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The construction menu&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A few buildings have Flexible Borders, identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Roads ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Road construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants.&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Homeless People&#039;s Tents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Every region will start with a Homeless People&#039;s Tents. They will disappear once all families are housed. Alternatively they can be upgraded for 1 Timber into a Worker Camp which will provide 5 Living Space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Gathering buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Logging Camp&#039;&#039;&#039; || 2 Timber || Turns trees into Timber. || 3 || 28 Timber || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Woodcutter&#039;s Lodge&#039;&#039;&#039; || 1 Timber || Turns trees into Firewood. || 3 || 50 Firewood || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 Timber || Turns Timber into Planks.&amp;lt;br&amp;gt;Can set a Construction Reserve of Timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forester&#039;s Hut&#039;&#039;&#039; || 2 Timber || Produces trees. || 2 || || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Charcoal Kiln&#039;&#039;&#039; || 2 Timber || Turns 1 Firewood into 2 Charcoal. || 3 || 50 Charcoal || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Charcoal Burning&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunting Camp&#039;&#039;&#039; || || Turns Wild Animals into Meat and Hides.&amp;lt;br&amp;gt;Can set a Hunting Limit, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br&amp;gt;36 Meat || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forager Hut&#039;&#039;&#039; || 1 Timber || Gathers Berries from nearby Berry Deposits.&amp;lt;br&amp;gt;Can be upgraded with a Herb Garden for 2 Planks and 25 Regional Wealth, allowing it to produce Herbs. || 4 || 50 Berries || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 Planks || Produces Honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Honey || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Beekeeping&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Mining buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter Camp&#039;&#039;&#039; || 2 Timber || Stone || Fieldstone deposit || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining Pit&#039;&#039;&#039; || rowspan=2 | 1 Timber || Iron Ore || Iron deposit || rowspan=2 | &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Logistics buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Granary&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Storehouse&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic Storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack Station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hitching Post&#039;&#039;&#039; || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Residential buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Well&#039;&#039;&#039; || 1 Timber || Provides Drinking Water to Burgage Plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Marketplace&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage Plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood Cart&#039;&#039;&#039; || || Turns 1 Regional Wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food Cart&#039;&#039;&#039; || || Turns 4 Regional Wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport Fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt; || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tavern&#039;&#039;&#039; || 5 Timber || Fulfills 1 level of Entertainment requirement for the Burgage Plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 100 Ale. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wooden Church&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 Planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage Plots.&amp;lt;br&amp;gt;Provides Hallowed Ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse Pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt; || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
=== Burgage Plots ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;Burgage plot construction&amp;lt;/span&amp;gt;]]&lt;br /&gt;
{{Main|Burgage Plot}}&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If a Burgage Plot has enough space backwards it can support a Backyard Extension, which will add extra functionality to the building. Backyard Extensions that require Burgage Plot level 2 will convert all inhabitants to Artisans, locking them from being assigned other jobs. If they have multiple production options you need to choose one. Level 1 Backyard Extensions can be replaced. Level 2 ones cannot.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Backyard extension&lt;br /&gt;
! Required level&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vegetable Garden&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 15 Regional Wealth&lt;br /&gt;
| Vegetables (yields depend on plot size)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chicken Coop&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Eggs&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Goat Shed&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 25 Regional Wealth&lt;br /&gt;
| Hides&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Apple Orchard&#039;&#039;&#039;&lt;br /&gt;
| 1&lt;br /&gt;
| 50 Regional Wealth&lt;br /&gt;
| Apples (September only, yield is reduced for the first 3 years)&lt;br /&gt;
| Orchardry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bowyer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Warbows from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Joiner&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&lt;br /&gt;
