<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561199105269593</id>
	<title>Manor Lords Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561199105269593"/>
	<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/Special:Contributions/76561199105269593"/>
	<updated>2026-10-04T15:19:50Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.5</generator>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8971</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8971"/>
		<updated>2024-05-16T20:10:32Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Το να κατανοήσεις αυτό το βασικό στοιχείο του Manor Lords είναι σημαντικό για να κυβερνήσεις αποτελεσματικά. Η μπάρα στην κορυφή σου δείχνει πληροφορίες για την περιοχή που βρίσκεσαι αυτή την στιγμή.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;br /&gt;
&lt;br /&gt;
Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&lt;br /&gt;
&lt;br /&gt;
Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&lt;br /&gt;
&lt;br /&gt;
Το βασίλειό σου περιμένει.&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;
== UI ==&lt;br /&gt;
&lt;br /&gt;
Το να κατανοήσεις αυτό το βασικό στοιχείο του Manor Lords είναι σημαντικό για να κυβερνήσεις αποτελεσματικά. Η μπάρα στην κορυφή σου δείχνει πληροφορίες για την περιοχή που βρίσκεσαι αυτή την στιγμή.&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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/7/el&amp;diff=8970</id>
		<title>Translations:Beginner&#039;s Guide/7/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/7/el&amp;diff=8970"/>
		<updated>2024-05-16T20:10:27Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;File:UI.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;File:UI.jpg&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/6/el&amp;diff=8969</id>
		<title>Translations:Beginner&#039;s Guide/6/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/6/el&amp;diff=8969"/>
		<updated>2024-05-16T20:10:22Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Το να κατανοήσεις αυτό το βασικό στοιχείο του Manor Lords είναι σημαντικό για να κυβερνήσεις αποτελεσματικά. Η μπάρα στην κορυφή σου δείχνει πληροφορίες για την περιοχή που βρίσκεσαι αυτή την στιγμή.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Το να κατανοήσεις αυτό το βασικό στοιχείο του Manor Lords είναι σημαντικό για να κυβερνήσεις αποτελεσματικά. Η μπάρα στην κορυφή σου δείχνει πληροφορίες για την περιοχή που βρίσκεσαι αυτή την στιγμή.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8968</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8968"/>
		<updated>2024-05-16T20:08:42Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;== UI ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;br /&gt;
&lt;br /&gt;
Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&lt;br /&gt;
&lt;br /&gt;
Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&lt;br /&gt;
&lt;br /&gt;
Το βασίλειό σου περιμένει.&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;
== UI ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User&lt;br /&gt;
Interface provides information tied to the region you are currently in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;File:UI.jpg&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# 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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/5/el&amp;diff=8967</id>
		<title>Translations:Beginner&#039;s Guide/5/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/5/el&amp;diff=8967"/>
		<updated>2024-05-16T20:08:42Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;== UI ==&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UI ==&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8966</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8966"/>
		<updated>2024-05-16T20:08:38Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Το βασίλειό σου περιμένει.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;br /&gt;
&lt;br /&gt;
Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&lt;br /&gt;
&lt;br /&gt;
Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&lt;br /&gt;
&lt;br /&gt;
Το βασίλειό σου περιμένει.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== User Interface ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User&lt;br /&gt;
Interface provides information tied to the region you are currently in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;File:UI.jpg&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# 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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/4/el&amp;diff=8965</id>
		<title>Translations:Beginner&#039;s Guide/4/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/4/el&amp;diff=8965"/>
		<updated>2024-05-16T20:08:33Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Το βασίλειό σου περιμένει.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Το βασίλειό σου περιμένει.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8964</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8964"/>
		<updated>2024-05-16T20:08:26Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;br /&gt;
&lt;br /&gt;
Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&lt;br /&gt;
&lt;br /&gt;
Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Your kingdom awaits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== User Interface ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User&lt;br /&gt;
Interface provides information tied to the region you are currently in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;File:UI.jpg&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# 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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/3/el&amp;diff=8963</id>
		<title>Translations:Beginner&#039;s Guide/3/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/3/el&amp;diff=8963"/>
		<updated>2024-05-16T20:08:24Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Αυτός ο οδηγός θα σε βοηθήσει να καταλάβεις τα βασικά του παιχνιδιού, από το UI μέχρι τις βασικές εκτελέσεις. Εκτείνεται στο πώς θα επιβιώσεις τον πρώτο σου χρόνο.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8962</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8962"/>
