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		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=5978</id>
		<title>FAQ/nl</title>
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		<updated>2024-05-04T19:10:51Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategische Uitbreidingen en Militaire Tactieken ==&lt;br /&gt;
&#039;&#039;&#039;Hoe gebruik ik militaire eenheden effectief tegen AI of bandieten?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Algemene Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Word lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbetert. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet te veel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Je kan ze hier aanvragen: https://feedback.manorlords.com/&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/25/nl&amp;diff=5977</id>
		<title>Translations:FAQ/25/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/25/nl&amp;diff=5977"/>
		<updated>2024-05-04T19:10:48Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbetert. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet te veel zorgen over: https://www.patreon.com/GregStyczen&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=5976</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=5976"/>
		<updated>2024-05-04T19:10:26Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategische Uitbreidingen en Militaire Tactieken ==&lt;br /&gt;
&#039;&#039;&#039;Hoe gebruik ik militaire eenheden effectief tegen AI of bandieten?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Algemene Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Word lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Je kan ze hier aanvragen: https://feedback.manorlords.com/&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/1/nl&amp;diff=5975</id>
		<title>Translations:FAQ/1/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/1/nl&amp;diff=5975"/>
		<updated>2024-05-04T19:10:15Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Word lid van de Discord server: https://discord.gg/manorlords&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=4778</id>
		<title>Beginner&#039;s Guide/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/nl&amp;diff=4778"/>
		<updated>2024-05-01T09:27:14Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Fixed a typo and an incorrect term&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Manor Lords is een strategisch stedenbouwspel waarin je speelt als een heer die door de koning is gestuurd om een ​​land vol gevaar en belofte te regeren. De game biedt diepgaande stadsbouw, realtime tactische gevechten en complexe economische en sociale simulaties. Je moet de balans van goederen goed beheren, vraag en aanbod, handel en oorlogvoering in evenwicht brengen en slim omgaan met de seizoenen om de winter te overleven.&lt;br /&gt;
&lt;br /&gt;
Bewijs jij dat je deze eer waardig bent? Of zul je omkomen door bandieten en verraderlijke rivaliserende heren?&lt;br /&gt;
&lt;br /&gt;
Deze gids zal je helpen de basisprincipes van het spel te begrijpen. Van de gebruikersinterface tot de basisbewerkingen benodigd. Het geeft je een overzicht om het eerste jaar te overleven.&lt;br /&gt;
&lt;br /&gt;
Jouw koninkrijk wacht op je.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;User_Interface&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Gebruikersinterface ==&lt;br /&gt;
&lt;br /&gt;
Het begrijpen van deze elementen op het hoogste niveau van Manor Lords is essentieel voor een effectief bestuur. Let op, de balk boven bij je gebruikersinterface geeft alleen informatie van de huidige regio waarin je bent.&lt;br /&gt;
[[File:UI.jpg|File:UI.jpg]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# Population Overview - A glance at various factors affecting a region’s population.&lt;br /&gt;
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.&lt;br /&gt;
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.&lt;br /&gt;
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.&lt;br /&gt;
## Total Population - Your total Region population, broken down by different family levels.&lt;br /&gt;
## Approval - Controls overall Population Growth and the morale of your militia when rallied from the region. Higher approval increases the rate of families joining your settlement as long as there is space.&lt;br /&gt;
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.&lt;br /&gt;
# Regional Wealth - The amount of money villagers own from the current region. It can be used to import goods, upgrade artisan spaces, or transfer to your personal treasury via a tax policy.&lt;br /&gt;
# Livestock - The total space for stable and pasture livestock, with an indication of unassigned livestock in parentheses. Anyone can use unassigned livestock for resource transportation.&lt;br /&gt;
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.&lt;br /&gt;
# Settlement Menu &amp;amp; Notifications- Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up. Each level provides you with a Development Point that you can use to specialize your town and make it more efficient. Selecting the settlement name will bring up a menu to use Development Points, enact Policies, and set Production limits.&lt;br /&gt;
# Total vs Surplus Goods- Total goods show all goods in the region, while surplus shows you what stock remains after resources have been reserved. Imagine you have 5 planks, and place a building that costs 5 planks to build. Your total stock remains 5, but your surplus becomes 0 since the planks are now reserved for construction.&lt;br /&gt;
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.&lt;br /&gt;
