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	<id>https://wiki.hoodedhorse.com/Manor_Lords/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=76561199738365016</id>
	<title>Manor Lords Official Wiki - User contributions [en]</title>
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	<updated>2026-10-04T14:49:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Field&amp;diff=10404</id>
		<title>Field</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Field&amp;diff=10404"/>
		<updated>2025-02-27T22:19:05Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Create Field wiki page with a few notes added.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Field&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Harvesting-Field.png]]&lt;br /&gt;
|type = Farming&lt;br /&gt;
|cost = &lt;br /&gt;
|workplaces = &lt;br /&gt;
|produces = {{icon|Wheat}} [[{{tl}}Crops]]&lt;br /&gt;
|storage = Variable&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = Yes&lt;br /&gt;
}}A &#039;&#039;&#039;field&#039;&#039;&#039; is a space alotted for a regions [[{{tl}}crops]] to be sown, grown and harvested by farmers employed at a [[{{tl}}Farmhouse]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
A field is free to be constructed by the player via flexible placement. They can be placed anywhere in a player&#039;s region and can not be relocated once placed. The in game interface will let the player know how large, in morgens, the field would be before being built after the last of 4 corners is placed. One morgen is roughly 2.1 acres.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each field allows for one type of [[{{tl}}crop]] to be grown per season; either [[{{tl}}wheat]], [[{{tl}}barley]], [[{{tl}}flax]] or [[{{tl}}rye]]* (*requires perk point from farming development branch). In the construction menu there are overlays for wheat (emmer), flax, barley and rye showing fertility. Soil fertility levels shown are the max they will ever be, but they will decrease as that crop type is grown. To combat this decreased fertility yield use crop rotation to either leave a field fallow or growing a different crop the following season. As the soil under the field recovers, fertility will increase again. There is a perk in the farming branch for Fertilization allow the upgrade Fence Up, in which fallow fields that have been upgraded to be fenced will house sheep that are led over to them to fertilize them faster. &lt;br /&gt;
&lt;br /&gt;
===== Notes: =====&lt;br /&gt;
*Villagers can not be assigned to fields and they need a farmhouse to work out of. &lt;br /&gt;
*The oxen plowing upgrade allows faster plowing with an oxen, but villagers can not hand plow the same field an oxen is plowing.&lt;br /&gt;
*Especially early in, keep your fields reasonable for the amount of labor your region has. It will be easier for few families to handle 3 or 6 half morgen fields than 3 full morgen or larger fields. Any field that has not been completely sown before winter dies off.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The field can vary in appearance due to the flexible placement ability. All fields will be flattened land with shrubbery on the edges, destroying any trees that were previously placed. &lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Farming]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Harvesting-Field.png&amp;diff=10403</id>
		<title>File:Harvesting-Field.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Harvesting-Field.png&amp;diff=10403"/>
		<updated>2025-02-27T21:52:53Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: A field mid harvest&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A field mid harvest&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Pasture&amp;diff=10402</id>
		<title>Pasture</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Pasture&amp;diff=10402"/>
		<updated>2025-02-27T21:50:45Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Created page for pasture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Pasture&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Pasture.png]]&lt;br /&gt;
|type = Industry&lt;br /&gt;
|cost = &lt;br /&gt;
|workplaces = &lt;br /&gt;
|produces = {{icon|wool}} [[{{tl}}Wool]]&lt;br /&gt;
|storage = Variable&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = Yes&lt;br /&gt;
}}A &#039;&#039;&#039;pasture&#039;&#039;&#039; is a space alotted for a regions [[{{tl}}sheep]] to graze and live while growing their coat that provides [[{{tl}}wool]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
A pasture is free to be constructed by the player via flexible placement. They can be placed anywhere in a player&#039;s region and can not be relocated once placed. The in game interface will let the player know how many sheep the pasture would be able to house before being built after the last of 4 corners is placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each pasture allows for a number of [[{{tl}}sheep]] to live and graze, growing their coats which provide [[{{tl}}wool]] upon being sheered. &lt;br /&gt;
&lt;br /&gt;
Note that villagers can not be assigned to pastures and they need a sheep farm to collect wool from sheep. Sheering is forbidden during the winter months of December, January and February. &lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The pasture can vary in appearance due to the flexible placement ability. All pastures will be fenced in areas of grass, destroying any trees that were previously placed. Currently sheep file into the pastures in the order the pastures were created, filling them completely before filling into the next pastures.&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Farming]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Sheep_farm&amp;diff=10401</id>
		<title>Sheep farm</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Sheep_farm&amp;diff=10401"/>
		<updated>2025-02-27T21:27:42Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Created page for sheep farm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Sheep farm&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Sheep-Farm.png]]&lt;br /&gt;
|type = Industry&lt;br /&gt;
|cost = {{icon|timber}} 2 [[{{tl}}Timber]] {{icon|planks}} 6 [[{{tl}}Planks]]&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = {{icon|stone}} [[{{tl}}Stone]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&amp;lt;br&amp;gt;&#039;&#039;&#039;Livestock:&#039;&#039;&#039; 5&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}A &#039;&#039;&#039;sheep farm&#039;&#039;&#039; is a farming building that employs villagers to tend to the regions [[{{tl}}sheep]] and sheer them for [[{{tl}}wool]]. Sheering is forbidden during the winter months of December, January and February.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
A sheep farm requires one [[timber]] to be constructed by the player via regular placement. They can be placed anywhere in a player&#039;s region and can not be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each sheep farm allows for up to three families to work there, with the workers performing tasks to care for the [[{{tl}}sheep]] herd and sheer them, collecting [[{{tl}}wool]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The sheep farm is a small building with no upgrades. There is a small livestock hut to one side for sheering (Note; they also will do it in the pasture, do not worry if you don&#039;t see them moving sheep here) and a small pasture to the other with space for 5 sheep. This pasture space is secondary, only filled if the stand alone pastures hit capacity.&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Farming]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Tannery&amp;diff=10400</id>
		<title>Tannery</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Tannery&amp;diff=10400"/>
		<updated>2025-02-27T21:10:28Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Created page for tannery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Tannery&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Tannery.png]]&lt;br /&gt;
|type = Industry&lt;br /&gt;
|cost = {{icon|timber}} 2 [[{{tl}}Timber]] {{icon|planks}} 6 [[{{tl}}Planks]]&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = {{icon|stone}} [[{{tl}}Stone]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}A &#039;&#039;&#039;tannery&#039;&#039;&#039; is a crafting building that employed villagers use to craft [[{{tl}}leather]] from [[{{tl}}hide]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
A tannery requires two [[timber]] and six [[planks]] to be constructed by the player via regular placement. They can be placed anywhere in a player&#039;s region and can not be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each tannery allows for up to three families to work there, with the workers performing tasks to collect [[{{tl}}hide]] and craft it into [[{{tl}}leather]].&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The tannery is a small building with no upgrades. There are 3 pots out front of it filled with a yellow liquid. &lt;br /&gt;
&lt;br /&gt;
Historically, hide is tanned into leather using human urine. The local households would collect and sell their urine to the local tanner which led us, much later in hisory, to the phrase &amp;quot;too poor for a pot to piss in&amp;quot; becoming slang to describe how poor one may be, since you were incredibly impoverished to not even be able to afford to sell your families waste.&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Stone_gatherer_camp&amp;diff=10399</id>
		<title>Stone gatherer camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Stone_gatherer_camp&amp;diff=10399"/>
		<updated>2025-02-27T21:00:36Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Stonecutter Camp&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Stonecutter-Camp.png]]&lt;br /&gt;
|type = Gathering&lt;br /&gt;
|cost = {{icon|timber}} 1 [[{{tl}}Timber]] {{icon|planks}} 4 [[{{tl}}Planks]]&lt;br /&gt;
|workplaces = 4&lt;br /&gt;
|produces = {{icon|stone}} [[{{tl}}Stone]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&lt;br /&gt;
|relocation = Yes&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Stonecutter Camps&#039;&#039;&#039; are gathering buildings that employ villagers gather [[{{tl}}stone]] from a [[{{tl}}Stone Deposit]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Stonecutter camps require one [[timber]] and six [[planks]] to be constructed by the player via regular placement. They can be placed anywhere in a player&#039;s region and can be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each charcoal kiln allows for up to four families to work there, with the workers performing tasks using the [[{{tl}}stone node]] to collect [[{{tl}}stone]].&lt;br /&gt;
&lt;br /&gt;
Stonecutter camps and stone nodes are not eligible for the Deep Mining perk upgrade and stone nodes will always run out when they reach zero and do not replenish. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The stonecutter camp consists of a simple collection area and storage area.&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Stone_gatherer_camp&amp;diff=10398</id>
		<title>Stone gatherer camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Stone_gatherer_camp&amp;diff=10398"/>
		<updated>2025-02-27T20:57:05Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Stonecutter Camp&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Stonecutter-Camp.png]]&lt;br /&gt;
|type = Gathering&lt;br /&gt;
|cost = {{icon|timber}} 1 [[{{tl}}Timber]] {{icon|planks}} 4 [[{{tl}}Planks]]&lt;br /&gt;
|workplaces = 4&lt;br /&gt;
|produces = {{icon|stone}} [[{{tl}}Stone]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&lt;br /&gt;
|relocation = Yes&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Stonecutter Camps&#039;&#039;&#039; are gathering buildings that employ villagers gather [[{{tl}}stone]] from a [[{{tl}}Stone Deposit]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Stonecutter camps require one [[timber]] and six [[planks]] to be constructed by the player via regular placement and the appropriate development perk. They can be placed anywhere in a player&#039;s region and can be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each charcoal kiln allows for up to four families to work there, with the workers performing tasks using the [[{{tl}}stone node]] to collect [[{{tl}}stone]].&lt;br /&gt;
&lt;br /&gt;
Stonecutter camps and stone nodes are not eligible for the Deep Mining perk upgrade and stone nodes will always run out when they reach zero and do not replenish. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The stonecutter camp consists of a simple collection area and storage area.&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Stone_gatherer_camp&amp;diff=10397</id>
		<title>Stone gatherer camp</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Stone_gatherer_camp&amp;diff=10397"/>
		<updated>2025-02-27T20:55:09Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Created page with &amp;quot;{{InfoboxBuilding |title = &amp;lt;translate&amp;gt;Stonecutter Camp&amp;lt;/translate&amp;gt; |image = File:Stonecutter-Camp.png |type = Gathering |cost = {{icon|timber}} 1 {{tl}}Timber {{icon|planks}} 4 {{tl}}Planks |workplaces = 4 |produces = {{icon|stone}} {{tl}}Stone |storage = &amp;#039;&amp;#039;&amp;#039;Generic:&amp;#039;&amp;#039;&amp;#039; 50 |relocation = Yes |flexible = No }}&amp;#039;&amp;#039;&amp;#039;Stonecutter Camps&amp;#039;&amp;#039;&amp;#039; are gathering buildings that employ villagers gather {{tl}}stone from a {{tl}}Stone Deposit.  ==Construction== Stonecu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Stonecutter Camp&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Stonecutter-Camp.png]]&lt;br /&gt;
|type = Gathering&lt;br /&gt;
|cost = {{icon|timber}} 1 [[{{tl}}Timber]] {{icon|planks}} 4 [[{{tl}}Planks]]&lt;br /&gt;
|workplaces = 4&lt;br /&gt;
|produces = {{icon|stone}} [[{{tl}}Stone]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&lt;br /&gt;
|relocation = Yes&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Stonecutter Camps&#039;&#039;&#039; are gathering buildings that employ villagers gather [[{{tl}}stone]] from a [[{{tl}}Stone Deposit]].&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Stonecutter camps require one [[timber]] and 4 [[planks]] to be constructed by the player via regular placement and the appropriate development perk. They can be placed anywhere in a player&#039;s region and can be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each charcoal kiln allows for up to four families to work there, with the workers performing tasks using the [[{{tl}}stone node]] to collect [[{{tl}}stone]].&lt;br /&gt;