		<updated>2024-05-16T20:07:01Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;br /&gt;
&lt;br /&gt;
Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 guide will help you understand the basics of the game, from its User Interface to basic operations. It culminates in an overview of how to survive your first year.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Your kingdom awaits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== User Interface ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User&lt;br /&gt;
Interface provides information tied to the region you are currently in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;File:UI.jpg&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# 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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/2/el&amp;diff=8961</id>
		<title>Translations:Beginner&#039;s Guide/2/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/2/el&amp;diff=8961"/>
		<updated>2024-05-16T20:06:59Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Θα αποδειχθείς άξιος αυτής της τιμής; Ή θα εξοντωθείς στα χέρια των ληστών, και των προδοτικών εχθρικών αρχόντων;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8960</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8960"/>
		<updated>2024-05-16T20:05:46Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Will you prove yourself worthy of this honor? Or will you perish at the hands of bandits, and traitorous rival 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;
This guide will help you understand the basics of the game, from its User Interface to basic operations. It culminates in an overview of how to survive your first year.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Your kingdom awaits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== User Interface ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User&lt;br /&gt;
Interface provides information tied to the region you are currently in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;File:UI.jpg&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# 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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/1/el&amp;diff=8959</id>
		<title>Translations:Beginner&#039;s Guide/1/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/1/el&amp;diff=8959"/>
		<updated>2024-05-16T20:05:44Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Το Manor Lords είναι ένα city-building παιχνίδι στρατηγικής στο οποίο αναλαμβάνεις τον ρόλο ενός άρχοντα, απεσταλμένο από τον βασιλιά για να διακυβερνήσεις μια γη επικίνδυνη αλλά προσοδοφόρα. Το παιχνίδι έχει λεπτομερές city-building, μάχες πραγματικού χρόνου (real-time), και πολύπλοκες οικονομικές και κοινωνικές προσομοιώσεις. Εσύ ως άρχοντας πρέπει να ισορροπήσεις την διαχείριση πόρων, προσφορά και ζήτηση, εμπόριο, στρατό και να εκμεταλλευτείς την γή γύρω σου κατά την διάρκεια όλων των εποχών για να επιβιώσεις τον χειμώνα.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8958</id>
		<title>Beginner&#039;s Guide/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide/el&amp;diff=8958"/>
		<updated>2024-05-16T20:00:15Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Οδηγός για Αρχάριους&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords is a strategy city-building game in which you play as a lord sent by the king to govern a land of great peril and promise. The game features in-depth city-building, real-time tactical battles, and complex economic and social simulations. You must balance resource management, supply and demand, trade, warfare, and take advantage of the seasons to survive through winter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Will you prove yourself worthy of this honor? Or will you perish at the hands of bandits, and traitorous rival 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;
This guide will help you understand the basics of the game, from its User Interface to basic operations. It culminates in an overview of how to survive your first year.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Your kingdom awaits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== User Interface ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User&lt;br /&gt;
Interface provides information tied to the region you are currently in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;span lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;File:UI.jpg&amp;lt;/span&amp;gt;]]&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
# 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 x12.&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Supplies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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 Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasons ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Spring (Mar-May):&#039;&#039;&#039; Frequent raining, seasonal deposits regrow.&lt;br /&gt;
* &#039;&#039;&#039;Summer (Jun-Aug):&#039;&#039;&#039; Crops grow. Possible droughts.&lt;br /&gt;
* &#039;&#039;&#039;Autumn (Sep-Nov):&#039;&#039;&#039; Harvesting, plowing and sowing crops.&lt;br /&gt;
* &#039;&#039;&#039;Winter (Dec-Feb):&#039;&#039;&#039; Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Approval and Public Order ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&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;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Policies ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/Page_display_title/el&amp;diff=8957</id>
		<title>Translations:Beginner&#039;s Guide/Page display title/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:Beginner%27s_Guide/Page_display_title/el&amp;diff=8957"/>
		<updated>2024-05-16T20:00:10Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;Οδηγός για Αρχάριους&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Οδηγός για Αρχάριους&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=8956</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=8956"/>