# Personal Overview - A glance at your personal stats.&lt;br /&gt;
## Legacy - This provides information about yourself, such as personal details, new/active/completed opportunities, etc.&lt;br /&gt;
## Visit Mode - Toggle third-person mode and walk around your settlement.&lt;br /&gt;
## Treasury - Your personal money can be used for diplomacy, hiring retinues or mercenaries, and settling a new region.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king.&lt;br /&gt;
## Influence - Necessary for diplomacy and pressing claims. Influence is gained by raising the settlement level, enacting policies, conquering bandit camps, and upgrading your churches and manors.&lt;br /&gt;
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.&lt;br /&gt;
# Seasons &amp;amp; Time - Seasons are deeply connected to your people’s lives and affect different jobs. Hovering over the season icon will give a tooltip explaining when seasons occur and their effect on food and agriculture. Time can be paused or accelerated based on your gameplay style. By default, pressing X accelerates time, while pressing Z decelerates, with the maximum speed currently at x16.&lt;br /&gt;
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.&lt;br /&gt;
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.&lt;br /&gt;
## Construction - This brings up all your construction options across several building types. Hovering over any building will bring up construction costs and any requirements to unlock it.&lt;br /&gt;
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.&lt;br /&gt;
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.&lt;br /&gt;
## Help - The help menu defines various mechanics and terminology throughout the game.&lt;br /&gt;
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Supplies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Benodigdheden ==&lt;br /&gt;
&lt;br /&gt;
In Manor Lords hebben gezinnen voedsel en brandstof bronnen nodig. Elk Burgageperceel verbruikt 1 voedsel en 1 brandstof bronper maand. Het brandstofverbruik verdubbeld in de winter. Bovendien verbruiken sommige werkplekken ook 1 brandstof per maand.&lt;br /&gt;
&lt;br /&gt;
De voorraden in het regiopaneel bovenin laten zien hoeveel maanden er nog resteren voordat de voorraden op zijn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Seasons&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Seizoenen ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lente (Mrt-Mei):&#039;&#039;&#039; Regelmatig regen, seizoensbronnen groeien opnieuw.&lt;br /&gt;
* &#039;&#039;&#039;Zomer (Jun-Aug):&#039;&#039;&#039; Gewassen groeien. Mogelijke droogtes.&lt;br /&gt;
* &#039;&#039;&#039;Herfst (Sep-Nov):&#039;&#039;&#039; Oogsten, ploegen en zaaien van gewassen.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seizoensbronnen zijn verdwenen. Het brandstofverbruik wordt verdubbeld en een gebrek aan brandstofbronnen kan bevriezing veroorzaken. Het scheren van schapen is verboden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Approval_and_Public_Order&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Goedkeuring en openbare orde ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approval&#039;&#039;&#039; depends on the market resources variety and church level. How severely will the lack of any affect Approval depends on the new game settings. Depending on Approval, the number of families will change each month. Population can only increase if there is Living Space available.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Approval !! Monthly population change&lt;br /&gt;
|-&lt;br /&gt;
| 75-100 || +2&lt;br /&gt;
|-&lt;br /&gt;
| 50-74 || +1&lt;br /&gt;
|-&lt;br /&gt;
| 25-49 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 0-24% || -1&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;
&#039;&#039;&#039;Public Order&#039;&#039;&#039; prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Policies&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Beleid ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
To enact Policies, you need to raise your Administration Level by building administrative buildings, like the Manor. At the moment only two policies are available, both at Administration Level 1:&lt;br /&gt;
* &#039;&#039;&#039;Hunting Grounds:&#039;&#039;&#039; Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.&lt;br /&gt;
* &#039;&#039;&#039;Strict Fasting:&#039;&#039;&#039; Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/13/nl&amp;diff=4777</id>
		<title>Translations:Beginner&#039;s Guide/13/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/13/nl&amp;diff=4777"/>
		<updated>2024-05-01T09:27:06Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Fixed a typo and an incorrect term&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Lente (Mrt-Mei):&#039;&#039;&#039; Regelmatig regen, seizoensbronnen groeien opnieuw.&lt;br /&gt;