| Wooden Parts from Planks&amp;lt;br&amp;gt;Small Shields from Planks&amp;lt;br&amp;gt;Large Shields from Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Brewery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Ale from Malt&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cobbler&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Shoes from Leather&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tailor&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Clothes from Linen and Dyes&amp;lt;br&amp;gt;Cloaks from Yarn and Dyes&amp;lt;br&amp;gt;Gambesons from Linen&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Blacksmith&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Tools from Iron Slabs&amp;lt;br&amp;gt;Sidearms from Iron Slabs&amp;lt;br&amp;gt;Spears from Iron Slabs and Planks&amp;lt;br&amp;gt;Polearms from Iron Slabs and Planks&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bakery Extension&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 5 Planks&amp;lt;br&amp;gt;5 Regional Wealth&lt;br /&gt;
| Bread from Flour (twice as efficient as Communal Oven)&lt;br /&gt;
| Bakeries&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Armorer&#039;s Workshop&#039;&#039;&#039;&lt;br /&gt;
| 2&lt;br /&gt;
| 4 Planks&amp;lt;br&amp;gt;10 Regional Wealth&lt;br /&gt;
| Helmets from Iron Slabs&amp;lt;br&amp;gt;Mail Armor from Iron Slabs (requires Advanced Armormaking)&amp;lt;br&amp;gt;Player Armor from Iron Slabs (requires Master Armormaking)&lt;br /&gt;
| Basic Armoring&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Farming buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture Space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep Farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock Trader.&amp;lt;br&amp;gt;Provides 5 Pasture Space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 4 Timber || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal Oven&#039;&#039;&#039; || 2 Timber || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Industry buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 2 Timber || Iron Ore || Iron Slabs || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 2 Timber || Iron Slabs || Tools || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay Furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof Tiles || 5 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 || &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;Yes&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver Workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s Workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&#039;&#039;&#039;No&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Trade buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading Post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock Trading Post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture Space&amp;lt;br&amp;gt;Provides 2 Stable Space || 3&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Administration buildings ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;The castle planner&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers Camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People&#039;s Tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.&lt;br /&gt;
** The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax Offices cost 4 Timber.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/Page_display_title/es&amp;diff=4073</id>
		<title>Translations:Buildings/Page display title/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Buildings/Page_display_title/es&amp;diff=4073"/>
		<updated>2024-04-30T14:04:29Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Edificios&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Edificios&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4070</id>
		<title>Resources/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4070"/>
		<updated>2024-04-30T14:03:50Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
A menos que los eventos meteorológicos hayan sido desactivados al configurar la partida, los recursos deberán ser almacenados para estar protegidos contra las lluvias. Todo lo que no sea alimentos se guarda en Almacenes, y los alimentos junto con la cerveza son almacenados en Graneros. La madera no necesita almacenamiento.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Treasury&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arcas ==&lt;br /&gt;
&lt;br /&gt;
Las arcas representan tu dinero personal, que puede ser utilizado para la diplomacia, para contratar caballeros para huestes, y para poblar una nueva región. Aumentan principalmente por Impuestos, establecidos al construirse la Casa señorial, que a su vez reducen la Aprobación.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Influence&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Influencia ==&lt;br /&gt;
&lt;br /&gt;
La Influencia es necesaria para la diplomacia y para presionar reclamos sobre otras regiones. Se gana subiendo el nivel del pueblo, promulgando políticas, conquistando campamentos de bandidos, mejorando la Iglesia y la Casa señorial y estableciendo un Diezmo en esta última.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Regional_Wealth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Riqueza regional ==&lt;br /&gt;
&lt;br /&gt;
La Riqueza regional representa la cantidad total de dinero que tienen los ciudadanos en la región. Se obtiene exportando recursos y teniendo señoríos de nivel 2. Puede ser gastada en importaciones o extensiones de señoríos y puede ser transferida a tus Arcas al promulgar una política de impuestos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Construction&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Construcción ==&lt;br /&gt;
&lt;br /&gt;
Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Al momento no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Food&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Comida ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fuel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Combustible ==&lt;br /&gt;
&lt;br /&gt;
Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón vegetal&#039;&#039;&#039;: obtenido de la leña en el Carbonera&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crops&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Cultivos ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crafting_materials&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Materiales de elaboración ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Commodities&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Bienes de lujo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Military&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Militares ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4069</id>
		<title>Translations:Resources/13/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4069"/>
		<updated>2024-04-30T14:03:49Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón vegetal&#039;&#039;&#039;: obtenido de la leña en el Carbonera&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4061</id>
		<title>Resources/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4061"/>
		<updated>2024-04-30T14:00:36Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
A menos que los eventos meteorológicos hayan sido desactivados al configurar la partida, los recursos deberán ser almacenados para estar protegidos contra las lluvias. Todo lo que no sea alimentos se guarda en Almacenes, y los alimentos junto con la cerveza son almacenados en Graneros. La madera no necesita almacenamiento.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Treasury&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arcas ==&lt;br /&gt;
&lt;br /&gt;
Las arcas representan tu dinero personal, que puede ser utilizado para la diplomacia, para contratar caballeros para huestes, y para poblar una nueva región. Aumentan principalmente por Impuestos, establecidos al construirse la Casa señorial, que a su vez reducen la Aprobación.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Influence&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Influencia ==&lt;br /&gt;
&lt;br /&gt;
La Influencia es necesaria para la diplomacia y para presionar reclamos sobre otras regiones. Se gana subiendo el nivel del pueblo, promulgando políticas, conquistando campamentos de bandidos, mejorando la Iglesia y la Casa señorial y estableciendo un Diezmo en esta última.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Regional_Wealth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Riqueza regional ==&lt;br /&gt;
&lt;br /&gt;
La Riqueza regional representa la cantidad total de dinero que tienen los ciudadanos en la región. Se obtiene exportando recursos y teniendo señoríos de nivel 2. Puede ser gastada en importaciones o extensiones de señoríos y puede ser transferida a tus Arcas al promulgar una política de impuestos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Construction&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Construcción ==&lt;br /&gt;
&lt;br /&gt;
Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Al momento no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Food&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Comida ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fuel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Combustible ==&lt;br /&gt;
&lt;br /&gt;
Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón&#039;&#039;&#039;: obtenido de la leña en el Carbonera&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crops&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Cultivos ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crafting_materials&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Materiales de elaboración ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Commodities&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Bienes de lujo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Military&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Militares ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4060</id>
		<title>Translations:Resources/13/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4060"/>
		<updated>2024-04-30T14:00:35Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón&#039;&#039;&#039;: obtenido de la leña en el Carbonera&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4059</id>
		<title>Resources/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4059"/>
		<updated>2024-04-30T13:59:36Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
A menos que los eventos meteorológicos hayan sido desactivados al configurar la partida, los recursos deberán ser almacenados para estar protegidos contra las lluvias. Todo lo que no sea alimentos se guarda en Almacenes, y los alimentos junto con la cerveza son almacenados en Graneros. La madera no necesita almacenamiento.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Treasury&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arcas ==&lt;br /&gt;
&lt;br /&gt;
Las arcas representan tu dinero personal, que puede ser utilizado para la diplomacia, para contratar caballeros para huestes, y para poblar una nueva región. Aumentan principalmente por Impuestos, establecidos al construirse la Casa señorial, que a su vez reducen la Aprobación.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Influence&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Influencia ==&lt;br /&gt;
&lt;br /&gt;
La Influencia es necesaria para la diplomacia y para presionar reclamos sobre otras regiones. Se gana subiendo el nivel del pueblo, promulgando políticas, conquistando campamentos de bandidos, mejorando la Iglesia y la Casa señorial y estableciendo un Diezmo en esta última.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Regional_Wealth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Riqueza regional ==&lt;br /&gt;
&lt;br /&gt;
La Riqueza regional representa la cantidad total de dinero que tienen los ciudadanos en la región. Se obtiene exportando recursos y teniendo señoríos de nivel 2. Puede ser gastada en importaciones o extensiones de señoríos y puede ser transferida a tus Arcas al promulgar una política de impuestos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Construction&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Construcción ==&lt;br /&gt;
&lt;br /&gt;
Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Al momento no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Food&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Comida ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fuel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Combustible ==&lt;br /&gt;
&lt;br /&gt;
Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón&#039;&#039;&#039;: obtenido de la leña en el Horno de Carbón&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crops&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Cultivos ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crafting_materials&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Materiales de elaboración ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Commodities&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Bienes de lujo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Military&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Militares ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4056</id>
		<title>Translations:Resources/13/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4056"/>
		<updated>2024-04-30T13:59:26Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón&#039;&#039;&#039;: obtenido de la leña en el Horno de Carbón&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4055</id>
		<title>Resources/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4055"/>
		<updated>2024-04-30T13:58:28Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &amp;#039;&amp;#039;&amp;#039;Señorío&amp;#039;&amp;#039;&amp;#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:  &amp;#039;&amp;#039;&amp;#039;Leña&amp;#039;&amp;#039;&amp;#039;: obtenida de los árboles en la Leñera &amp;#039;&amp;#039;&amp;#039;Carbón vegetal&amp;#039;&amp;#039;&amp;#039;: obtenido de la leña en el Horno de Carbón&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
A menos que los eventos meteorológicos hayan sido desactivados al configurar la partida, los recursos deberán ser almacenados para estar protegidos contra las lluvias. Todo lo que no sea alimentos se guarda en Almacenes, y los alimentos junto con la cerveza son almacenados en Graneros. La madera no necesita almacenamiento.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Treasury&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arcas ==&lt;br /&gt;
&lt;br /&gt;
Las arcas representan tu dinero personal, que puede ser utilizado para la diplomacia, para contratar caballeros para huestes, y para poblar una nueva región. Aumentan principalmente por Impuestos, establecidos al construirse la Casa señorial, que a su vez reducen la Aprobación.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Influence&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Influencia ==&lt;br /&gt;
&lt;br /&gt;
La Influencia es necesaria para la diplomacia y para presionar reclamos sobre otras regiones. Se gana subiendo el nivel del pueblo, promulgando políticas, conquistando campamentos de bandidos, mejorando la Iglesia y la Casa señorial y estableciendo un Diezmo en esta última.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Regional_Wealth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Riqueza regional ==&lt;br /&gt;
&lt;br /&gt;
La Riqueza regional representa la cantidad total de dinero que tienen los ciudadanos en la región. Se obtiene exportando recursos y teniendo señoríos de nivel 2. Puede ser gastada en importaciones o extensiones de señoríos y puede ser transferida a tus Arcas al promulgar una política de impuestos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Construction&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Construcción ==&lt;br /&gt;
&lt;br /&gt;
Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Al momento no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Food&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Comida ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fuel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Combustible ==&lt;br /&gt;
&lt;br /&gt;
Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón vegetal&#039;&#039;&#039;: obtenido de la leña en el Horno de Carbón&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crops&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Cultivos ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crafting_materials&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Materiales de elaboración ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Commodities&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Bienes de lujo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Military&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Militares ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4052</id>
		<title>Translations:Resources/13/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/13/es&amp;diff=4052"/>
		<updated>2024-04-30T13:58:08Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &amp;#039;&amp;#039;&amp;#039;Señorío&amp;#039;&amp;#039;&amp;#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:  &amp;#039;&amp;#039;&amp;#039;Leña&amp;#039;&amp;#039;&amp;#039;: obtenida de los árboles en la Leñera &amp;#039;&amp;#039;&amp;#039;Carbón vegetal&amp;#039;&amp;#039;&amp;#039;: obtenido de la leña en el Horno de Carbón&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recursos combustible son consumidos por las Parcelas de Burgage y varios lugares de trabajo. Cada &#039;&#039;&#039;Señorío&#039;&#039;&#039; consume 1 leña al mes excepto durante el invierno donde se consume 2. Hay 2 recursos combustible:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leña&#039;&#039;&#039;: obtenida de los árboles en la Leñera&lt;br /&gt;
&#039;&#039;&#039;Carbón vegetal&#039;&#039;&#039;: obtenido de la leña en el Horno de Carbón&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4030</id>
		<title>Resources/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4030"/>
		<updated>2024-04-30T13:48:31Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