		<updated>2024-05-16T18:21:09Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Προσωπική Φρουρά &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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το βόδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι κάνουν τα άλογα, τα βόδια, και τα μουλάρια ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα βόδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ο βασιλικός δρόμος ενώνει όλες τις περιοχές. Χρειάζεται να χτίσεις έναν δρόμο που ενώνει το χωριό σου με τον βασιλικό δρόμο ο οποίος προυπάρχει. Υπάρχει ένα bug που μπορεί να σου παρουσιάζει ότι δεν είναι το χωριό ενωμένο με τον βασιλικό δρόμο, ακόμη και όταν είσαι&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Προσωπική Φρουρά &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/74/el&amp;diff=8955</id>
		<title>Translations:FAQ/74/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/74/el&amp;diff=8955"/>
		<updated>2024-05-16T18:20:45Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Προσωπική Φρουρά &amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Προσωπική Φρουρά &#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/71/el&amp;diff=8954</id>
		<title>Translations:FAQ/71/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/71/el&amp;diff=8954"/>
		<updated>2024-05-16T18:20:16Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα βόδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/70/el&amp;diff=8953</id>
		<title>Translations:FAQ/70/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/70/el&amp;diff=8953"/>
		<updated>2024-05-16T18:20:07Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Τι κάνουν τα άλογα, τα βόδια, και τα μουλάρια ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/68/el&amp;diff=8952</id>
		<title>Translations:FAQ/68/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/68/el&amp;diff=8952"/>
		<updated>2024-05-16T18:19:56Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Γιατί τρέχει το βόδι μου ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=8951</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=8951"/>
		<updated>2024-05-16T18:19:52Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα γίδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ο βασιλικός δρόμος ενώνει όλες τις περιοχές. Χρειάζεται να χτίσεις έναν δρόμο που ενώνει το χωριό σου με τον βασιλικό δρόμο ο οποίος προυπάρχει. Υπάρχει ένα bug που μπορεί να σου παρουσιάζει ότι δεν είναι το χωριό ενωμένο με τον βασιλικό δρόμο, ακόμη και όταν είσαι&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/62/el&amp;diff=8950</id>
		<title>Translations:FAQ/62/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/62/el&amp;diff=8950"/>
		<updated>2024-05-16T18:19:42Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7526</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7526"/>
		<updated>2024-05-10T21:43:07Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Ο βασιλικός δρόμος ενώνει όλες τις περιοχές. Χρειάζεται να χτίσεις έναν δρόμο που ενώνει το χωριό σου με τον βασιλικό δρόμο ο οποίος προυπάρχει. Υπάρχει ένα bug που μπορεί να σου παρουσιάζει ότι δεν είναι το χωριό ενωμένο με τον βασιλικό δρόμο, ακόμη και όταν εί...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα γίδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ο βασιλικός δρόμος ενώνει όλες τις περιοχές. Χρειάζεται να χτίσεις έναν δρόμο που ενώνει το χωριό σου με τον βασιλικό δρόμο ο οποίος προυπάρχει. Υπάρχει ένα bug που μπορεί να σου παρουσιάζει ότι δεν είναι το χωριό ενωμένο με τον βασιλικό δρόμο, ακόμη και όταν είσαι&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/73/el&amp;diff=7525</id>
		<title>Translations:FAQ/73/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/73/el&amp;diff=7525"/>
		<updated>2024-05-10T21:43:03Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Ο βασιλικός δρόμος ενώνει όλες τις περιοχές. Χρειάζεται να χτίσεις έναν δρόμο που ενώνει το χωριό σου με τον βασιλικό δρόμο ο οποίος προυπάρχει. Υπάρχει ένα bug που μπορεί να σου παρουσιάζει ότι δεν είναι το χωριό ενωμένο με τον βασιλικό δρόμο, ακόμη και όταν εί...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Ο βασιλικός δρόμος ενώνει όλες τις περιοχές. Χρειάζεται να χτίσεις έναν δρόμο που ενώνει το χωριό σου με τον βασιλικό δρόμο ο οποίος προυπάρχει. Υπάρχει ένα bug που μπορεί να σου παρουσιάζει ότι δεν είναι το χωριό ενωμένο με τον βασιλικό δρόμο, ακόμη και όταν είσαι&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7524</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7524"/>
		<updated>2024-05-10T21:41:11Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα γίδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/72/el&amp;diff=7523</id>
		<title>Translations:FAQ/72/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/72/el&amp;diff=7523"/>
		<updated>2024-05-10T21:41:09Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Τι είναι ο βασιλικός δρόμος, και πώς εννώνομαι με αυτόν ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7522</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7522"/>
		<updated>2024-05-10T21:40:38Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων. * Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις. * Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα γίδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/71/el&amp;diff=7521</id>
		<title>Translations:FAQ/71/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/71/el&amp;diff=7521"/>
		<updated>2024-05-10T21:40:35Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων. * Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις. * Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Τα άλογα βοηθούν, για τώρα, τους έμπορους να μεταφέρουν περισσότερη ποσότητα αγαθών μέσω κάρων.&lt;br /&gt;
* Τα μουλάρια χρησιμοποιούνται στον σταθμό εφοδίων για να ανταλάσσεις εφόδια μεταξύ περιοχών που κατέχεις.&lt;br /&gt;
* Τα γίδια κάνουν την βαριά δουλειά, δηλαδή, μεταφέρουν κορμούς απο δέντρα, βοηθούν στην κατασκευή κτηρίων και μέσω ενός κλάδου ανάπτυξης οργώνουν και τις εκτάσεις που καλλιεργείς.&lt;br /&gt;