* &#039;&#039;&#039;Zomer (Jun-Aug):&#039;&#039;&#039; Gewassen groeien. Mogelijke droogtes.&lt;br /&gt;
* &#039;&#039;&#039;Herfst (Sep-Nov):&#039;&#039;&#039; Oogsten, ploegen en zaaien van gewassen.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seizoensbronnen zijn verdwenen. Het brandstofverbruik wordt verdubbeld en een gebrek aan brandstofbronnen kan bevriezing veroorzaken. Het scheren van schapen is verboden.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=4000</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=4000"/>
		<updated>2024-04-30T13:16:27Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;== Strategische Uitbreidingen en Militaire Tactieken == &amp;#039;&amp;#039;&amp;#039;Hoe gebruik ik militaire eenheden effectief tegen AI of bandieten?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Strategische Uitbreidingen en Militaire Tactieken ==&lt;br /&gt;
&#039;&#039;&#039;Hoe gebruik ik militaire eenheden effectief tegen AI of bandieten?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Algemene Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/105/nl&amp;diff=3999</id>
		<title>Translations:FAQ/105/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/105/nl&amp;diff=3999"/>
		<updated>2024-04-30T13:16:21Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;== Strategische Uitbreidingen en Militaire Tactieken == &amp;#039;&amp;#039;&amp;#039;Hoe gebruik ik militaire eenheden effectief tegen AI of bandieten?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategische Uitbreidingen en Militaire Tactieken ==&lt;br /&gt;
&#039;&#039;&#039;Hoe gebruik ik militaire eenheden effectief tegen AI of bandieten?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3998</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3998"/>
		<updated>2024-04-30T13:15:07Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Algemene Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/114/nl&amp;diff=3997</id>
		<title>Translations:FAQ/114/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/114/nl&amp;diff=3997"/>
		<updated>2024-04-30T13:15:06Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Als je problemen blijft ervaren, maak alsjeblieft een bug report aan in de Bug Report Area in de Discord.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3992</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3992"/>
		<updated>2024-04-30T13:14:23Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Algemene Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/115/nl&amp;diff=3991</id>
		<title>Translations:FAQ/115/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/115/nl&amp;diff=3991"/>
		<updated>2024-04-30T13:14:14Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Algemene Vragen ==&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3990</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3990"/>
		<updated>2024-04-30T13:12:58Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/3/nl&amp;diff=3989</id>
		<title>Translations:FAQ/3/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/3/nl&amp;diff=3989"/>
		<updated>2024-04-30T13:12:47Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unreal Engine 4. Op dit moment zijn geen planning om te upgraden naar UE5.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3988</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3988"/>
		<updated>2024-04-30T13:11:03Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/50/nl&amp;diff=3987</id>
		<title>Translations:FAQ/50/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/50/nl&amp;diff=3987"/>
		<updated>2024-04-30T13:10:59Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Hoe kan ik functionaliteiten aanvragen voor het spel? &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3986</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3986"/>
		<updated>2024-04-30T13:10:43Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen stadswacht&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
Geen stadswacht&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/49/nl&amp;diff=3985</id>
		<title>Translations:FAQ/49/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/49/nl&amp;diff=3985"/>
		<updated>2024-04-30T13:10:35Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen stadswacht&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Geen stadswacht&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3984</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3984"/>
		<updated>2024-04-30T13:10:28Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen één-persoons eenheden over het algemeen, voor nu&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
Geen één-persoons eenheden over het algemeen, voor nu&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/48/nl&amp;diff=3983</id>
		<title>Translations:FAQ/48/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/48/nl&amp;diff=3983"/>
		<updated>2024-04-30T13:10:27Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen één-persoons eenheden over het algemeen, voor nu&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Geen één-persoons eenheden over het algemeen, voor nu&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3982</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3982"/>
		<updated>2024-04-30T13:10:00Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen helden of leider eenheden&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