&lt;br /&gt;
Stonecutter camps and stone nodes are not eligible for the Deep Mining perk upgrade and stone nodes will always run out when they reach zero and do not replenish. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The stonecutter camp consists of a simple collection area and storage area.&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings&amp;diff=10382</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings&amp;diff=10382"/>
		<updated>2025-02-27T02:46:14Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: updates to resource cost for various buildings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The construction menu&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families. In addition, at least one ox is required if the building requires [[{{tl}}Resources#Construction|timber]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
A few buildings have [[{{tl}}Flexible borders|flexible borders]], identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&lt;br /&gt;
== Roads == &amp;lt;!--T:7--&amp;gt; &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:8--&amp;gt; Road construction&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu using the check box &amp;quot;snap to road&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Homeless people&#039;s tents == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Every region will start with a Homeless people&#039;s tents. They will disappear once all families are housed. &lt;br /&gt;
&lt;br /&gt;
== Gathering buildings == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | &amp;lt;translate&amp;gt;&amp;lt;!--T:37--&amp;gt;&lt;br /&gt;
Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Development branch &lt;br /&gt;
! width=1% | Relocation&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:38--&amp;gt; &#039;&#039;&#039;[[{{tl}}Logging camp|Logging camp]]&#039;&#039;&#039; || 2 timber || Turns trees into timber. || 3 || 28 timber ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:39--&amp;gt; &#039;&#039;&#039;[[{{tl}}Woodcutter&#039;s lodge|Woodcutter&#039;s lodge]]&#039;&#039;&#039; || 1 timber || Turns trees into firewood. || 3 || 50 Generic ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:40--&amp;gt; &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 timber || Turns timber into planks.&amp;lt;br /&amp;gt;Can set a &#039;&#039;construction reserve&#039;&#039; of timber, meaning the building will only work if the stored amount is greater. || 2 || 50 Planks&amp;lt;/br&amp;gt;5 Timber ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:41--&amp;gt; &#039;&#039;&#039;[[{{tl}}Forester&#039;s hut|Forester&#039;s hut]]&#039;&#039;&#039; || 2 timber || Plants trees. || 2 || ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:42--&amp;gt; &#039;&#039;&#039;[[{{tl}}Charcoal kiln|Charcoal kiln]]&#039;&#039;&#039; || 2 timber || Turns 1 firewood into 2 charcoal. || 3 || 50 generic || Charcoal burning || &amp;lt;/translate&amp;gt;{{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:43--&amp;gt; &#039;&#039;&#039;[[{{tl}}Hunting camp|Hunting camp]]&#039;&#039;&#039; || || Turns wild animals into meat and hides.&amp;lt;br /&amp;gt;Can set a &#039;&#039;hunting limit&#039;&#039;, meaning the building will only work if the animal number is greater. || 2 || 12 Generic&amp;lt;br /&amp;gt;36 Pantry ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:44--&amp;gt; &#039;&#039;&#039;[[{{tl}}Forager hut|Forager hut]]&#039;&#039;&#039; || 1 timber || Gathers berries from nearby berry deposits.&amp;lt;br /&amp;gt;Can be upgraded with a &#039;&#039;herb garden&#039;&#039; for 2 planks and 25 regional wealth, allowing it to produce herbs. || 4 || 50 Pantry ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:45--&amp;gt; &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 4 planks || Produces honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 Pantry&amp;lt;/br&amp;gt;5 Generic || Beekeeping || &amp;lt;/translate&amp;gt;{{No}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mining buildings == &amp;lt;!--T:16--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
With the Deep mining development branch the [[{{tl}}Mining pit|Mining pit]] can be upgraded to a Deep mine if it is placed over a Rich deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter camp&#039;&#039;&#039; || 1 Timber 4 Planks || Stone || Fieldstone deposit || {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining pit&#039;&#039;&#039; || rowspan=2 | 4 Planks || Iron Ore || Iron deposit || rowspan=2 | {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Logistics buildings == &amp;lt;!--T:19--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Granary|Granary]]&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources, crops or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If enabled, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.&amp;lt;br&amp;gt;Can be upgraded to Large granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 3 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Storehouse|Storehouse]]&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 3 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Hitching post|Hitching post]]&#039;&#039;&#039; || || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small stable for 2 Planks to increase Stable space by 1. || 2 ||{{Yes}}|}&lt;br /&gt;
&lt;br /&gt;
== Residential buildings == &amp;lt;!--T:21--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region. You can set a small surplus on the marketplaces to keep supply ready for new villagers as they move in.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Well]]&#039;&#039;&#039; || 1 Timber || Provides Drinking water to Burgage plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. Can upgrade to a stone well. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Marketplace|Marketplace]]&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 20 resources. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood cart&#039;&#039;&#039; || || Turns 1 Regional wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || {{Yes}} || Foreign suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food cart&#039;&#039;&#039; || || Turns 4 Regional wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || {{Yes}} || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Tavern&#039;&#039;&#039; || 3 Timber 4 Planks || Fulfills 1 level of Entertainment requirement for the Burgage plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 15 Ale. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Wooden church|Wooden church]]&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage plots.&amp;lt;br&amp;gt;Provides Hallowed ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small stone church for 5 Timber, 20 Stone, 10 Planks and 10 Roof tiles to satisfy level 2 needs. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || {{No}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Burgage plots === &amp;lt;!--T:23--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:24--&amp;gt; Burgage plot construction&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
{{Main|{{tl}}Burgage plot|&amp;lt;translate&amp;gt;&amp;lt;!--T:36--&amp;gt; Burgage plot&amp;lt;/translate&amp;gt;}}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage plot provides 1 Living space. If they have some space sideways but not sufficient for another Burgage plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living space and Approval is high enough. Burgage plots cannot be moved. Burgage plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small village settlement level, costs 2 Timber and 8 Planks and will generate 1 Regional wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium village settlement level, costs 3 Timber, 12 Planks, 4 Roof tiles and 25 Regional wealth and will generate 2 Regional wealth per family per month. It also increases Living space by 1, or 2 for expanded buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Farming buildings == &amp;lt;!--T:27--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock trader.&amp;lt;br&amp;gt;Provides 5 Pasture space. || 3 || 50 Generic&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 2 Timber 8 Planks || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Pantry&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal oven&#039;&#039;&#039; || 2 Timber 4 Planks 10 Stone || Turns Flour into Bread. || 3 || 50 Pantry&amp;lt;/br&amp;gt;12 Generic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry buildings == &amp;lt;!--T:29--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:30--&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 1 Timber&amp;lt;br&amp;gt;6 Planks || Iron ore || Iron slabs || 2 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 1 Timber&amp;lt;br&amp;gt;4 Planks&amp;lt;br&amp;gt;6 Stone || Iron slabs || Tools || 2 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay furnace&#039;&#039;&#039; || 1 Timber&amp;lt;br&amp;gt;6 Planks&amp;lt;br&amp;gt;8 Stone || Clay ||  Roof tiles || 5 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;6 Planks&amp;lt;br&amp;gt;12 Stone || Barley || Malt || 2 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;6 Stone || Hides || Leather || 3 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || {{No}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade buildings == &amp;lt;!--T:31--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock trading post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture space&amp;lt;br&amp;gt;Provides 2 Stable space || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Administration buildings == &amp;lt;!--T:33--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:34--&amp;gt; The castle planner&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless people&#039;s tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer towers cost 10 Timber and 5 Stone each and provides 10 Garrison space.&lt;br /&gt;
** The garrison tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax offices cost 4 Timber. At present, this building is purely cosmetic; it is undergoing a rework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Stonecutter-Camp.png&amp;diff=10381</id>
		<title>File:Stonecutter-Camp.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Stonecutter-Camp.png&amp;diff=10381"/>
		<updated>2025-02-27T02:11:40Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: a stonecutter camp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
a stonecutter camp&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Sheep-Farm.png&amp;diff=10380</id>
		<title>File:Sheep-Farm.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Sheep-Farm.png&amp;diff=10380"/>
		<updated>2025-02-27T02:10:58Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Sheep farm beside a pasture with sheep in it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sheep farm beside a pasture with sheep in it&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Pasture.png&amp;diff=10379</id>
		<title>File:Pasture.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Pasture.png&amp;diff=10379"/>
		<updated>2025-02-27T02:10:34Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: A quaint pasture with sheep and lamb grazing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A quaint pasture with sheep and lamb grazing&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Hunting-Camp.png&amp;diff=10378</id>
		<title>File:Hunting-Camp.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Hunting-Camp.png&amp;diff=10378"/>
		<updated>2025-02-27T02:09:38Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: A hunting camp in use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A hunting camp in use&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Dyer%27s-Workshop.png&amp;diff=10377</id>
		<title>File:Dyer&#039;s-Workshop.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Dyer%27s-Workshop.png&amp;diff=10377"/>
		<updated>2025-02-27T02:09:00Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: A dyer&amp;#039;s workshop in use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A dyer&#039;s workshop in use&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Mining-Pit.png&amp;diff=10376</id>
		<title>File:Mining-Pit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Mining-Pit.png&amp;diff=10376"/>
		<updated>2025-02-27T02:08:38Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Standard mining pit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Standard mining pit&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Deep-Mine.png&amp;diff=10375</id>
		<title>File:Deep-Mine.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Deep-Mine.png&amp;diff=10375"/>
		<updated>2025-02-27T02:08:20Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: The deep Mine upgrade on a mine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The deep Mine upgrade on a mine&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Clay-Furnace.png&amp;diff=10374</id>
		<title>File:Clay-Furnace.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Clay-Furnace.png&amp;diff=10374"/>
		<updated>2025-02-27T02:06:59Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Clay furnace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Clay furnace&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Apiary.png&amp;diff=10373</id>
		<title>File:Apiary.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Apiary.png&amp;diff=10373"/>
		<updated>2025-02-27T02:06:30Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Apiary in use&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Apiary in use&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Communal-Oven.png&amp;diff=10372</id>
		<title>File:Communal-Oven.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Communal-Oven.png&amp;diff=10372"/>
		<updated>2025-02-27T02:06:12Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Communal Oven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Communal Oven&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Tannery.png&amp;diff=10371</id>
		<title>File:Tannery.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Tannery.png&amp;diff=10371"/>