** Τα γίδια είναι σημαντικά στην αρχή του παιχνιδιού γιατί επιταχύνουν το χτίσιμο και σε άλλα πράγματα όπως το ξυλουργείο. Σκέψου να αγοράσεις δεύτερο νωρίς-νωρίς.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7520</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7520"/>
		<updated>2024-05-10T21:36:16Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/70/el&amp;diff=7519</id>
		<title>Translations:FAQ/70/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/70/el&amp;diff=7519"/>
		<updated>2024-05-10T21:36:10Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Τι κάνουν τα άλογα, τα γίδια , και τα μουλάρια ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7518</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7518"/>
		<updated>2024-05-10T21:35:52Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/69/el&amp;diff=7517</id>
		<title>Translations:FAQ/69/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/69/el&amp;diff=7517"/>
		<updated>2024-05-10T21:35:50Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Προσπάθησε να βάλλεις άλλον έναν κοτσαδόρο ή να τον αναβαθμήσεις σε μικρό στάβλο. Τα ζώα δραπετεύουν αν δεν υπάρχει χώρος για αυτά να μείνουν.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7516</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7516"/>
		<updated>2024-05-10T21:34:12Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Γιατί τρέχει το γίδι μου ?&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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/68/el&amp;diff=7515</id>
		<title>Translations:FAQ/68/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/68/el&amp;diff=7515"/>
		<updated>2024-05-10T21:34:09Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Γιατί τρέχει το γίδι μου ?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Γιατί τρέχει το γίδι μου ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7514</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7514"/>
		<updated>2024-05-10T21:33:58Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/67/el&amp;diff=7513</id>
		<title>Translations:FAQ/67/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/67/el&amp;diff=7513"/>
		<updated>2024-05-10T21:33:54Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Όχι, το παιχνίδι δεν υποστηρίζει ρύθμιση ορίου παραγωγής, όμως μπορείς να βάλεις τους τεχνήτες σε παύση μέσω του μενού του σπιτιού στο οποίο μένει ο τεχνήτης.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7512</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7512"/>
		<updated>2024-05-10T21:32:11Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/66/el&amp;diff=7511</id>
		<title>Translations:FAQ/66/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/66/el&amp;diff=7511"/>
		<updated>2024-05-10T21:32:07Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Μπορείς να θέσεις όριο παραγωγής σε αγαθά ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7510</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7510"/>
		<updated>2024-05-10T21:31:46Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις. ** Αυτό δεν είνα...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/65/el&amp;diff=7509</id>
		<title>Translations:FAQ/65/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/65/el&amp;diff=7509"/>
		<updated>2024-05-10T21:31:44Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις. ** Αυτό δεν είνα...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Ναι, τα άδεια σπίτια είναι αναγκαία για να προσελκύσεις νέους χωρικούς. Είναι αξιοσημείωτο ότι αν έχεις αναβαθμίσει τον αρχικό καταυλισμό σε εργατικό καταυλισμό, ο πληθυσμός σου δεν θα φύγει απο εκεί για να πάει στα σπίτια αν δεν το γκρεμίσεις.&lt;br /&gt;
** Αυτό δεν είναι &amp;quot;bug&amp;quot;, αλλά δημιουργεί μπερδέματα γι&#039; αυτό δεν προτείνω να αναβαθμιστεί ο αρχικός καταυλισμός.&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7508</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7508"/>
		<updated>2024-05-10T21:28:23Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/64/el&amp;diff=7507</id>
		<title>Translations:FAQ/64/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/64/el&amp;diff=7507"/>
		<updated>2024-05-10T21:28:20Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Χρειάζεται να έχω άδεια σπίτια για να μεταναστεύσει κόσμος/οικογένειες στο χωριό μου ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7506</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7506"/>
		<updated>2024-05-10T21:27:51Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do you need empty houses for people to immigrate to your village?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/63/el&amp;diff=7505</id>
		<title>Translations:FAQ/63/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/63/el&amp;diff=7505"/>
		<updated>2024-05-10T21:27:44Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Όχι σύντομα, αν θα γίνει - μην ρωτάτε&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7504</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7504"/>
		<updated>2024-05-10T21:27:21Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;== Γενικές Ερωτήσεις για το Gameplay == &amp;#039;&amp;#039;&amp;#039; Πότε θα έρθει το multiplayer &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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &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;
* Not anytime soon, if at all – please stop asking.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do you need empty houses for people to immigrate to your village?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/62/el&amp;diff=7503</id>
		<title>Translations:FAQ/62/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/62/el&amp;diff=7503"/>
		<updated>2024-05-10T21:27:15Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;== Γενικές Ερωτήσεις για το Gameplay == &amp;#039;&amp;#039;&amp;#039; Πότε θα έρθει το multiplayer &amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Γενικές Ερωτήσεις για το Gameplay ==&lt;br /&gt;