Geen helden of leider eenheden&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/47/nl&amp;diff=3981</id>
		<title>Translations:FAQ/47/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/47/nl&amp;diff=3981"/>
		<updated>2024-04-30T13:09:58Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen helden of leider eenheden&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Geen helden of leider eenheden&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3980</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3980"/>
		<updated>2024-04-30T13:09:58Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen dynastie mechanismen&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
Geen dynastie mechanismen&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/46/nl&amp;diff=3979</id>
		<title>Translations:FAQ/46/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/46/nl&amp;diff=3979"/>
		<updated>2024-04-30T13:09:45Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Geen dynastie mechanismen&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Geen dynastie mechanismen&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3978</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3978"/>
		<updated>2024-04-30T13:09:31Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen. Dit is niet een enorme lijst:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/45/nl&amp;diff=3977</id>
		<title>Translations:FAQ/45/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/45/nl&amp;diff=3977"/>
		<updated>2024-04-30T13:09:27Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen. Dit is niet een enorme lijst:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Van de volgende aangevraagde functionaliteiten kan ik bevestigen dat ze niet in het spel komen.&lt;br /&gt;
Dit is niet een enorme lijst:&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3976</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3976"/>
		<updated>2024-04-30T13:08:47Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Bevestigde dingen die niet in de game komen &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/44/nl&amp;diff=3975</id>
		<title>Translations:FAQ/44/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/44/nl&amp;diff=3975"/>
		<updated>2024-04-30T13:08:38Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Bevestigde dingen die niet in de game komen &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Bevestigde dingen die niet in de game komen &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3974</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3974"/>
		<updated>2024-04-30T13:08:22Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/43/nl&amp;diff=3973</id>
		<title>Translations:FAQ/43/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/43/nl&amp;diff=3973"/>
		<updated>2024-04-30T13:08:17Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ik heb veel nagedacht over verschillende functionaliteiten en heb naar veel verschillende suggesties gekeken vanuit de community. Ik heb een idee in mijn hoofd met wat ik graag wil doen met het spel, toch ga ik reageren op de feedback van de community wanneer de game is gepubliceerd in vroegtijdige toegang. Je kan in de Discord rondkijken of ik al eens iets heb gezegd over een functionaliteit welke je in gedachten hebt - ik ben namelijk over het meeste al bevraagd. Mijn voorkeur gaat op dit moment uit naar een bescheiden verzameling van functionaliteiten, om deze vervolgens te optimaliseren tot de zeven hemelen. Dus mijn antwoord op de meeste functionaliteit aanvragen zal zijn: &amp;quot;Waarschijnlijk na de publicatie&amp;quot;, of iets in die richting.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3972</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3972"/>
		<updated>2024-04-30T13:04:18Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/42/nl&amp;diff=3971</id>
		<title>Translations:FAQ/42/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/42/nl&amp;diff=3971"/>
		<updated>2024-04-30T13:04:15Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Komen er &amp;lt;vul andere functionaliteit in&amp;gt;? &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3970</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3970"/>
		<updated>2024-04-30T13:03:47Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/41/nl&amp;diff=3969</id>
		<title>Translations:FAQ/41/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/41/nl&amp;diff=3969"/>
		<updated>2024-04-30T13:03:42Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Als ik ze ga implementeren, dan zal dat waarschijnlijk het laatste zijn wat ik toevoeg, met een optie om ze uit te schakelen voor de mensen die er niet van houden.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3968</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3968"/>
		<updated>2024-04-30T13:03:10Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Komen er vuurwapens? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/40/nl&amp;diff=3967</id>
		<title>Translations:FAQ/40/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/40/nl&amp;diff=3967"/>