		<updated>2025-02-27T02:05:56Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Tannery to make leather from hide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tannery to make leather from hide&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Livestock_trading_post&amp;diff=10369</id>
		<title>Livestock trading post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Livestock_trading_post&amp;diff=10369"/>
		<updated>2025-02-26T16:20:08Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Create basic page for livestock trading post, intention to fill more info at later point&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Livestock Trading Post&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Livestock-Post.png&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type = Trade&lt;br /&gt;
|cost = {{icon|timber}} 2 [[{{tl}}timber]]&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces =  [[{{tl}}Trade]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Pasture:&#039;&#039;&#039; 4  &amp;lt;/br&amp;gt;&#039;&#039;&#039;Stable:&#039;&#039;&#039; 2&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Livestock Trading Posts&#039;&#039;&#039; are buildings that employ villagers who import and export livestock using [[{{tl}}regional wealth]]. There is a tree perk for sheep reproduction, allowing your sheep herd to grow via lamb births. Otherwise sheep import is 30g and lamb import is 20g each.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Livestock trading posts require two [[timber]] to be constructed by the player via regular placement. They can be placed anywhere in a player&#039;s region but cannot be relocated once placed. It is often beneficial to place them with the trade points in mind to limit travel time during the trading process. &lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each Livestock Trading Post allows for up to four families to work there, with the workers performing tasks to import or export livestock.&lt;br /&gt;
&lt;br /&gt;
In order to import, a region must have the regional wealth to do so. &lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Livestock Trading Post consists of small building for trading to commence, a small stable for livestock and a small pasture in the back for temporary sheep or lamb storage until a sheep herder moves them to a pasture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Trade]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Livestock-Post.png&amp;diff=10368</id>
		<title>File:Livestock-Post.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Livestock-Post.png&amp;diff=10368"/>
		<updated>2025-02-26T16:12:58Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Livestock Trading Post image with some sheep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Livestock Trading Post image with some sheep&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Trading-Post.png&amp;diff=10367</id>
		<title>File:Trading-Post.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Trading-Post.png&amp;diff=10367"/>
		<updated>2025-02-26T16:04:54Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Trading post with some villagers, how quaint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Trading post with some villagers, how quaint&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Trading_post&amp;diff=10366</id>
		<title>Trading post</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Trading_post&amp;diff=10366"/>
		<updated>2025-02-26T16:04:02Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Create page for trading post, will need to come back for image, can&amp;#039;t seem to get it to work so need to look into&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Trading Post&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Trading-Post.png&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type = Trade&lt;br /&gt;
|cost = {{icon|timber}} 4 [[{{tl}}timber]]&lt;br /&gt;
|workplaces = 4&lt;br /&gt;
|produces =  [[{{tl}}Trade]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 500  &amp;lt;/br&amp;gt;&#039;&#039;&#039;Pantry:&#039;&#039;&#039; 500&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Trading Posts&#039;&#039;&#039; are buildings that employ villagers who import and export goods using [[{{tl}}regional wealth]]. There is a trade tree with perks for better rates for imports and route start up costs that will apply to trades in the trading post. &lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Trading posts require four [[timber]] to be constructed by the player via regular placement. They can be placed anywhere in a player&#039;s region but cannot be relocated once placed. It is often beneficial to place them with the trade points in mind to limit travel time during the trading process. &lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each Trading Post allows for up to four families to work there, with the workers performing tasks stocking [[{{tl}}goods]] to trade and trading. Horses will allow your traders to exchange up to 50 goods at once, making a more efficient trade. Horses do not need assigned to be used by a trade post and it is their only job in game right now.&lt;br /&gt;
&lt;br /&gt;
In order to import, a region must have the regional wealth to do so. Starting off you will likely only be exporting things to create an economy. Common early game exports include hide, berries, firewood or planks depending on your region and it&#039;s natural resources and placement. &lt;br /&gt;
&lt;br /&gt;
It is possible to affect the global economy thru trade, so if you are exporting only one good in mass amounts it is likely you will saturate the market and eventually it will be so over saturated they won&#039;t buy that item anymore. Having a diverse trade economy can help avoid this, and checking your trades occasionally will keep you informed on if you should halt trading any particular items temporarily.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The Trading Post consists of warehouse and main building for trades to commence.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!April 26, 2024&lt;br /&gt;
|Added charcoal kilns.&lt;br /&gt;
|}&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Charcoal_kiln&amp;diff=10365</id>
		<title>Charcoal kiln</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Charcoal_kiln&amp;diff=10365"/>
		<updated>2025-02-26T15:56:04Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: tp to to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Charcoal Kiln&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Charcoal-kiln.jpg]]&lt;br /&gt;
|type = Gathering&lt;br /&gt;
|cost = {{icon|timber}} 2 [[{{tl}}timber]]&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = {{icon|charcoal}} [[{{tl}}Charcoal]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Charcoal kilns&#039;&#039;&#039; are gathering buildings that employ villagers who process [[{{tl}}firewood]] into [[{{tl}}charcoal]] at an exchange rate of 1 firewood to 2 charcoal. The Charcoal Burning perk must be chosen in a region before building a charcoal kiln for use.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Charcoal kilns require two [[timber]] to be constructed by the player via regular placement and the appropriate development perk. They can be placed anywhere in a player&#039;s region but cannot be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each charcoal kiln allows for up to three families to work there, with the workers performing tasks turning the [[{{tl}}firewood]] into [[{{tl}}charcoal]].&lt;br /&gt;
&lt;br /&gt;
In order to produce charcoal, a worker must get firewood from a [[storehouse]] or [[Woodcutter&#039;s Lodge]] and take it back to the kiln, where they will then load it into the kiln and create charcoal. This charcoal can be collected in a storehouse to be sold at a marketplace. For every unit of firewood, the kiln will produce two units of charcoal.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The charcoal kiln consists of three individual kilns that emit smoke when in use. Workers sit on a stool in front of the kiln and produce the charcoal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!April 26, 2024&lt;br /&gt;
|Added charcoal kilns.&lt;br /&gt;
|}&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Storehouse&amp;diff=10364</id>
		<title>Storehouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Storehouse&amp;diff=10364"/>
		<updated>2025-02-26T15:45:03Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Storehouse.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; storehouse&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Large storehouse.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:2--&amp;gt; Large storehouse&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Logistic &amp;lt;/translate&amp;gt;&lt;br /&gt;
|timber = 2&lt;br /&gt;
|planks = &amp;lt;!-- you can delete these cost types if not required for the building--&amp;gt;&lt;br /&gt;
|stone = &lt;br /&gt;
|roof tile =&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storage = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storagegeneric = 250&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; &#039;&#039;&#039;Large Storehouse&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Increases generic storage to 2500.&amp;lt;br/&amp;gt;&lt;br /&gt;
Workplace number adjusted to 6.&lt;br /&gt;
Requirements:&amp;lt;br/&amp;gt;&lt;br /&gt;
*2 Timber&lt;br /&gt;
*16 Planks&amp;lt;/translate&amp;gt;&lt;br /&gt;
|levels = 2&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:10--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:11--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
The storehouse is a logistics building used to store [[{{tl}}resources|resources]] within the generic storage type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
==Use==&lt;br /&gt;
Upon placement, the storehouse will require 2 [[{{tl}}timber|timber]] to be constructed. Once fully built, 2 [[{{tl}}family|families]] can be assigned to work in it. &lt;br /&gt;
&lt;br /&gt;
Families working here will collect any valid resources from the localised generic storages of other buildings (please note that timber is not counted as a generic storage resource, and counts towards log storage at the logcutter camp instead). Collection by storehouse workers is done automatically at all times, even if those other buildings&#039; local generic storages are not full. However, collection is relatively slow and generally does not result in the emptying of local generic storage once they have multiple collection points.&lt;br /&gt;
&lt;br /&gt;
The storehouse has a cart that a [[{{tl}}family|family member]] can use to move 10 resources at a time on [[{{tl}}road|roads]], which is a key advantage. Upon upgrading the storehouse there are additional carts available.&lt;br /&gt;
&lt;br /&gt;
Also, note that resources left outside in piles can spoil due to rain. The storehouse is one way of preventing this, and workers will collect the resource from the pile to put them inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&#039;&#039;&#039;Large storehouse&#039;&#039;&#039;: Upgrades storage to 2500 items. Increases workplace family spots to 6. Storage will continue to function while construction takes place.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!March 26, 2023&lt;br /&gt;
|Added storehouses.&lt;br /&gt;
|-&lt;br /&gt;
!May 31, 2024&amp;lt;br&amp;gt;(0.7.972)&lt;br /&gt;
|Small storehouse changed to have three workplaces, with the large having six.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Storehouse&amp;diff=10363</id>
		<title>Storehouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Storehouse&amp;diff=10363"/>
		<updated>2025-02-26T15:44:03Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: minor updates about storage and carts, plan to find a solid answer on how many carts are available and update one day with it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Storehouse.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; storehouse&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Large storehouse.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:2--&amp;gt; Large storehouse&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Logistic &amp;lt;/translate&amp;gt;&lt;br /&gt;
|timber = 2&lt;br /&gt;
|planks = &amp;lt;!-- you can delete these cost types if not required for the building--&amp;gt;&lt;br /&gt;
|stone = &lt;br /&gt;
|roof tile =&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storage = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storagegeneric = 250&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; &#039;&#039;&#039;Large Storehouse&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Increases generic storage to 2500.&amp;lt;br/&amp;gt;&lt;br /&gt;
Workplace number adjusted to 6.&lt;br /&gt;
Requirements:&amp;lt;br/&amp;gt;&lt;br /&gt;
*2 Timber&lt;br /&gt;
*16 Planks&amp;lt;/translate&amp;gt;&lt;br /&gt;
|levels = 2&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:10--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:11--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
The storehouse is a logistics building used to store [[{{tl}}resources|resources]] within the generic storage type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
==Use==&lt;br /&gt;
Upon placement, the storehouse will require 2 [[{{tl}}timber|timber]] to be constructed. Once fully built, 2 [[{{tl}}family|families]] can be assigned to work in it. &lt;br /&gt;
&lt;br /&gt;
Families working here will collect any valid resources from the localised generic storages of other buildings (please note that timber is not counted as a generic storage resource, and counts towards log storage at the logcutter camp instead). Collection by storehouse workers is done automatically at all times, even if those other buildings&#039; local generic storages are not full. However, collection is relatively slow and generally does not result in the emptying of local generic storage once they have multiple collection points.&lt;br /&gt;
&lt;br /&gt;
The storehouse has a cart that a [[{{tl}}family|family member]] can use to move 10 resources at a time on [[{{tl}}road|roads]], which is a key advantage. Upon upgrading the storehouse there are additional carts available.&lt;br /&gt;
&lt;br /&gt;
Also, note that resources left outside in piles can spoil due to rain. The storehouse is one way of preventing this, and workers will collect the resource from the pile to put them inside.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