&#039;&#039;&#039; Πότε θα έρθει το multiplayer &amp;gt;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7502</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7502"/>
		<updated>2024-05-10T21:26:24Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο. Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χω...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&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;
== General Gameplay FAQs ==&lt;br /&gt;
&#039;&#039;&#039;When is multiplayer coming?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Not anytime soon, if at all – please stop asking.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do you need empty houses for people to immigrate to your village?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/61/el&amp;diff=7501</id>
		<title>Translations:FAQ/61/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/61/el&amp;diff=7501"/>
		<updated>2024-05-10T21:26:23Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο. Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χω...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* Άν έχεις κανονικές ρυθμίσεις δυσκολίας, μια εκκλησία δεν χρειάζεται να την έχεις στο πρώτο έτος, και είναι μόνο απαίτηση όταν αναβαθμίσεις τα σπίτια στο 2ο επίπεδο.&lt;br /&gt;
Ένας πάγκος τροφίμων με ποικιλία στα τρόφιμα (μούρα, κρέας κ.α.) θα ενισχύσει την ευτυχία του χωριού, βοηθώντας έτσι την ανάπτυξη του χωριού&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7500</id>
		<title>FAQ/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ/el&amp;diff=7500"/>
		<updated>2024-05-10T21:23:30Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&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;
== Βασικά tips για την αρχή του παιχνιδιού ==&lt;br /&gt;
&#039;&#039;&#039;Τί πρέπει να χτίσω πρώτα για να μαζέψω και να αποθηκεύσω βασικές προμήθειες ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ξεκίνα με τα βασικά κτήρια με αυτή την σειρά : αποθήκες τροφίμων, αποθήκες υλικών, έναν υλοτομείο και έναν ξυλοκόπο. Τα σπίτια μπορούν να περιμένουν μέχρι να χτιστούν αυτά. ΜΗΝ αναβαθμήσεις τον αρχικό καταυλισμό.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Να αφοσιωθώ στην καλλιέργεια στην αρχή?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Προσπάθησε να αποφύγεις τις καλλιέργειες σίτου κλπ. στην αρχή, καθώς είναι μεγάλος κόπος. Βασίσου στο κυνήγι και στην συλλογή μούρων καθώς και στα extensions που έχει κάθε σπίτι (όπως κήποι λαχανικών, κοτέτσια κ.α.) για να θρέψεις την πόλη σου. Προσπάθησε να κρατήσεις τις εύφορες εκτάσεις για μεταγενέστερη χρήση&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Πότε να ξεκινήσω να χτίζω σπίτια και κτήρια παραγωγής τροφίμων ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ένα κυνηγητικό καταφύγιο είναι δωρεάν για να χτιστεί,  αν υπάρχουν άγρια ζώα κοντά (ελάφια), και αμέσως μετά να χτίσεις την αποθήκη τροφίμων. Η καλύβα τροφοσυλλέκτων μαζεύει κοντινά μούρα, αλλά καλό θα ήταν να δώσεις προτεραιότητα στα extensions που έχουν τα σπίτια&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Πόσο νωρίς να χτίσω την αγορά?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Χτίσε την αγορά όταν τα σπίτια σου κατοικούνται, έτσι ώστε να διανέμεις αγαθά στον κόσμο. Τροφή, καύσιμα, ρούχα, και άλλα βασικά πράγματα που δεν μπορούν να μοιραστούν χωρίς την αγορά.&lt;br /&gt;
*Είναι επίσης σημαντικό να αναφέρω ότι η αγορά έχει ένα mechanic εμβέλειας βασισμένο στα αγαθά που υπάρχουν. Για παράδειγμα αν έχεις 100% στις ανάγκες καλύπτεις το 100% των υπάρχοντών κατοικιών ανεξάρτητα από την απόσταση στήν ίδια περιοχή, όμως τα σπίτια που βρίσκονται πιο κοντά στην αγορά θα ικανοποιήσουν τις δικές τους ανάγκες πρώτα, δημιουργόντας πρόβλημα στα σπίτια που βρίσκονται πιο μακρυά.&lt;br /&gt;
*Υπάρχουν και άλλοι παράγωντες ωστόσο, όπως είναι η μεταφορά των αντικειμένων στους πάγκους, αν υπάρχουν αρκετοί πάγκοι για ένα αγαθό κ.α..&lt;br /&gt;
Να έχεις υπ&#039;όψην σου όλα αυτά πριν χτίσεις την αγορά&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&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;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== General Gameplay FAQs ==&lt;br /&gt;
&#039;&#039;&#039;When is multiplayer coming?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Not anytime soon, if at all – please stop asking.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Do you need empty houses for people to immigrate to your village?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers. Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots unless you then delete the Worker’s Camp.&lt;br /&gt;
** While this isn’t a “bug” as such, it is causing a lot of confusion so we do not recommend upgrading the Homeless People’s Tents in your starting region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Consider adding another Hitching Post or upgrading it to a Stable. Animals run away if there’s no place for them to stay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Horses allow traders to move larger quantities of goods via carts. They are not used for anything else right now.&lt;br /&gt;
* Mules are used by the Pack Station to move goods between regions.&lt;br /&gt;
* Oxen are used to haul around timber, and if you take the right development branch, can be used to plow a field.&lt;br /&gt;
** Oxen are also crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What is the King&#039;s Road, and how do I connect to it?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The King&#039;s Road connects all regions. You need to build a road that ultimately connects to a pre-existing King’s Road. There is a known issue where sometimes it says you’re not connected, even when you are.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* You can get a Retinue when you build your Manor. It can be increased in size by building certain buildings via the Castle Planner. To increase the size of your retinue, you must first build a Garrison Tower in the Castle Planner, and then customize your retinue, spending Treasury to add individuals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Once you’ve built a Trading Post, you can import and export items.&lt;br /&gt;
* You have to set up a “Trade Rule” on each individual item you want to buy or sell, this can be found on the far left of each individual item line, which will be set to “No Trade” by default. This is a drop-down menu that you can change.&lt;br /&gt;