		<updated>2024-04-30T13:03:09Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Komen er vuurwapens? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Komen er vuurwapens? &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3966</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3966"/>
		<updated>2024-04-30T13:02:46Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Ik ben begonnen in juli 2017.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben begonnen in juli 2017.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/39/nl&amp;diff=3965</id>
		<title>Translations:FAQ/39/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/39/nl&amp;diff=3965"/>
		<updated>2024-04-30T13:02:45Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Ik ben begonnen in juli 2017.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ik ben begonnen in juli 2017.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3964</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3964"/>
		<updated>2024-04-30T13:02:35Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/38/nl&amp;diff=3963</id>
		<title>Translations:FAQ/38/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/38/nl&amp;diff=3963"/>
		<updated>2024-04-30T13:02:35Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Wanneer ben je begonnen met het ontwikkelen van Manor Lords? &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3962</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3962"/>
		<updated>2024-04-30T13:02:20Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/37/nl&amp;diff=3961</id>
		<title>Translations:FAQ/37/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/37/nl&amp;diff=3961"/>
		<updated>2024-04-30T13:02:20Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ja, maar ik ben niet van plan om dat te implementeren tot na versie 1.0, op ten minste.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3960</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3960"/>
		<updated>2024-04-30T13:01:52Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Komt er mod ondersteuning? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/36/nl&amp;diff=3959</id>
		<title>Translations:FAQ/36/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/36/nl&amp;diff=3959"/>
		<updated>2024-04-30T13:01:40Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Komt er mod ondersteuning? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Komt er mod ondersteuning? &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3958</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3958"/>
		<updated>2024-04-30T13:01:30Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/35/nl&amp;diff=3957</id>
		<title>Translations:FAQ/35/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/35/nl&amp;diff=3957"/>
		<updated>2024-04-30T13:01:29Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aanmeldingen voor de gesloten alpha versie zijn nu gesloten.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3955</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3955"/>
		<updated>2024-04-30T13:01:19Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/34/nl&amp;diff=3954</id>
		<title>Translations:FAQ/34/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/34/nl&amp;diff=3954"/>
		<updated>2024-04-30T13:01:13Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Kan ik toegang krijgen tot de gesloten alpha versie van Manor Lords? &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3953</id>
		<title>FAQ/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/nl&amp;diff=3953"/>
		<updated>2024-04-30T12:58:17Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Essentiële Beginners Tips  ==&lt;br /&gt;
&#039;&#039;&#039;Wat moet ik eerst bouwen om basis benodigdheden te verzamelen en op te slaan?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moet ik focussen op landbouw aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Is het belangrijk om een kerk en andere voorzieningen te hebben aan het begin van het spel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Assuming normal difficulty settings, a Church isn’t that important within your first year, and is only a requirement once you want to start upgrading Burgage Plots to Level 2.  A Food Stall with diverse food types (e.g., berries, and meat) will boost village approval ratings initially, setting the stage for additional structures like a Tannery and advancing to level 2 Burgage Plots.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Algemene Gameplay Veel Gestelde Vragen ==&lt;br /&gt;
&#039;&#039;&#039;Wanneer komt multiplayer?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* De komende tijd niet, of helemaal niet – stop alsjeblieft met vragen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heb je lege huizen nodig zodat mensen kunnen immigreren naar jouw dorp?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kan je een maximum productie limiet zetten op spullen?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Handelen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe produceer je genoeg voedsel?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jagers weigeren om te jagen, waarom?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hoe weet ik hoeveel [X] produceert?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Landbouw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