==Upgrades==&lt;br /&gt;
&#039;&#039;&#039;Large storehouse&#039;&#039;&#039;: Upgrades storage to 2500 items. Increases workplace family spots to 4. Storage will continue to function while construction takes place.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!March 26, 2023&lt;br /&gt;
|Added storehouses.&lt;br /&gt;
|-&lt;br /&gt;
!May 31, 2024&amp;lt;br&amp;gt;(0.7.972)&lt;br /&gt;
|Small storehouse changed to have three workplaces, with the large having six.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Granary&amp;diff=10362</id>
		<title>Granary</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Granary&amp;diff=10362"/>
		<updated>2025-02-26T15:41:12Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Updates to family count and cost to upgrdde&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Granary.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; Regular&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Large granary.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:2--&amp;gt; Large Granary&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Logistics  &amp;lt;/translate&amp;gt;&lt;br /&gt;
|timber = 2&lt;br /&gt;
|stone = 10 &amp;lt;!-- you can delete these cost types if not required for the building--&amp;gt;&lt;br /&gt;
|roof tile =&lt;br /&gt;
|workplaces = 3 (6 Upgraded)&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storage = &amp;lt;translate&amp;gt;&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storagegeneric = &lt;br /&gt;
|storagelogs = &lt;br /&gt;
|storagepantry = 500 (Default)&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;LARGE GRANARY&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Increases pantry capacity to 2500&amp;lt;br&amp;gt;Requirements:&amp;lt;br/&amp;gt;&lt;br /&gt;
* {{Icon|timber}} 3 Timber&lt;br /&gt;
* {{Icon|planks}} 12 Planks&lt;br /&gt;
* {{Icon|stone}} 5 Stone &amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:10--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:11--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
==Use==&lt;br /&gt;
The granary is a logistical building used for the collection, storage, and distribution of [[{{tl}}Resources#Food|food]]&lt;br /&gt;
within a settlement. Once built, a maximum of three families can be assigned to manage the collection and distribution of available resources. This can be raised to six families when upgraded.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
A [[{{tl}}family|family]] will move any excess produce unable to be stored in their own personal pantry to the granary for storage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
However, any resource left outside will suffer damage as a result of being exposed to the elements (rain, winter) and will degrade over time, eventually leading to the loss of the item itself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
==Upgrade==&lt;br /&gt;
===Large Granary===&lt;br /&gt;
* Pantry capacity increases to 2500&lt;br /&gt;
* Family limit increases from 3 to 6&lt;br /&gt;
* Increased cart number at the Granary&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!April 26, 2024&lt;br /&gt;
|Added granaries.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings{{#translation:}}]][[Category:Logistics{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Charcoal_kiln&amp;diff=10361</id>
		<title>Charcoal kiln</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Charcoal_kiln&amp;diff=10361"/>
		<updated>2025-02-26T15:32:33Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: updated need for perk, removed market access&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{InfoboxBuilding&lt;br /&gt;
|title = &amp;lt;translate&amp;gt;Charcoal Kiln&amp;lt;/translate&amp;gt;&lt;br /&gt;
|image = [[File:Charcoal-kiln.jpg]]&lt;br /&gt;
|type = Gathering&lt;br /&gt;
|cost = {{icon|timber}} 2 [[{{tl}}timber]]&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = {{icon|charcoal}} [[{{tl}}Charcoal]]&lt;br /&gt;
|storage = &#039;&#039;&#039;Generic:&#039;&#039;&#039; 50&lt;br /&gt;
|relocation = No&lt;br /&gt;
|flexible = No&lt;br /&gt;
}}&#039;&#039;&#039;Charcoal kilns&#039;&#039;&#039; are gathering buildings that employ villagers who process [[{{tl}}firewood]] into [[{{tl}}charcoal]] at an exchange rate of 1 firewood to 2 charcoal. The Charcoal Burning perk must be chosen in a region before building a charcoal kiln for use.&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
Charcoal kilns require two [[timber]] to be constructed by the player via regular placement and the appropriate development perk. They can be placed anywhere in a player&#039;s region but cannot be relocated once placed.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Each charcoal kiln allows for up tp three families to work there, with the workers performing tasks turning the [[{{tl}}firewood]] into [[{{tl}}charcoal]].&lt;br /&gt;
&lt;br /&gt;
In order to produce charcoal, a worker must get firewood from a [[storehouse]] or [[Woodcutter&#039;s Lodge]] and take it back to the kiln, where they will then load it into the kiln and create charcoal. This charcoal can be collected in a storehouse to be sold at a marketplace. For every unit of firewood, the kiln will produce two units of charcoal.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The charcoal kiln consists of three individual kilns that emit smoke when in use. Workers sit on a stool in front of the kiln and produce the charcoal.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
!April 26, 2024&lt;br /&gt;
|Added charcoal kilns.&lt;br /&gt;
|}&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Gathering]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Farmhouse&amp;diff=10360</id>
		<title>Farmhouse</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Farmhouse&amp;diff=10360"/>
		<updated>2025-02-26T15:25:46Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Created basic page for Farmhouses including oxen upgrade.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Farmhouse.png|&amp;lt;translate&amp;gt;Farmhouse&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Oxen-Farming.png|&amp;lt;translate&amp;gt;Ox Plow Upgrade&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;Farming&amp;lt;/translate&amp;gt;&lt;br /&gt;
|cost = {{icon|timber}} 3 [[timber]]&amp;lt;br&amp;gt;&lt;br /&gt;
|workplaces = 8&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;Crops&amp;lt;/translate&amp;gt;&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&#039;&#039;&#039;Oxen Plowing&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adds space to assign 2 oxen per Farmhouse to help with farming. Oxen assigned to the Farmhouse will be used to plow set fields and collect harvested crops by jobless villagers, increasing efficiency. Oxen plow their own field, villagers can not hand plow the same field an oxen is working on. &lt;br /&gt;
&amp;lt;br&amp;gt;Requirements:&amp;lt;br&amp;gt;&lt;br /&gt;
* {{icon|timber}} 1 timber&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; is a [[:Category:Farming|Farming]] building used to tend to your various [[{{tl}}Field]] plots, to grow [[{{tl}}Crops]], and to thresh wheat into grain.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Upon placement, the Farmhouse will require 3 timber to be constructed. The timber requirement must be moved by oxen and cannot be moved by people, and the oxen needs a jobless family to guide them. &lt;br /&gt;
&lt;br /&gt;
Once fully built, up to 8 [[{{tl}}family]] units can be assigned to work in it. Farmers will plow fields by hand, sow the fields, and harvest the fields. You can limit their work zone in the advanced tab if you have multiple fields in the same region spaced apart. &lt;br /&gt;
&lt;br /&gt;
All crops will be taken to a nearby farmhouse for storage, if you have your granaries and storehouses enabled to take crops they will slowly be moved there. It may be beneficial to not allow them to take the crops from the farmhouse. If you leave it enabled, the granary workers will pick up your wheat, then after sowing your fields your farmhouse workers will walk to the granary to pick up the wheat to thresh at the farmhouse into grain. A windmill worker will use grain to make flour, so leaving all wheat and grains in the farmhouse with a windmill nearby will allow for a more smooth line of production. A dedicated farming granary near these is also a good choice.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
===Oxen Plowing===&lt;br /&gt;
The upgrade allows for 2 Oxen to be assigned to the Farmhouse. Any assigned farmhouse oxen will be used by unemployed villagers to plow fields that are set to be plowed, but these fields will not be sown until you assign villagers. You can use this to expand your farm in spring and summer for the next planting without having villagers wasting time sowing fields that won&#039;t have enough time to grow before the harvest, so these new fields are plowed and waiting. &lt;br /&gt;
&lt;br /&gt;
The assigned oxen will also be used by unassigned families to gather the harvested crops at a more efficient rate, limiting possible weather damage to crops waiting in the fields for the farmers to otherwise gather after harvest is fully completed. &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Residential]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Oxen-Farming.png&amp;diff=10359</id>
		<title>File:Oxen-Farming.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Oxen-Farming.png&amp;diff=10359"/>
		<updated>2025-02-26T15:00:02Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Upgraded Farmhouse with spots for 2 oxen to be assigned&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Upgraded Farmhouse with spots for 2 oxen to be assigned&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Farmhouse.png&amp;diff=10358</id>
		<title>File:Farmhouse.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Farmhouse.png&amp;diff=10358"/>
		<updated>2025-02-26T14:59:37Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: The default/basic farmhouse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The default/basic farmhouse&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Small_tavern&amp;diff=10346</id>
		<title>Small tavern</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Small_tavern&amp;diff=10346"/>
		<updated>2025-02-26T05:22:47Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: got tavern pngs input&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         Small-Tavern.png|&amp;lt;translate&amp;gt;Small&amp;lt;/translate&amp;gt;&lt;br /&gt;
         Large-Tavern.png|&amp;lt;translate&amp;gt;Large&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;Residential&amp;lt;/translate&amp;gt;&lt;br /&gt;
|cost = {{icon|timber}} 3 [[timber]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|planks}} 4 [[planks]]&amp;lt;br&amp;gt;&lt;br /&gt;
|workplaces = 1&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;Entertainment&amp;lt;/translate&amp;gt;&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&#039;&#039;&#039;Large Tavern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expands the Tavern, adds 2 more workplaces, and increases storage capacity to 50.&lt;br /&gt;
&amp;lt;br&amp;gt;Requirements:&amp;lt;br&amp;gt;&lt;br /&gt;
* {{icon|timber}} 2 timber&lt;br /&gt;
* {{icon|stone}} 10 stone&lt;br /&gt;
* {{icon|planks}} 8 planks&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Small Tavern&#039;&#039;&#039; is a [[:Category:Residential|residential]] building used to supply [[{{tl}}burgage plots]] with [[{{tl}}Entertainment]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Upon placement, the Small Tavern will require resources to be constructed. The timber requirement must be moved by oxen and cannot be moved by people. &lt;br /&gt;
&lt;br /&gt;
Once fully built, a single [[{{tl}}family]] can be assigned to work in it. However the tavern requires ale to distribute to the families of the burgage plots and do not make it themselves at the tavern. Ale must be made at a Brewery artisan plot from malt, or imported (via the trading post and regional wealth) before it can be supplied in the tavern. &lt;br /&gt;
&lt;br /&gt;
There is an advanced tab to set a Reserve for Ale.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
===Large Tavern===&lt;br /&gt;
The Large Tavern is the only upgrade available for Small Tavern and requires 2 [[timber]], 8 [[planks]], and 10 [[stone]] to construct. The Large Tavern expands the main tavern building and adds two extra workplaces, bringing the total to three Tavern Keeper workplaces available. The upgrade allows for 2 additional families to be assigned and the storage capacity to increase to 50. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Residential]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Small-Tavern.png&amp;diff=10345</id>
		<title>File:Small-Tavern.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Small-Tavern.png&amp;diff=10345"/>
		<updated>2025-02-26T05:18:06Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: The basic small tavern&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The basic small tavern&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Large-Tavern.png&amp;diff=10344</id>
		<title>File:Large-Tavern.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=File:Large-Tavern.png&amp;diff=10344"/>
		<updated>2025-02-26T05:16:35Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: An upgraded Tavern with 50 storage and 3 worker slots&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An upgraded Tavern with 50 storage and 3 worker slots&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Woodcutter%27s_lodge&amp;diff=10343</id>
		<title>Woodcutter&#039;s lodge</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Woodcutter%27s_lodge&amp;diff=10343"/>
		<updated>2025-02-26T05:12:44Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: removed market stall access&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         {{PAGENAME}}.png|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; Regular&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;&amp;lt;!--T:3--&amp;gt; Gathering&amp;lt;/translate&amp;gt;&lt;br /&gt;
|timber = 1&lt;br /&gt;
|workplaces = 3&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;&amp;lt;!--T:5--&amp;gt; {{Icon|firewood}} Firewood&amp;lt;/translate&amp;gt;&lt;br /&gt;
|storage = 50&lt;br /&gt;
|upgrades = &amp;lt;!-- n/a? --&amp;gt;&lt;br /&gt;