* Setting the Stockpile number will mean you will either be importing or exporting until your stockpile reaches the desired number using your Trade Rule to determine if this Trading Post will only import or export to reach the desired number, or do both to maintain it.&lt;br /&gt;
* While ALL goods can have a dedicated Trade Route set-up (which means there is a dedicated merchant buying and selling that product) certain high-tier items (e.g Tools, Weapons) can ONLY be imported and exported once you’ve set up the corresponding Trade Route. This is done by clicking on the button on the far right of each individual item line, and requires Regional Wealth to set up.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Regional Wealth, found along the top info panel to the left of the settlement name, is a representation of the wealth of your population.&lt;br /&gt;
** It is used to purchase backyard and artisan extensions for Burgage Plots, as well as animals like Oxen, Sheep, etc. and to import goods at the Trading Post or Livestock Trading Post&lt;br /&gt;
** It is generated via trade, as well as Level 2 or higher Burgage Plots&lt;br /&gt;
* The Treasury is found in the upper right and is a representation of your character’s personal funds.&lt;br /&gt;
** It is used to hire mercenaries, as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax and other Policies, as well as clearing out Bandit Camps.&lt;br /&gt;
** For Tax, you need to have regional wealth. No Regional Wealth = no tax income to your Treasury&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Resource Management and Production ==&lt;br /&gt;
&#039;&#039;&#039;How to make ale?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Grow barley, process it into malt at a Malthouse, and brew it into ale at a level 2 or higher burgage plot with a Brewery extension. Ale is used by the Tavern to satisfy the “Entertainment” requirement of higher tier Burgage Plots, but it does not make the Ale itself. You can also import barley and malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Utilize Chicken Coops for eggs and vegetable gardens for substantial produce – for the latter, a larger Burgage plot with a bigger backyard will give better yields, although requires more time to be worked on.&lt;br /&gt;
* There are development points you can explore that will double the yield of Berry Bushes, or increase passive meat generation from Hunting Camps. &lt;br /&gt;
* Apple Orchards are unlocked via a development point, and constructed as a Backyard Extension. It will be available from the same dropdown that you use to build Chikcen Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes THREE IN-GAME YEARS for Apple Orchards to start producing a surplus. Until that time the Orchard will only grow enough to sustain the Burgage Plot it&#039;s attached to.&lt;br /&gt;
** This means you may see apples in a Burgage Plots storage within the first three years, but your Granary Workers won’t start collecting Apples to put into storage until after year three.&lt;br /&gt;
* Consider additional sources like honey from Apiaries (which also needs a development point) and traditional methods like hunting and farming.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Ensure that hides go to the Storehouse and meat goes to the Granary; otherwise, the hunters&#039; function will be disrupted. Families assigned to the Storehouse and Granary will move these goods to their respective storage locations. Also check that you haven’t accidentally depleted the herd, or whether the herd has depleted to your set hunting cap. Consider re-assigning hunting families to another temporary job to let the herd regenerate – for example, you could bounce the same family between the Forager Hut and the Hunting Camp, as Berry deposits are seasonal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The Sawmill requires timber to create planks. This timber needs transporting with an Ox from the logging pit (or from the forest, if freshly cut) to the Sawmill for it to do its job. If you don’t have enough timber, or unassigned families to work the Ox to transport the timber, then production will halt.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Manor Lords deliberately obfuscates output and consumption numbers in most cases, so you will never know with 100% accuracy your production output, especially in terms of food etc.&lt;br /&gt;
* Burgage Plots consume one food and one fuel per month, with fuel consumption doubling in Winter.&lt;br /&gt;
* The Barrel symbol to the left of the settlement name along the top info panel will tell you roughly how many months of food and firewood reserves your settlement has. Use this as an indicator as to whether your population is growing too fast, and adjust accordingly.&lt;br /&gt;
* Some production information is available via the official Wiki.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Building and Development Tips ==&lt;br /&gt;
&#039;&#039;&#039;New buildings are not being constructed, why?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* This issue often stems from a lack of materials if multiple constructions are attempted simultaneously. There is a known issue where construction workers will take resources from one construction site to another.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Do not try to build the Castle/Manor walls around anything other than the Manor, and any buildings available via the Castle Planner. City Walls are a planned feature that will come later in early access and the castle walls are not designed to encompass entire settlements. Doing so will likely render buildings inaccessible.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* In order to engage in farming, you will need to create a Field, and build a Farmhouse.&lt;br /&gt;