A menos que los eventos meteorológicos hayan sido desactivados al configurar la partida, los recursos deberán ser almacenados para estar protegidos contra las lluvias. Todo lo que no sea alimentos se guarda en Almacenes, y los alimentos junto con la cerveza son almacenados en Graneros. La madera no necesita almacenamiento.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Treasury&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arcas ==&lt;br /&gt;
&lt;br /&gt;
Las arcas representan tu dinero personal, que puede ser utilizado para la diplomacia, para contratar caballeros para huestes, y para poblar una nueva región. Aumentan principalmente por Impuestos, establecidos al construirse la Casa señorial, que a su vez reducen la Aprobación.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Influence&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Influencia ==&lt;br /&gt;
&lt;br /&gt;
La Influencia es necesaria para la diplomacia y para presionar reclamos sobre otras regiones. Se gana subiendo el nivel del pueblo, promulgando políticas, conquistando campamentos de bandidos, mejorando la Iglesia y la Casa señorial y estableciendo un Diezmo en esta última.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Regional_Wealth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Riqueza regional ==&lt;br /&gt;
&lt;br /&gt;
La Riqueza regional representa la cantidad total de dinero que tienen los ciudadanos en la región. Se obtiene exportando recursos y teniendo señoríos de nivel 2. Puede ser gastada en importaciones o extensiones de señoríos y puede ser transferida a tus Arcas al promulgar una política de impuestos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Construction&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Construcción ==&lt;br /&gt;
&lt;br /&gt;
Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Al momento no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Food&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Comida ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fuel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Combustible ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crops&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Cultivos ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crafting_materials&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Materiales de elaboración ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Commodities&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Bienes de lujo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Military&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Militares ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/9/es&amp;diff=4029</id>
		<title>Translations:Resources/9/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/9/es&amp;diff=4029"/>
		<updated>2024-04-30T13:48:29Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Al momento no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4026</id>
		<title>Resources/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources/es&amp;diff=4026"/>
		<updated>2024-04-30T13:47:37Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:  *&amp;#039;&amp;#039;&amp;#039;Madera&amp;#039;&amp;#039;&amp;#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada *&amp;#039;&amp;#039;&amp;#039;Tablones&amp;#039;&amp;#039;&amp;#039;: obtenidos de la madera en la Serrería, utilizados en la construcción *&amp;#039;&amp;#039;&amp;#039;Piedra&amp;#039;&amp;#039;&amp;#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la constr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
A menos que los eventos meteorológicos hayan sido desactivados al configurar la partida, los recursos deberán ser almacenados para estar protegidos contra las lluvias. Todo lo que no sea alimentos se guarda en Almacenes, y los alimentos junto con la cerveza son almacenados en Graneros. La madera no necesita almacenamiento.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Treasury&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Arcas ==&lt;br /&gt;
&lt;br /&gt;
Las arcas representan tu dinero personal, que puede ser utilizado para la diplomacia, para contratar caballeros para huestes, y para poblar una nueva región. Aumentan principalmente por Impuestos, establecidos al construirse la Casa señorial, que a su vez reducen la Aprobación.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Influence&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Influencia ==&lt;br /&gt;
&lt;br /&gt;
La Influencia es necesaria para la diplomacia y para presionar reclamos sobre otras regiones. Se gana subiendo el nivel del pueblo, promulgando políticas, conquistando campamentos de bandidos, mejorando la Iglesia y la Casa señorial y estableciendo un Diezmo en esta última.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Regional_Wealth&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Riqueza regional ==&lt;br /&gt;
&lt;br /&gt;
La Riqueza regional representa la cantidad total de dinero que tienen los ciudadanos en la región. Se obtiene exportando recursos y teniendo señoríos de nivel 2. Puede ser gastada en importaciones o extensiones de señoríos y puede ser transferida a tus Arcas al promulgar una política de impuestos.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Construction&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Construcción ==&lt;br /&gt;
&lt;br /&gt;
Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Food&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Comida ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Burgage Plot consumes 1 food resource per month. Having more types of food resources increases Approval and Disease Resistance. There are 7 food resources:&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained at Vegetable Garden backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Berry deposits at Forager Hut&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at Communal Oven or Bakery Extension backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained at Chicken Coop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained at Apple Orchard backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained at Apiary&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Fuel&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Combustible ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 fuel resource per month outside Winter and 2 during Winter. There are 2 fuel resources:&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from trees at Woodcutter&#039;s Lodge&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at Charcoal Kiln&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crops&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Cultivos ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crops resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. Hovering over the crops icon will show how many days are left until the closest harvest for each. There are 6 crops resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: can be turned into Flour at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: can be turned into Linen at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: can be turned into Malt at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Dung&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fertilizer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crafting_materials&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Materiales de elaboración ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Crafting materials resources are processed into commodities resources. There are 13 crafting materials resources:&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Wheat at Farmhouse&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at Windmill&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Wild Animals deposits at Hunting Camp or at Goat Shed backyard extensions&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Leather at Tannery&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from sheep at Sheep Farm&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver Workshop&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained at Apiary, requires the Advanced Beekeeping development branch. This has no current use except trade&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at Malthouse&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron deposits at Mining Pit&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at Bloomery&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Berries at Dyer&#039;s Workshop&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Commodities&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Bienes de lujo ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Commodities resources may be requested by the Burgage Plots, depending on their level and employment. There are 7 commodities resources:&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at Brewery Extension, consumed at Tavern&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at Cobbler&#039;s Workshop&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained at Forager Hut if the Herb Garden upgrade has been purchased, used to speed up recovery from diseases&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: currently unobtainable&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Military&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Militares ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Military resources are used for upgrading the militia and the retinue and are created at certain backyard extenstions. There are 10 military resources:&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Iron Slabs and Planks at Blacksmith&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at Bowyer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at Joiner&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at Tailor&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Advanced Armormaking development branch&lt;br /&gt;
* &#039;&#039;&#039;Plate Armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension, requires Master Armormaking development branch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/9/es&amp;diff=4025</id>
		<title>Translations:Resources/9/es</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Resources/9/es&amp;diff=4025"/>
		<updated>2024-04-30T13:47:36Z</updated>

		<summary type="html">&lt;p&gt;76561198302651581: Created page with &amp;quot;Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:  *&amp;#039;&amp;#039;&amp;#039;Madera&amp;#039;&amp;#039;&amp;#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada *&amp;#039;&amp;#039;&amp;#039;Tablones&amp;#039;&amp;#039;&amp;#039;: obtenidos de la madera en la Serrería, utilizados en la construcción *&amp;#039;&amp;#039;&amp;#039;Piedra&amp;#039;&amp;#039;&amp;#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la constr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Los recursos de construcción se utilizan para construir nuevos edificios y mejorarlos. Hay 7 recursos de construcción:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Madera&#039;&#039;&#039;: obtenida de los árboles en el Campamento de Tala, utilizada en la construcción y producción de tablones, requiere bueyes para ser transportada&lt;br /&gt;
*&#039;&#039;&#039;Tablones&#039;&#039;&#039;: obtenidos de la madera en la Serrería, utilizados en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Piedra&#039;&#039;&#039;: obtenida de los depósitos de piedra en el Campamento de Canteros, utilizada en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Tejas&#039;&#039;&#039;: obtenidas del barro en el Horno de Arcilla, utilizadas en la construcción&lt;br /&gt;
*&#039;&#039;&#039;Herramientas&#039;&#039;&#039;: obtenidas de losa de hierro en la Herrería o en la extensión del patio del taller de Herrero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Partes de madera&#039;&#039;&#039;: obtenidas de los tablones en la extensión del patio del taller de Carpintero. Actualmente no tienen ningún uso excepto el comercio&lt;br /&gt;
*&#039;&#039;&#039;Bloques&#039;&#039;&#039;: actualmente no disponibles&lt;/div&gt;</summary>
		<author><name>76561198302651581</name></author>
	</entry>
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