|levels =  &amp;lt;!-- n/a? --&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;&amp;lt;!--T:10--&amp;gt; Yes&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;&amp;lt;!--T:11--&amp;gt; No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;woodcutter&#039;s lodge&#039;&#039;&#039; is a gathering building used to collect {{Icon|firewood}}[[{{tl}}Resources#Firewood|firewood]] by cutting down trees in the [[{{tl}}region]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
==Use==&lt;br /&gt;
When placed the woodcutter&#039;s lodge will require {{Icon|timber}} 1 [[{{tl}}Resources#Construction|timber]] to be constructed. Once fully built, up to 3 [[{{tl}}family|families]] can be assigned to work in it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
===Mechanics===&lt;br /&gt;
An area can be designated in which the families work in the advanced tab of the building. Using ctrl and scroll wheel, the area can be adjusted. If no area is specified they will look for trees close to the main building. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Family members will go to the work area, cut down a tree and then cut log pieces from it. After that they will transport it by hand to the woodcutter&#039;s lodge building itself, where they will split it into smaller pieces making firewood and drop it into the generic storage of the building. Trees will be removed from the area when they are cut down and generally do not grow back on their own. To plant more trees, the use of a [[{{tl}}Forester&#039;s hut|forester&#039;s hut]] is required.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
Firewood is a resource that counts as a type of fuel, which is required by families in [[{{tl}}Burgage plot|burgage plot]]s. An assigned family at a [[{{tl}}Storehouse|Storehouse]] building must set up a market stall to distribute it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
If the building&#039;s generic storage contains resources, workers at a Storehouse can collect it, including using a cart to transport 10 at a time on a [[{{tl}}Road|Road]]. Otherwise when the building reaches full storage the assigned family members will stop working, waiting for room to continue.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
==History==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!April 26, 2024&lt;br /&gt;
|Added woodcutter&#039;s lodges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings{{#translation:}}]][[Category:Gathering{{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Small_tavern&amp;diff=10341</id>
		<title>Small tavern</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Small_tavern&amp;diff=10341"/>
		<updated>2025-02-26T04:58:30Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         wooden-church.png|&amp;lt;translate&amp;gt;Small&amp;lt;/translate&amp;gt;&lt;br /&gt;
         small-stone-church.png|&amp;lt;translate&amp;gt;Large&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;Residential&amp;lt;/translate&amp;gt;&lt;br /&gt;
|cost = {{icon|timber}} 3 [[timber]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|planks}} 4 [[planks]]&amp;lt;br&amp;gt;&lt;br /&gt;
|workplaces = 1&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;Entertainment&amp;lt;/translate&amp;gt;&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&#039;&#039;&#039;Large Tavern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expands the Tavern, adds 2 more workplaces, and increases storage capacity to 50.&lt;br /&gt;
&amp;lt;br&amp;gt;Requirements:&amp;lt;br&amp;gt;&lt;br /&gt;
* {{icon|timber}} 2 timber&lt;br /&gt;
* {{icon|stone}} 10 stone&lt;br /&gt;
* {{icon|planks}} 8 planks&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Small Tavern&#039;&#039;&#039; is a [[:Category:Residential|residential]] building used to supply [[{{tl}}burgage plots]] with [[{{tl}}Entertainment]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Upon placement, the Small Tavern will require resources to be constructed. The timber requirement must be moved by oxen and cannot be moved by people. &lt;br /&gt;
&lt;br /&gt;
Once fully built, a single [[{{tl}}family]] can be assigned to work in it. However the tavern requires ale to distribute to the families of the burgage plots and do not make it themselves at the tavern. Ale must be made at a Brewery artisan plot from malt, or imported (via the trading post and regional wealth) before it can be supplied in the tavern. &lt;br /&gt;
&lt;br /&gt;
There is an advanced tab to set a Reserve for Ale.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
===Large Tavern===&lt;br /&gt;
The Large Tavern is the only upgrade available for Small Tavern and requires 2 [[timber]], 8 [[planks]], and 10 [[stone]] to construct. The Large Tavern expands the main tavern building and adds two extra workplaces, bringing the total to three Tavern Keeper workplaces available. The upgrade allows for 2 additional families to be assigned and the storage capacity to increase to 50. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Residential]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Small_tavern&amp;diff=10340</id>
		<title>Small tavern</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Small_tavern&amp;diff=10340"/>
		<updated>2025-02-26T04:57:19Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Created page for taverns, I acknowledge the images are the church, I used it as frame work and will be editing them to small and large taverns asap just don&amp;#039;t have the pngs yet to do so, sorry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
{{InfoboxBuilding&lt;br /&gt;
|image = &amp;lt;gallery&amp;gt;&lt;br /&gt;
         wooden-church.png|&amp;lt;translate&amp;gt;Small&amp;lt;/translate&amp;gt;&lt;br /&gt;
         small-stone-church.png|&amp;lt;translate&amp;gt;Large&amp;lt;/translate&amp;gt;&lt;br /&gt;
         &amp;lt;/gallery&amp;gt;&lt;br /&gt;
|type =  &amp;lt;translate&amp;gt;Residential&amp;lt;/translate&amp;gt;&lt;br /&gt;
|cost = {{icon|timber}} 3 [[timber]]&amp;lt;br&amp;gt;&lt;br /&gt;
{{icon|planks}} 4 [[planks]]&amp;lt;br&amp;gt;&lt;br /&gt;
|workplaces = 1&lt;br /&gt;
|produces = &amp;lt;translate&amp;gt;Entertainment&amp;lt;/translate&amp;gt;&lt;br /&gt;
|upgrades = &amp;lt;translate&amp;gt;&#039;&#039;&#039;Large Tavern&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Expands the Tavern, adds 2 more workplaces, and increases storage capacity to 50.&lt;br /&gt;
&amp;lt;br&amp;gt;Requirements:&amp;lt;br&amp;gt;&lt;br /&gt;
* {{icon|timber}} 2 timber&lt;br /&gt;
* {{icon|stone}} 10 stone&lt;br /&gt;
* {{icon|planks}} 8 planks&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|relocation = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
|flexible = &amp;lt;translate&amp;gt;No&amp;lt;/translate&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Small Tavern&#039;&#039;&#039; is a [[:Category:Residential|residential]] building used to supply [[{{tl}}burgage plots]] with [[{{tl}}Entertainment]].&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Upon placement, the Small Tavern will require resources to be constructed. The timber requirement must be moved by oxen and cannot be moved by people. &lt;br /&gt;
&lt;br /&gt;
Once fully built, a single [[{{tl}}family]] can be assigned to work in it. However the tavern requires ale to distribute to the families of the burgage plots and do not make it themselves at the tavern. Ale must be made at a Brewery artisan plot from malt, or imported (via the trading post and regional wealth) before it can be supplied thru the tavern. &lt;br /&gt;
&lt;br /&gt;
There is an advanced tab to set a Reserve for Ale.&lt;br /&gt;
&lt;br /&gt;
==Upgrades==&lt;br /&gt;
===Large Tavern===&lt;br /&gt;
The Large Tavern is the only upgrade available for Small Tavern and requires 2 [[timber]], 8 [[planks]], and 10 [[stone]] to construct. The Large Tavern expands the main tavern building and adds two extra workplaces, bringing the total to three Tavern Keeper workplaces available. The upgrade allows for 2 additional families to be assigned and the storage capacity to increase to 50. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{NavboxBuildings}}&lt;br /&gt;
[[Category:Buildings]][[Category:Residential]]&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings&amp;diff=10339</id>
		<title>Buildings</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Buildings&amp;diff=10339"/>
		<updated>2025-02-26T04:10:19Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: updates to various table items for required resources, namely crafting buildings and stone/mine.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
[[File:Construction Menu.png|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:1--&amp;gt; The construction menu&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
Construction can only be done by unassigned families work. In addition, at least one ox is required if the building requires [[{{tl}}Resources#Construction|timber]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
A few buildings have [[{{tl}}Flexible borders|flexible borders]], identified with a borders square in the construction menu. For those buildings, place 4 points to designate an area. The first two points mark the front of the building. While the lines are straight, they will curve alongside roads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
Once placed, each building can be given a different construction priority if it needs to be constructed before or after other buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Many buildings can be upgraded to increase their functionality. Many upgrades require a certain development branch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
All buildings can be demolished, which will refund all construction resources.&lt;br /&gt;
&lt;br /&gt;
== Roads == &amp;lt;!--T:7--&amp;gt; &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Road Construction.png|thumb|300px|&amp;lt;translate&amp;gt;&amp;lt;!--T:8--&amp;gt; Road construction&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Some buildings allow villagers to use Handcarts to transport up to 10 goods at once. However, pulling a handcart off-road is extremely slow, so make sure to connect your buildings to Roads.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
Each map starts with an existing road called King&#039;s Road. This road cannot be removed and Trading Posts need to be connected to it to attract Traveling Merchants. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Buildings will automatically snap to roads. This behavior can be disabled in the construction menu.&lt;br /&gt;
&lt;br /&gt;
== Homeless people&#039;s tents == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Every region will start with a Homeless people&#039;s tents. They will disappear once all families are housed. &lt;br /&gt;
&lt;br /&gt;
== Gathering buildings == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | &amp;lt;translate&amp;gt;&amp;lt;!--T:37--&amp;gt;&lt;br /&gt;
Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=9% | Storage&lt;br /&gt;
! width=1% | Development branch &lt;br /&gt;
! width=1% | Relocation&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:38--&amp;gt; &#039;&#039;&#039;[[{{tl}}Logging camp|Logging camp]]&#039;&#039;&#039; || 2 timber || Turns trees into timber. || 3 || 28 timber ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:39--&amp;gt; &#039;&#039;&#039;[[{{tl}}Woodcutter&#039;s lodge|Woodcutter&#039;s lodge]]&#039;&#039;&#039; || 1 timber || Turns trees into firewood. || 3 || 50 firewood ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:40--&amp;gt; &#039;&#039;&#039;Sawpit&#039;&#039;&#039; || 2 timber || Turns timber into planks.&amp;lt;br /&amp;gt;Can set a &#039;&#039;construction reserve&#039;&#039; of timber, meaning the building will only work if the stored amount is greater. || 2 || 50 planks ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:41--&amp;gt; &#039;&#039;&#039;[[{{tl}}Forester&#039;s hut|Forester&#039;s hut]]&#039;&#039;&#039; || 2 timber || Plants trees. || 2 || ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:42--&amp;gt; &#039;&#039;&#039;[[{{tl}}Charcoal kiln|Charcoal kiln]]&#039;&#039;&#039; || 2 timber || Turns 1 firewood into 2 charcoal. || 3 || 50 charcoal || Charcoal burning || &amp;lt;/translate&amp;gt;{{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:43--&amp;gt; &#039;&#039;&#039;[[{{tl}}Hunting camp|Hunting camp]]&#039;&#039;&#039; || || Turns wild animals into meat and hides.&amp;lt;br /&amp;gt;Can set a &#039;&#039;hunting limit&#039;&#039;, meaning the building will only work if the animal number is greater. || 2 || 12 Hides&amp;lt;br /&amp;gt;36 Meat ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:44--&amp;gt; &#039;&#039;&#039;[[{{tl}}Forager hut|Forager hut]]&#039;&#039;&#039; || 1 timber || Gathers berries from nearby berry deposits.&amp;lt;br /&amp;gt;Can be upgraded with a &#039;&#039;herb garden&#039;&#039; for 2 planks and 25 regional wealth, allowing it to produce herbs. || 4 || 50 Berries ||  || &amp;lt;/translate&amp;gt;{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;translate&amp;gt;&amp;lt;!--T:45--&amp;gt; &#039;&#039;&#039;Apiary&#039;&#039;&#039; || 2 planks || Produces honey.&amp;lt;br&amp;gt;Every region can sustain up to 2 apiaries by default. Placing more will not increase the yields. || 4 || 5 honey || Beekeeping || &amp;lt;/translate&amp;gt;{{No}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mining buildings == &amp;lt;!--T:16--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
With the Deep mining development branch the [[{{tl}}Mining pit|Mining pit]] can be upgraded to a Deep mine if it is placed over a Rich deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Produces&lt;br /&gt;