* The farmhouse is essential for converting wheat into grain, which is then processed into flour at the mill. You also need families assigned to the farmhouse so that they can plow, sow, and harvest the fields during the appropriate seasons.&lt;br /&gt;
* If you take the Heavy Plough development that lets you use Oxen in the fields, you first need to build the Plow in the farmhouse, and then assign an Ox to the Farmhouse for it to work.&lt;br /&gt;
* There is a known issue where estimated crop yields in the month of September are inaccurate, so you won’t harvest as much as the game tells you you will.&lt;br /&gt;
* The fertility rating of a field at game start is the maximum fertility level that field will ever have. It will decrease over time, however you can use strategies such as leaving a field Fallow for a season and general crop rotation or using the development option to allow farm animals to use fallow fields, to regenerate fertility rating back to its starting maximum.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Expansion and Conquest ==&lt;br /&gt;
&#039;&#039;&#039;How do we settle new regions?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Claim regions with influence and establish a Settler’s Camp using funds from your Treasury. This camp starts with some resources, facilitating the establishment of a Logging Camp and other structures.&lt;br /&gt;
* You will need to build a Pack Station to trade resources between two regions. This requires both regions to have goods to barter, and Storehouses or Granaries to store the bartered goods. You only need one pack station for inter-region trading.&lt;br /&gt;
* You can also trade resources between two regions using Trading Posts, but this costs regional wealth and is better reserved for later use.&lt;br /&gt;
* It costs 1,000 influence to claim an unclaimed region, 2,000 to claim a region owned by the AI lord.&lt;br /&gt;
* Influence can be gained from clearing out bandit camps, building a Manor, and collecting tithe at the Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Seasonal Work and Crop Management ==&lt;br /&gt;
&#039;&#039;&#039;Do farmers still work in winter?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Population and Approval Management ==&lt;br /&gt;
&#039;&#039;&#039;How do I increase my population and maintain approval ratings?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Maintain over 50% approval and ensure space in burgage plots is available. A church and multiple food types in your marketplace can significantly boost approval ratings and population growth.&lt;br /&gt;
* Immigration is capped at 1 new family per month at 50%-75% approval, and up to 2 per month at 75%+ approval rating, and no new families will appear if there isn’t a free burgage plot&lt;br /&gt;
* There is a potential issue under investigation with people not moving into free housing later on in the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Strategic Expansion and Military Tactics ==&lt;br /&gt;
&#039;&#039;&#039;How do I effectively use military forces against AI or bandits?&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Use notifications about AI movements to your advantage, especially if they indicate an attack on a bandit camp. This is an opportunity to engage strategically and capture resources with minimal conflict.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* The &#039;&#039;&#039;intended&#039;&#039;&#039; GLOBAL cap on army size is six military units, including militia and your personal retinue.&lt;br /&gt;
** This does not include mercenaries – you can hire as many mercenary companies as you can afford to support to supplement your army.&lt;br /&gt;
** There are a couple of known exploits, namely:&lt;br /&gt;
*** If you build six militia units, you can still unlock your first retinue when you build the Manor.&lt;br /&gt;
*** Details are TBD, but it seems to be possible to unlock additional retinue units by building Manors in other regions.&lt;br /&gt;
* Mercenary Companies require payment every month. Available mercenaries refresh every month, however, there is a known issue where sometimes the AI Baron will hire a lot of mercenaries, leaving none for the player. Make sure you disband mercenary units to disband the Mercenary Company – otherwise, you’ll keep paying them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
== Other Known Issues and Common Misconceptions ==&lt;br /&gt;
Apart from those mentioned above, here is a collection of commonly reported known issues that you may encounter:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Archers are underpowered right now. They were considered overpowered prior to launch, and balancing them is an ongoing concern.&lt;br /&gt;
* Pressing the TAB key can reveal more information about a variety of on-map game elements.&lt;br /&gt;
* Certain goods, like Tools, don’t have a function and are only there to be exported to generate regional wealth. There is a plan to make them more useful in the future as the game develops.&lt;br /&gt;
* You need to ensure there is space in the Logging Camp to pick up timber from demolished buildings, otherwise they will remain in place. You can build extra Logging Camps that don’t need to be staffed by a family to create extra storage.&lt;br /&gt;
* If you are playing in Peaceful mode, there is no underground water so you don’t need to place the Well in a specific location.&lt;br /&gt;
* The Livestock Trader comes with its own capacity to house Sheep. Sheep won’t move out of the Livestock Trader and into any Pastures you’ve created until you exceed the capacity of the Livestock Trader first. There is no way to force Sheep into pastures.&lt;br /&gt;
** A Sheep Farm is used to passively collect Wool from sheep in the Livestock Trader and Pastures. It also comes with its own capacity to house Sheep, but Sheep don’t need to be in it for Wool to be generated. Sheep will prioritize going to Pastures over Sheep Farms if both are present.&lt;br /&gt;
* The different outpost versions when settling a new region are a WIP feature and not available currently. You can only pick the first one.&lt;br /&gt;