De huidige kringloop voor landbouw is:&lt;br /&gt;
&lt;br /&gt;
September - Oogst&lt;br /&gt;
&lt;br /&gt;
Oktober &amp;amp; November - Ploegen en dan zaaien&lt;br /&gt;
&lt;br /&gt;
Winter - Alles wat niet naar 100% is gezaaid zal afsterven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Populatie en Goedkeuring Beheer ==&lt;br /&gt;
&#039;&#039;&#039;Hoe verhoog ik mijn populatie en houd ik mijn goedkeuring bij?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Basic_Questions&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Standaard Vragen ==&lt;br /&gt;
&lt;br /&gt;
Dit is een kopie van de Veel Gestelde Vragen in de Discord server, waar niet-relevante informatie uit is gefilterd. Wordt lid van de Discord server: https://discord.gg/manorlords&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Welke game engine gebruikt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unreal Engine 4. Op dit moment, er zijn geen planning om te upgraden naar UE5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Werk je echt alleen aan Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ik ben de enige permanente studio lid, maar ik werk steeds meer samen met freelancers. Soms koop is assets om het ontwikkelen te versnellen (bijvoorbeeld Megascans), en recent ben ik gepartnerd met een professionele QA bedrijf genaamd QLOC. Ook heb ik een uitgever - Hooded Horse - welke de marketing en distributie behandeld.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wanneer is de publiceerdatum? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords is op vrijdag 26 april 2024 om 15:00 in vroegtijdige toegang gepubliceerd.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Op welke platformen komt Manor Lords? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manor Lords wordt in vroegtijdige toegang gepubliceerd op PC via Steam, GOG en de Microsoft store. Ook is het vanaf dag één beschikbaar via de PC Games Pass. De Xbox console versie komt op een later moment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wacht, wat, ontwikkel je een console versie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Op dit moment is het bevestigd dat Manor Lords op PC en Xbox platforms komt. Wij gaan op een later moment meet console informatie delen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe lang zal Manor Lords in vroegtijdige toegang blijven? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dat ligt aan hoe lang wij nodig hebben om feedback van spelers en ontwikkeltaken af te ronden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er een modus zonder gevechten? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ja.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Bevinden gevechten zich op een separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alle gameplay gebeurt op één enkele map, in real-time (met snelheid/pauzeer functionaliteit). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er muren en forten? Komen er zeeslagen? Cavalerie? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dit zijn allemaal functionaliteiten welke ik wil toevoegen na de publicatie van de vroegtijdige toegang en na het oplossen van alle problemen in de basis gameplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komen er verschillende culturen? Is er een verhaal? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
De vroegtijdige toegang versie van het spel heeft alleen een enkele factie of partij en een zandbak modus. Alhoewel, het verkennen van culturen en thema&#039;s is iets waar ik over heb nagedacht.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eerst wil ik de single-player ervaring optimaliseren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Hoe kan ik het project ondersteunen? Kan ik het spel pre-orderen? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Als je hier bent om over het spel te discussiëren en/of om informatie te delen, dan ondersteun je mij al erg veel. Het spel toevoegen aan je verlanglijstje op Steam helpt enorm, aangezien je hiermee de vindbaarheid van het spel verbeterd. Als je mij financieel wilt ondersteunen, dan kan je dit doen op mijn Patreon pagina, maar maak je daar maar niet teveel zorgen over: https://www.patreon.com/GregStyczen&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Komt er nog een demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Er zijn op dit moment geen plannen voor nog een demo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Wat is er gepland voor de initiële versie van de vroegtijdige toegang? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vroegtijdige Toegang zal hebben: &lt;br /&gt;
&lt;br /&gt;
Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/30/nl&amp;diff=3952</id>
		<title>Translations:FAQ/30/nl</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/30/nl&amp;diff=3952"/>
		<updated>2024-04-30T12:58:11Z</updated>

		<summary type="html">&lt;p&gt;76561198810139619: Created page with &amp;quot;Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steden bouwen - Bouw je regio op van een klein dorp tot een dicht bevolkte stad, bouw industrieën, speel ontwikkelingstakken vrij, ontwerp en ontwikkel je landhuis.&lt;/div&gt;</summary>
		<author><name>76561198810139619</name></author>
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