! Required deposit&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stonecutter camp&#039;&#039;&#039; || 1 Timber 4 Planks || Stone || Fieldstone deposit || {{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Mining pit&#039;&#039;&#039; || rowspan=2 | 4 Planks || Iron Ore || Iron deposit || rowspan=2 | {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Clay || Clay deposit&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Logistics buildings == &amp;lt;!--T:19--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Relocation&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Granary|Granary]]&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;10 Stone || Stores up to 500 food resources or Ale.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using the Pantry.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.&amp;lt;br&amp;gt;Can be upgraded to Large granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Storehouse|Storehouse]]&#039;&#039;&#039; || 2 Timber || Stores up to 250 non-food resources.&amp;lt;br&amp;gt;Workers collect, store and distribute goods using Generic storage.&amp;lt;br&amp;gt;If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage plots.&amp;lt;br&amp;gt;Can manually restrict what resources are stored inside.&amp;lt;br&amp;gt;Protects resources from weather if weather events are enabled.&amp;lt;br&amp;gt;Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pack station&#039;&#039;&#039; || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region.&amp;lt;br&amp;gt;Employ Mules to transport up to 20 goods per trip.&amp;lt;br&amp;gt;Provides 2 Stable Space.&amp;lt;br&amp;gt;Can order mules. || 1 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Hitching post|Hitching post]]&#039;&#039;&#039; || || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics.&amp;lt;br&amp;gt;Can order horses or oxen.&amp;lt;br&amp;gt;Can be upgraded to Small stable for 2 Planks to increase Stable space by 1. || 2 ||{{Yes}}|}&lt;br /&gt;
&lt;br /&gt;
== Residential buildings == &amp;lt;!--T:21--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
Marketplaces should be placed close to Burgage plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Relocation&lt;br /&gt;
! width=1% | Development branch&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Well]]&#039;&#039;&#039; || 1 Timber || Provides Drinking water to Burgage plots. Enables Firefighting.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;unconstrained&#039;&#039; it can be built anywhere.&amp;lt;br&amp;gt;If well placement in game settings was set to &#039;&#039;underground water&#039;&#039; it requires underground water. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Marketplace|Marketplace]]&#039;&#039;&#039; || || Provides space for families to set up stalls and distribute their produce to the Burgage plots.&amp;lt;br&amp;gt;A healthy supply and demand ratio of goods is needed to fulfill Residential requirements and keep Approval high.&amp;lt;br&amp;gt;Each stall can store 50 resources. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Firewood cart&#039;&#039;&#039; || || Turns 1 Regional wealth into 1 Firewood.&amp;lt;br&amp;gt;Can store 15 Firewood.&amp;lt;br&amp;gt;Region does not pay the Transport fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || {{Yes}} || Foreign suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Food cart&#039;&#039;&#039; || || Turns 4 Regional wealth into 1 Bread.&amp;lt;br&amp;gt;Can store 15 Bread.&amp;lt;br&amp;gt;Region does not pay the Transport fee.&amp;lt;br&amp;gt;Must be placed in the Marketplace. || {{Yes}} || Foreign Suppliers&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Small Tavern&#039;&#039;&#039; || 3 Timber 4 Planks || Fulfills 1 level of Entertainment requirement for the Burgage plots.&amp;lt;br&amp;gt;Needs Ale to function.&amp;lt;br&amp;gt;Can store 15 Ale. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[{{tl}}Wooden church|Wooden church]]&#039;&#039;&#039; || 5 Timber&amp;lt;br&amp;gt;20 planks&amp;lt;br&amp;gt;10 Stone || Fulfills the Faith requirement equal to its level for the Burgage plots.&amp;lt;br&amp;gt;Provides Hallowed ground for Burial of the dead villagers.&amp;lt;br&amp;gt;Workers become Gravediggers.&amp;lt;br&amp;gt;Church bell sound effect can be changed at any point.&amp;lt;br&amp;gt;Can be upgraded to Small stone church for 5 Timber, 20 Stone, 10 Planks and 10 Roof tiles to satisfy level 2 needs. || {{No}} || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Corpse pit&#039;&#039;&#039; || || Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly.&amp;lt;br&amp;gt;Workers become Gravediggers. || {{No}} || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Burgage plots === &amp;lt;!--T:23--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Burgage Plot Construction.jpg|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:24--&amp;gt; Burgage plot construction&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
{{Main|{{tl}}Burgage plot|&amp;lt;translate&amp;gt;&amp;lt;!--T:36--&amp;gt; Burgage plot&amp;lt;/translate&amp;gt;}}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage plot provides 1 Living space. If they have some space sideways but not sufficient for another Burgage plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living space and Approval is high enough. Burgage plots cannot be moved. Burgage plots start at level 1.&lt;br /&gt;
* Upgrading them to level 2 requires the Small village settlement level, costs 2 Timber and 8 Planks and will generate 1 Regional wealth per family per month.&lt;br /&gt;
* Upgrading them to level 3 requires the Medium village settlement level, costs 3 Timber, 12 Planks, 4 Roof tiles and 25 Regional wealth and will generate 2 Regional wealth per family per month. It also increases Living space by 1, or 2 for expanded buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Farming buildings == &amp;lt;!--T:27--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
Farming buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! width=1% | Building&lt;br /&gt;
! width=7% | Cost&lt;br /&gt;
! Effects&lt;br /&gt;
! width=1% | Workplaces&lt;br /&gt;
! width=8% | Storage&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Field&#039;&#039;&#039; || || Space to grow Wheat, Barley, Flax, or Fallow.&amp;lt;br&amp;gt;To employ peasants on the fields, you need to build a Farmhouse.&amp;lt;br&amp;gt;Larger fields are more effective but also take longer to plow by hand.&amp;lt;br&amp;gt;All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year.&amp;lt;br&amp;gt;Resources are collected in September.&amp;lt;br&amp;gt;All fields can be given a priority, which determines they order they are worked on.&amp;lt;br&amp;gt;With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Farmhouse&#039;&#039;&#039; || 3 Timber || Used to employ families on the Field.&amp;lt;br&amp;gt;Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them.&amp;lt;br&amp;gt;Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain.&amp;lt;br&amp;gt;Can store up to 1200 resources.&amp;lt;br&amp;gt;With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. || 8 || 1200 Crops&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pasture&#039;&#039;&#039; || || Provides Pasture space. || || &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sheep farm&#039;&#039;&#039; || 1 Timber || Collects Wool from grazing Sheep.&amp;lt;br&amp;gt;Sheep must first be imported via the Livestock trader.&amp;lt;br&amp;gt;Provides 5 Pasture space. || 3 || 50 Wool&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Windmill&#039;&#039;&#039; || 2 Timber 8 Planks || Turns Grain into Flour.&amp;lt;br&amp;gt;Efficiency increases with distance from trees and buildings. || 3 || 250 Flour&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Communal oven&#039;&#039;&#039; || 2 Timber 4 Planks 10 Stone || Turns Flour into Bread. || 3 || 50 Bread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Industry buildings == &amp;lt;!--T:29--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:30--&amp;gt;&lt;br /&gt;
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay furnace which can store 250. Industry buildings cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Requires&lt;br /&gt;
! Produces&lt;br /&gt;
! Workplaces&lt;br /&gt;
! Needs fuel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bloomery&#039;&#039;&#039; || 1 Timber 6 Planks || Iron ore || Iron slabs || 2 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Smithy&#039;&#039;&#039; || 1 Timber 4 Planks 6 Stone || Iron slabs || Tools || 2 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Clay furnace&#039;&#039;&#039; || 2 Timber&amp;lt;br&amp;gt;5 Stone || Clay ||  Roof tiles || 5 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malthouse&#039;&#039;&#039; || 4 Timber || Barley || Malt || 2 ||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tannery&#039;&#039;&#039; || 4 Timber || Hides || Leather || 3 || {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2 | &#039;&#039;&#039;Weaver workshop&#039;&#039;&#039; || rowspan=2 | 4 Timber || Wool || Yarn || rowspan=2 | 3 || rowspan=2 | {{No}}&lt;br /&gt;
|-&lt;br /&gt;
| Flax || Linen&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyer&#039;s workshop&#039;&#039;&#039; || 2 Timber || Berries || Dyes || 4 || {{No}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trade buildings == &amp;lt;!--T:31--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
Trade buildings can be set to export and import with other regions in exchange for Regional wealth. They cannot be relocated.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Building&lt;br /&gt;
! Cost&lt;br /&gt;
! Trades&lt;br /&gt;
! Notes&lt;br /&gt;
! Workplaces&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trading post&#039;&#039;&#039; || 4 Timber || Resources || 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory&amp;lt;br&amp;gt;If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods.&amp;lt;br&amp;gt;Can store 500 resources&amp;lt;br&amp;gt;Can order horses || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Livestock trading post&#039;&#039;&#039; || 2 Timber || Animals || Provides 4 Pasture space&amp;lt;br&amp;gt;Provides 2 Stable space || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Administration buildings == &amp;lt;!--T:33--&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
[[File:Castle Planner Screen.jpg|thumb|400px|&amp;lt;translate&amp;gt;&amp;lt;!--T:34--&amp;gt; The castle planner&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Administration buildings cannot be relocated and fulfills special gameplay needs.&lt;br /&gt;
* &#039;&#039;&#039;Settlers camp&#039;&#039;&#039; can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless people&#039;s tents.&lt;br /&gt;
* &#039;&#039;&#039;Manor&#039;&#039;&#039; costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:&lt;br /&gt;
** Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.&lt;br /&gt;
** Outer towers cost 10 Timber and 5 Stone each and provides 10 Garrison space.&lt;br /&gt;
** The garrison tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.&lt;br /&gt;
** Tax offices cost 4 Timber. At present, this building is purely cosmetic; it is undergoing a rework.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ&amp;diff=10338</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=FAQ&amp;diff=10338"/>
		<updated>2025-02-26T03:33:39Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Removed worker camp upgrade as no longer applicable, update to T67 answer for patch adding advanced settings/production limits, small update to tax/treasury t79.  t81 minor clarification change. t83 apple update as it is no longer 3 years, and minor typo. t102 info on threshing added. t110 minor edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:52--&amp;gt;&lt;br /&gt;
== Essential Early Game Tips ==&lt;br /&gt;
&#039;&#039;&#039;What should I build first to gather and store basic supplies?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:53--&amp;gt;&lt;br /&gt;
* Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:54--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Should I focus on farming at the beginning?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:55--&amp;gt;&lt;br /&gt;
* Avoid farming initially, as it&#039;s a massive undertaking. Rely on hunting/gathering/fishing and burgage plot extensions (Vegetable Plots, Chicken Coops) to sustain your town. Note fertile areas for later use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:56--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When should I start building burgage plots and food production buildings?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:57--&amp;gt;&lt;br /&gt;
* A Hunting Camp is free to build, so provided there is a nearby herd of deer, you should build that as soon as your Granary is up and running. A Forager Hut will depend on how close your nearest source of berries is – slot it in as soon as you can, but you could also prioritize getting backyard extensions up and running instead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:58--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How soon should I build a Marketplace?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:59--&amp;gt;&lt;br /&gt;
* Establish a Marketplace when your Burgage Plots are populated to distribute goods to the people. Food, firewood, clothes, and other essentials will not be distributed without a Marketplace.&lt;br /&gt;
* It’s important to note that Marketplaces have a range-like effect based on goods present. If you have 100% of your needs, you’re covering 100% of existing Burgage Plots regardless of location within the same region, however there is a proximity effect in that houses closer to the Market get their needs fulfilled first. &lt;br /&gt;
* There are other factors as well, such as getting goods to the Market stalls, there being enough Market stalls for a particular good, etc. that can interfere with Market supply. Please consider these first if you are having issues fulfilling the needs of your Burgage Plots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:60--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Is it important to have a church and other amenities early on?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:61--&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:62--&amp;gt;&lt;br /&gt;
== General Gameplay FAQs ==&lt;br /&gt;
&#039;&#039;&#039;When is multiplayer coming?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:63--&amp;gt;&lt;br /&gt;
* Not anytime soon, if at all – please stop asking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:64--&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;
&lt;br /&gt;
&amp;lt;!--T:65--&amp;gt;&lt;br /&gt;
* Yes, empty houses are necessary for attracting new villagers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:66--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Can you set a maximum production limit on items?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:67--&amp;gt;&lt;br /&gt;