* If you’re playing a game mode with a victory condition, if you win your game you won’t be able to continue playing that save and will have to start again. The continue button doesn’t work, and reloading the save doesn’t appear to work either – the issue is under investigation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==PC Game Pass version ==&lt;br /&gt;
The Game Pass version of the game is currently a little bit behind the version on Steam and other storefronts. It’s being updated ASAP, it’s just that Microsoft certification requires longer lead times and there were a few updates done after the original Game Pass version was submitted.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are having an issue with the Game Pass version of the game, please consider these steps first:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
* Check that Gaming Services, the Xbox app, and Game Bar are up to date. You can do this by opening the Microsoft Store app and going to &#039;Library&#039;&lt;br /&gt;
* Make sure the user is signed in to their Xbox account in the Xbox app and Game Bar (Win+G)&lt;br /&gt;
* Try uninstalling and reinstalling Gaming Services&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you are continuing to have issues, please go to the Bug Report area of the Discord and file a bug report.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
==Basic Questions ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
This is a copy of the FAQ available in the discord server, pruned of information that is no longer relevant. The discord server is available here: https://discord.gg/manorlords&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I&#039;m the only permanent studio member, but I do cooperate more and more with freelancers. Sometimes I buy assets to speed up the development (eg. Megascans), and recently I partnered with a professional QA company called QLOC. I also have a publisher – Hooded Horse – who takes care of the marketing and distribution.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords has been released into early access for PC on Friday, 26 April 2024 15:00.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Manor Lords will release into early access for PC via Steam, GOG, and the Microsoft store. It will also be available day one via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Currently, Manor Lords is confirmed for PC and Xbox platforms. We will provide additional console information at a later date.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause).&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be walls and fortifications? Will there be naval battles? Cavalry? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
These are all features I want to add after I launch the initial early access and fix all the problems with base gameplay.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
The EA launch version of the game is going to be a single faction and sandbox only. However, exploring different cultures and themes in the future is something I’ve thought about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I support the project? Can I preorder the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If you&#039;re here discussing the game and sharing info, you&#039;re already supporting me a great deal. Wishlisting on Steam helps a ton, because it raises visibility. If you want to help financially I did set up a Patreon page, but don&#039;t worry about it too much: https://www.patreon.com/GregStyczen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Early Access will have:&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
City-building – Develop your region from a tiny village to a dense town, build industries, unlock development branches, plan and upgrade your Manor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Army management &amp;amp; battles – Draft villagers, hire and upgrade retinue, and hire mercenaries to fight against bandits and invading lords.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
A small selection of different modes and scenarios, as well as initial versins of things like policies, and the technology tree.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
If I do them, it will probably be the last of all the things to do, with an option to turn them off for people who don&#039;t like them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
I’ve thought about a lot of different features and looked at plenty of suggestions from the community. I have an idea in my head regarding what I’d like to do, but I will also be responding to community feedback once the game is out in early access. You can try searching the discord to see if I’ve spoken specifically about the feature you have in mind – I’ve been asked about most things at this point.&lt;br /&gt;
My preference for the moment is to focus on a modest feature set and then polish it to seven heavens, so the answer to many questions regarding feature suggestions will be “probably after launch” or something similar.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
Here are some features that have been requested that I can confirm won’t be in the game. This is not an exhaustive list:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div lang=&amp;quot;en&amp;quot; dir=&amp;quot;ltr&amp;quot; class=&amp;quot;mw-content-ltr&amp;quot;&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/60/el&amp;diff=7499</id>
		<title>Translations:FAQ/60/el</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Translations:FAQ/60/el&amp;diff=7499"/>
		<updated>2024-05-10T21:23:27Z</updated>

		<summary type="html">&lt;p&gt;76561199105269593: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039; Είναι σημαντικό να έχω μια εκκλησία και άλλες ανέσεις στην αρχή ?&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>76561199105269593</name></author>
	</entry>
</feed>