* Yes! Under the Advanced tab in Artisan Burgage Plots and crafting buildings you will find Reserve and Production Limit options. The raw material Reserve, if checked, will ensure the workers do not use the material if you are at or under that number. The Production Limit will stop production if your region hits a regional surplus of it. (Ie at the Sawpit, if your reserve is set to 10 and your production limit is set to 25, your workers will stop making planks when either you have less than 11 timber, or 21 or more planks.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:68--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my Ox keep running away?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:69--&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;
&lt;br /&gt;
&amp;lt;!--T:70--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What do Horses, Oxen, and Mules do?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:71--&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 players settled regions. They are not used for anything else right now.&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;
&lt;br /&gt;
&amp;lt;!--T:72--&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;
&lt;br /&gt;
&amp;lt;!--T:73--&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;
&lt;br /&gt;
&amp;lt;!--T:74--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retinue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:75--&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;
&lt;br /&gt;
&amp;lt;!--T:76--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:77--&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;
&lt;br /&gt;
&amp;lt;!--T:78--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Regional Wealth vs Personal Treasury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:79--&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, retinue, pay the annual royal tax as well as fund the settlement of other regions using Settlers Camps.&lt;br /&gt;
** It is generated via Tax (from a regions manor) 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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:80--&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;
&lt;br /&gt;
&amp;lt;!--T:81--&amp;gt;&lt;br /&gt;
* Grow or import 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 malt to process it into ale, or you can directly import ale as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:82--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do you produce enough food?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:83--&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 Chicken Coops, Vegetable Gardens, etc.&lt;br /&gt;
** Note that it takes MULTIPLE IN-GAME YEARS for Apple Orchards to start producing a surplus. These, like vegetable gardens, scale production based on size of backyard. Harvested in September.&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;
&lt;br /&gt;
&amp;lt;!--T:84--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hunters are refusing to hunt, why?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:85--&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;
&lt;br /&gt;
&amp;lt;!--T:86--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Why does my sawmill not make planks?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:87--&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;
&lt;br /&gt;
&amp;lt;!--T:88--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;How do I know how much [X] is producing?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:89--&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 fuel per month, with fuel consumption doubling in Winter. Each family consumes 1 food per month.&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:90--&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;
&lt;br /&gt;
&amp;lt;!--T:91--&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;
&lt;br /&gt;
&amp;lt;!--T:92--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advice on placing manor walls:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:93--&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;
&lt;br /&gt;
&amp;lt;!--T:94--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Farming&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:95--&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:96--&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;
&lt;br /&gt;
&amp;lt;!--T:97--&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:98--&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;
&lt;br /&gt;
&amp;lt;!--T:99--&amp;gt;&lt;br /&gt;
The current cycle for farming is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:100--&amp;gt;&lt;br /&gt;
September - Harvest&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:101--&amp;gt;&lt;br /&gt;
October &amp;amp; November - Plowing then sowing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:102--&amp;gt;&lt;br /&gt;
Winter - Anything not sown to 100% will die off, but farmers will continue threshing until all wheat is converted to grain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:103--&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;
&lt;br /&gt;
&amp;lt;!--T:104--&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;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:105--&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;
&lt;br /&gt;
&amp;lt;!--T:106--&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;
&lt;br /&gt;
&amp;lt;!--T:107--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Misc.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:108--&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;
&lt;br /&gt;
&amp;lt;!--T:109--&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;
&lt;br /&gt;
&amp;lt;!--T:110--&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 Wooden Parts, 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 have a Herder (sheep farm) assigned. The sheep fill into pastures in the order built.&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 there is a continue playing in sandbox option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:111--&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;
&lt;br /&gt;
&amp;lt;!--T:112--&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;
&lt;br /&gt;
&amp;lt;!--T:113--&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;
&lt;br /&gt;
&amp;lt;!--T:114--&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;
&lt;br /&gt;
==Basic Questions == &amp;lt;!--T:115--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:1--&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;
&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What engine is this on? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Unreal Engine 4. At the moment, there are no plans to upgrade to UE5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are you truly working on this alone? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&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;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When is the release date? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&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;
&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What platforms is it coming to? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&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 one day via PC Games Pass. An Xbox console version is coming at a later date.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Wait, what, you’re developing a console version? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&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;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How long will it be in early access for? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
How long will depend on things like player feedback and development needs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be a mode without combat? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Yes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Are battles on a separate map? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
All gameplay is happening on a single map, real-time (with speed controls/pause). &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&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;
&lt;br /&gt;
&amp;lt;!--T:19--&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;
&lt;br /&gt;
&amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be different cultures? Is there a campaign? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&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;
&lt;br /&gt;
&amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Multiplayer? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:23--&amp;gt;&lt;br /&gt;
I want to polish the single-player experience first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:24--&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;
&lt;br /&gt;
&amp;lt;!--T:25--&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;
&lt;br /&gt;
&amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be another demo? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:27--&amp;gt;&lt;br /&gt;
There are no plans for another demo at this time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What is planned for the initial early access build? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:29--&amp;gt;&lt;br /&gt;
Early Access will have: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:30--&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;
&lt;br /&gt;
&amp;lt;!--T:31--&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;
&lt;br /&gt;
&amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
Claims – Earn influence and lay claims to neighboring lands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:33--&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;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:34--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Can I get access to a closed alpha? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Applications to Closed Alpha stage are now closed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:36--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Will there be mod support? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:37--&amp;gt;&lt;br /&gt;
Yes, but I don’t plan on implementing it until after 1.0, at least.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:38--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; When did you start developing the game? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:39--&amp;gt;&lt;br /&gt;
I started in July 2017.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:40--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about guns? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:41--&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;
&lt;br /&gt;
&amp;lt;!--T:42--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; What about &amp;lt;insert other feature here&amp;gt;? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:43--&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;
&lt;br /&gt;
&amp;lt;!--T:44--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Confirmed things that will not be in the game &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:45--&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;
&lt;br /&gt;
&amp;lt;!--T:46--&amp;gt;&lt;br /&gt;
No dynasty mechanics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:47--&amp;gt;&lt;br /&gt;
No heroes or leader units&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:48--&amp;gt;&lt;br /&gt;
No single-person units in general, for now&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:49--&amp;gt;&lt;br /&gt;
No town guard&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:50--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; How can I suggest things to add to the game? &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:51--&amp;gt;&lt;br /&gt;
You can suggest it here: https://feedback.manorlords.com/&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10337</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10337"/>
		<updated>2025-02-26T02:47:47Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Removed slander to the king (King&amp;#039;s tax to Annual Royal Tax)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire mercenaries, retinue, and settle new regions claimed by the player. The Annual Royal Tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
* If you raid a Bandit Camp, you can choose to keep the reward as part of your Treasury or as Regional Wealth. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is required for Diplomacy and pressing Claims. It can be gained from conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used for constructing new buildings and upgrading buildings.&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at the Sawpit.&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at the Clay Furnace.&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone Deposits at the Stonecutter Camp.&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension or Smithy.&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension. These currently have no use except for trade.&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Wild Berries deposits at the Forager Hut.&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at the Bakery Extension backyard extension or Communal Oven.&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Fish&#039;&#039;&#039;: obtained from Shoal of Fish deposits at the Fisherman&#039;s Hut.&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained from the Apiary if the Beekeeping Development is chosen.&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at the Hunting Camp, a Butcher&#039;s Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.&lt;br /&gt;
* &#039;&#039;&#039;Sausages&#039;&#039;&#039;: obtained from Meat and Salt at the Butcher&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained from the Vegetable Garden backyard extension.&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 per month during Spring, Summer, and Autumn, and 2 per month during Winter.&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at the Charcoal Kiln, with 1 Firewood producing 2 Charcoal.&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from Trees at the Woodcutter&#039;s Lodge.&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. &lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: which can be turned into Malt at Malthouse.&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: which can be turned into Linen at the Weaver&#039;s Workshop.&lt;br /&gt;
* &#039;&#039;&#039;Rye&#039;&#039;&#039;: which is harvested as Grain. Requires the Orchardry and Rye Cultivation Developments to be chosen.&lt;br /&gt;
* &#039;&#039;&#039;Wheat&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting Material resources are processed into commodities resources.&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#039;s Workshop.&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodity resources may be requested by the Burgage Plots, depending on their level.&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at the Cobbler&#039;s Workshop.&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading your militia and your retinue. They are created at certain backyard extensions.&lt;br /&gt;
* &#039;&#039;&#039;Crossbows&#039;&#039;&#039;: obtained from Planks and Iron Parts at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking Development.&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.&lt;br /&gt;
* &#039;&#039;&#039;Plate armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide&amp;diff=10336</id>
		<title>Beginner&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Beginner%27s_Guide&amp;diff=10336"/>
		<updated>2025-02-26T02:46:34Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Removed mention of Legacy, update to regional wealth, update to annual royal tax, and family needs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
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;
&lt;br /&gt;
&amp;lt;!--T:2--&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;
&lt;br /&gt;
&amp;lt;!--T:3--&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;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
Your kingdom awaits.&lt;br /&gt;
&lt;br /&gt;
== User Interface == &amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&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;/translate&amp;gt;&lt;br /&gt;
[[File:UI.jpg|&amp;lt;translate&amp;gt;&amp;lt;!--T:7--&amp;gt; File:UI.jpg&amp;lt;/translate&amp;gt;]]&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:8--&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 and livestock, upgrade artisan spaces and add backyard extensions, 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, see a trade overview, 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;
## 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 in addition to paying the Annual Royal Tax.&lt;br /&gt;
## Annual Royal Tax - Amount of tax money owed to your king, paid from Treasury.&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;
&lt;br /&gt;
== Supplies == &amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
In Manor Lords, families need Food and Fuel resources. Every family consumes 1 food per month while every Burgage Plot consumes 1 Fuel resource per month (so a duplex with two families would use 1 wood, but still need 2 food).  Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Supplies in the region panel above shows how many months are left until supplies run out.&lt;br /&gt;
&lt;br /&gt;
== Seasons == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&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;
&lt;br /&gt;
== Approval and Public Order == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&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;
&lt;br /&gt;
&amp;lt;!--T:16--&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;
&lt;br /&gt;
== Policies == &amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&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;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
	<entry>
		<id>https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10335</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoodedhorse.com/Manor_Lords/index.php?title=Resources&amp;diff=10335"/>
		<updated>2025-02-26T02:29:35Z</updated>

		<summary type="html">&lt;p&gt;76561199738365016: Added kings tax to use for personal wealth, updated crafting materials to add salt. Added salt requirement for sausages, exchange rate for wood to charcoal and additional sources for meat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
Unless weather events have been disabled in the game setup, resources must be stored to be protected from the weather. Non-food resources are stored in a storehouse except for Timber which is stored at the Logging Camp. Ale and food are stored in granaries. &lt;br /&gt;
&lt;br /&gt;
== Treasury == &amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
The treasury represents the personal wealth of the lord of the land, i.e., the player. This personal wealth can be used to hire mercenaries, retinue, and settle new regions claimed by the player. The king&#039;s tax comes from here, if enabled in game setup. Any revenue collected through taxation via the manor is stored as personal wealth. However, a land tax incurs approval losses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
* If you raid a Bandit Camp, you can choose to keep the reward as part of your Treasury or as Regional Wealth. If you choose to put the reward toward your Regional Wealth, it will go to the nearest settled region.&lt;br /&gt;
&lt;br /&gt;
== Influence == &amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
Influence is required for Diplomacy and pressing Claims. It can be gained from conquering Bandit Camps, enacting a Policy, raising your settlement level, setting a Tithe, and upgrading the Church and Manor buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
== Regional Wealth ==&lt;br /&gt;
{{Main|{{tl}}Regional wealth|Regional Wealth}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
Regional Wealth represents the amount of money owned by villagers in the region and is obtained by conquering Bandit Camps (if chosen), Exporting, and level 2 or higher Burgage Plots. Regional Wealth can be spent on Burgage Plots backyard extensions, converted to your Treasury via Land Tax, and Imports.&lt;br /&gt;
&lt;br /&gt;
== Construction == &amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
Construction resources are used for constructing new buildings and upgrading buildings.&lt;br /&gt;
* &#039;&#039;&#039;Blocks&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* &#039;&#039;&#039;Planks&#039;&#039;&#039;: obtained from Timber at the Sawpit.&lt;br /&gt;
* &#039;&#039;&#039;Roof Tiles&#039;&#039;&#039;: obtained from Clay at the Clay Furnace.&lt;br /&gt;
* &#039;&#039;&#039;Stone&#039;&#039;&#039;: obtained from Stone Deposits at the Stonecutter Camp.&lt;br /&gt;
* &#039;&#039;&#039;Timber&#039;&#039;&#039;: obtained from Trees at the Logging Camp. It requires an ox to move and is also used in Planks production.&lt;br /&gt;
* &#039;&#039;&#039;Tools&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension or Smithy.&lt;br /&gt;
* &#039;&#039;&#039;Wooden Parts&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension. These currently have no use except for trade.&lt;br /&gt;
&lt;br /&gt;
== Food == &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
Food resources are used to fill Hunger and are stored in the Granary. Every Family consumes 1 food resource per month. Having more types of food resources increases Approval ratings and Disease resistance.&lt;br /&gt;
* &#039;&#039;&#039;Apples&#039;&#039;&#039;: obtained from the Apple Orchard backyard extension if the Orchardry Development is chosen.&lt;br /&gt;
* &#039;&#039;&#039;Berries&#039;&#039;&#039;: obtained from Wild Berries deposits at the Forager Hut.&lt;br /&gt;
* &#039;&#039;&#039;Bread&#039;&#039;&#039;: obtained from Flour at the Bakery Extension backyard extension or Communal Oven.&lt;br /&gt;
* &#039;&#039;&#039;Eggs&#039;&#039;&#039;: obtained from the Chicken Coop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Fish&#039;&#039;&#039;: obtained from Shoal of Fish deposits at the Fisherman&#039;s Hut.&lt;br /&gt;
* &#039;&#039;&#039;Honey&#039;&#039;&#039;: obtained from the Apiary if the Beekeeping Development is chosen.&lt;br /&gt;
* &#039;&#039;&#039;Meat&#039;&#039;&#039;: obtained from Wild Animals deposits at the Hunting Camp, a Butcher&#039;s Workshop backyard extension with sheep in the region to cull, or the Pig or Goat pens backyard extensions.&lt;br /&gt;
* &#039;&#039;&#039;Sausages&#039;&#039;&#039;: obtained from Meat and Salt at the Butcher&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Vegetables&#039;&#039;&#039;: obtained from the Vegetable Garden backyard extension.&lt;br /&gt;
&lt;br /&gt;
== Fuel == &amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
Fuel resources are consumed by Burgage Plots and various workplaces. Every Burgage Plot consumes 1 per month during Spring, Summer, and Autumn, and 2 per month during Winter.&lt;br /&gt;
* &#039;&#039;&#039;Charcoal&#039;&#039;&#039;: obtained from Firewood at the Charcoal Kiln, with 1 Firewood producing 2 Charcoal.&lt;br /&gt;
* &#039;&#039;&#039;Firewood&#039;&#039;&#039;: obtained from Trees at the Woodcutter&#039;s Lodge.&lt;br /&gt;
&lt;br /&gt;
== Crops == &amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
Crop resources are processed into crafting material resources. While they can be stored in the Granary or Storehouse they are usually kept in the Farmhouse. &lt;br /&gt;
* &#039;&#039;&#039;Barley&#039;&#039;&#039;: which can be turned into Malt at Malthouse.&lt;br /&gt;
* &#039;&#039;&#039;Flax&#039;&#039;&#039;: which can be turned into Linen at the Weaver&#039;s Workshop.&lt;br /&gt;
* &#039;&#039;&#039;Rye&#039;&#039;&#039;: which is harvested as Grain. Requires the Orchardry and Rye Cultivation Developments to be chosen.&lt;br /&gt;
* &#039;&#039;&#039;Wheat&#039;&#039;&#039;: which is harvested as Grain.&lt;br /&gt;
** &#039;&#039;&#039;NOTE&#039;&#039;&#039;: when choosing the field crop type it is called Wheat, when using the Overlay it is called Emmer.&lt;br /&gt;
&lt;br /&gt;
== Crafting Materials == &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
Crafting Material resources are processed into commodities resources.&lt;br /&gt;
* &#039;&#039;&#039;Clay&#039;&#039;&#039;: obtained from Clay Deposits at the Mining Pit.&lt;br /&gt;
* &#039;&#039;&#039;Dyes&#039;&#039;&#039;: obtained from Wild Berries deposits at the Dyer&#039;s workshop.&lt;br /&gt;
* &#039;&#039;&#039;Flour&#039;&#039;&#039;: obtained from Grain at the Windmill.&lt;br /&gt;
* &#039;&#039;&#039;Grain&#039;&#039;&#039;: obtained from Rye or Wheat at the Farmhouse.&lt;br /&gt;
* &#039;&#039;&#039;Hides&#039;&#039;&#039;: obtained from Goats at the Animal Pen backyard extension or Wild Animals deposits at the Hunting camp.&lt;br /&gt;
* &#039;&#039;&#039;Iron Parts&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Iron Ore&#039;&#039;&#039;: obtained from Iron Deposits at the Mining Pit.&lt;br /&gt;
* &#039;&#039;&#039;Iron Slab&#039;&#039;&#039;: obtained from Iron Ore at the Bloomery.&lt;br /&gt;
* &#039;&#039;&#039;Leather&#039;&#039;&#039;: obtained from Hides at the Tannery.&lt;br /&gt;
* &#039;&#039;&#039;Linen&#039;&#039;&#039;: obtained from Flax at Weaver&#039;s Workshop.&lt;br /&gt;
* &#039;&#039;&#039;Malt&#039;&#039;&#039;: obtained from Barley at the Malthouse.&lt;br /&gt;
* &#039;&#039;&#039;Wax&#039;&#039;&#039;: obtained from the Apiary. Requires the Beekeeping and Advanced Beekeeping Developments. These currently have no use except for trade.&lt;br /&gt;
* &#039;&#039;&#039;Wool&#039;&#039;&#039;: obtained from Sheep at the Sheep Farm.&lt;br /&gt;
* &#039;&#039;&#039;Yarn&#039;&#039;&#039;: obtained from Wool at the Weaver&#039;s Workshop.&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
&lt;br /&gt;
== Commodities == &amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
Commodity resources may be requested by the Burgage Plots, depending on their level.&lt;br /&gt;
* &#039;&#039;&#039;Ale&#039;&#039;&#039;: obtained from Malt at the Brewery Extension backyard extension, consumed at the Tavern.&lt;br /&gt;
* &#039;&#039;&#039;Candles&#039;&#039;&#039;: currently unobtainable.&lt;br /&gt;
* &#039;&#039;&#039;Cloaks&#039;&#039;&#039;: obtained from Dyes and Yarn at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Clothes&#039;&#039;&#039;: obtained from Dyes and Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Herbs&#039;&#039;&#039;: obtained from the Forager Hut if the Herb Garden upgrade has been purchased. Herbs are used to speed up the recovery from diseases.&lt;br /&gt;
* &#039;&#039;&#039;Salt&#039;&#039;&#039;: obtained from Salt Deposits at the Mining Pit.&lt;br /&gt;
* &#039;&#039;&#039;Shoes&#039;&#039;&#039;: obtained from Leather at the Cobbler&#039;s Workshop.&lt;br /&gt;
&lt;br /&gt;
== Military == &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
Military resources are used for upgrading your militia and your retinue. They are created at certain backyard extensions.&lt;br /&gt;
* &#039;&#039;&#039;Crossbows&#039;&#039;&#039;: obtained from Planks and Iron Parts at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Gambesons&#039;&#039;&#039;: obtained from Linen at the Tailor&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Helmets&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking Development.&lt;br /&gt;
* &#039;&#039;&#039;Large Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Mail Armor&#039;&#039;&#039;: obtained from Iron Slabs at the Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking and Advanced Armormaking Developments.&lt;br /&gt;
* &#039;&#039;&#039;Plate armor&#039;&#039;&#039;: obtained from Iron Slabs at Armorer&#039;s Workshop backyard extension. Requires the Basic Armormaking, Advanced Armormaking, and Master Armormaking Developments.&lt;br /&gt;
* &#039;&#039;&#039;Polearms&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Sidearms&#039;&#039;&#039;: obtained from Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Small Shields&#039;&#039;&#039;: obtained from Planks at the Joiner&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Spears&#039;&#039;&#039;: obtained from Planks and Iron Slabs at the Blacksmith&#039;s Workshop backyard extension.&lt;br /&gt;
* &#039;&#039;&#039;Warbows&#039;&#039;&#039;: obtained from Planks at the Bowyer&#039;s Workshop backyard extension.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;/div&gt;</summary>
		<author><name>76561199738365016</name></author>
	</entry>
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