⚠ NOTICE

The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.

Game setup: Difference between revisions

From Manor Lords Official Wiki
JKM (talk | contribs)
m 76561198012490491 moved page Game Setup to Game setup without leaving a redirect: capitalization
updated page to 0.8.035
 
Line 1: Line 1:
<languages/>
<languages/>
<translate><!--T:1--> [[File:New Game.png|thumb|400px|The new game screen]]</translate>
<translate><!--T:1--> [[File:MLGame Setup_01.png|thumb|Game Setup Screen]]</translate>
<translate>
<translate>
<!--T:2-->
<!--T:2-->
The first thing you will do when starting a new game is set up the game rules. The game also offers a few pre-made sets of settings for objectives and difficulty, which can be combined together.
Before starting your actual game, you have to set it up first. This is done in the Game Setup screen. The screen is seperated into three sections.
# Scenario Templates
# Setup Adjustments
# Map Choice
 
= Scenario Templates =
Manor Lords comes with five predefined scenarios. Each with three possible difficulties.
 
== Scenarios ==
# Rise to prosperity
# Restoring the Peace
# On the edge
# A duel
# Fractured Realm
 
Each scenario comes with a different premise and victory condition.
{| class="wikitable"
! Scenario
! Premise
! Victory Condition
|-
| '''Rise to prosperity''' || Fulfill the requirements of your citizens, plan and rule your medieval town as you see fit, whthout worrying about combat. || Reach the 'Large Town' settlement level. After that, you may choose to continue in the endless mode.
|-
| '''Restoring the Peace''' || Two (One on [[{{tl}}High Peaks|High Peaks]]) territories are claimed by the illegitimate Baron whose castle is located off the map. Bandit camps reside in the other, unclaimed regions.<br>Build and expand. When ready challenge the Baron for his territories. || Conquer every region.
|-
| '''On the edge''' || Grow your city and raise forces as quickly as you can. The lands are pestered by raiders and undefended settlements will quickly perish. || Survive all the attacks and reach the 'Large Town' settlement level.
|-
| '''A duel''' || Your family and your rival's share a long, bitter history - and it seems the next chapter will be written in blood. || Conquer your rival.
|-
| '''Fractured Realm''' || Four major noble families were granted rights to settle these lands. With too many claims and too little space, ambitions brews. Alliances will form, betrayals will sting and war seems inevitable. || Conquer all rivals.
|}
 
== Scenario difficulty ==
You can choose one of the following three difficulty templates for you game.
# Relaxing
# Default
# Challenging
 
= Setup Adjustments =
Alternatively, you can adjust the settingsto suit your preferences.  
* '''End goal'''
* '''End goal'''
** ''Growth'': Reach Large Town settlement level to win.
** ''Growth'': Reach settlement level 'Large Town' to win.
** ''Conquest'': Claim all regions to win.
** ''Conquest'': Claim all regions to win.
** ''Domination'': Eliminate all the other lords by claiming their territory. (requires off map adversary)
** ''Domination'': Eliminate all the other lords by claiming their territory.
** ''None'': Endless play.
** ''None'': Endless play.
* '''Off map adversary'''
* '''AI Opponents''': Number of AI Opponents present On Map.
** ''0 - 3''
* '''Off Map Adversary'''
** ''Absent'': No adversary.
** ''Absent'': No adversary.
** ''Present'': Adds an AI opponent located off map. He controls 2 regions and brings his soldiers to the main game map when challenged.
** ''Present'': Adds an AI opponent located off map. They start with two or one regions under their control and will use military force to both expand and defend their territory.
* '''AI aggressiveness''' (requires off map adversary set to Present)
* '''AI aggressiveness''' (requires Off Map Adversary set to Present)
** ''Reactive'': AI lords don't press claims towards the player's regions, but they will protect their own.
** ''Reactive'': AI lords don't press claims towards the player's regions, but they will protect their own.
** ''Balanced'': AI lords may press a claim towards the player's regions after they run out of neutral regions to claim.
** ''Balanced'': AI lords may press a claim towards the player's regions after they run out of neutral regions to claim.
** ''Aggressive'': AI lords may press claims towards the player's regions at will.
** ''Aggressive'': AI lords may press claims towards the player's regions at will.
<br>
* '''Raider frequency'''
* '''Raider frequency'''
** ''None'': No random raids.
** ''None'': No random raids.
Line 24: Line 66:
** ''2'': Two years before raids start happening.
** ''2'': Two years before raids start happening.
** ''3'': Three years before raids start happening.
** ''3'': Three years before raids start happening.
** ''4'': Four years before raids start happening.
* '''Initial bandit camps''': Number of bandit camps present at game start.
** ''5'': Five years before raids start happening.
** ''0 - 5''
* '''Initial bandit camps'''
** ''None'': No bandit camps present when the game begins.
** ''1'': One bandit camp present when the game begins.
** ''2'': Two bandit camps present when the game begins.
** ''3'': Three bandit camps present when the game begins.
** ''4'': Four bandit camps present when the game begins.
** ''5'': Five bandit camps present when the game begins.
* '''Random bandit camp spawn limit'''
* '''Random bandit camp spawn limit'''
** ''0'': No random bandit camps spawning during play.
** ''0'': No random bandit camps spawning during play.
** ''3'': Random bandit camps stop spawning if there are already 3 of them.
** ''3'': Random bandit camps stop spawning if there are already 3 of them.
** ''5'': Random bandit camps stop spawning if there are already 5 of them.
** ''5'': Random bandit camps stop spawning if there are already 5 of them.
<br>
* '''Starting season'''
* '''Starting season'''
** ''Spring'': A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
** ''Spring'': A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
Line 46: Line 82:
** ''Nothing'': Just some barebones construction stuff.
** ''Nothing'': Just some barebones construction stuff.
** ''Standard'': A balanced amount of starting supplies.
** ''Standard'': A balanced amount of starting supplies.
** ''Double'': Mother starting supplies for a more relaxed experience.
** ''Double'': More starting supplies for a more relaxed experience.
* '''Royal tax'''
** ''No tax'': Royal taxes will not be collected.
** ''Normal'': Royal taxes are collected annually, after 5 years. The rate is 1 Treasury per resident, totaled across all your regions. It increases after additional 5 and 10 years to 2 and 3 Treasury per resident respectively.
** ''Double'': The rate for royal taxes increases to 2 / 4 / 6 Treasury per resident.
* '''Armament delivery'''
* '''Armament delivery'''
** ''No'': No free weapon delivery.
** ''No'': No free weapon delivery.
Line 54: Line 94:
** ''Balanced'': Town will not grow if requirements are unfulfilled.
** ''Balanced'': Town will not grow if requirements are unfulfilled.
** ''Demanding'': Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
** ''Demanding'': Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
* '''Food spoilage'''
** ''No spoilage'': Food will never spoil as long as its stored properly.
** ''50% slower'': Food will spoil slowly even when stored properly.
** ''Standard'': Food will spoil at its standard rate even when stored properly.
** ''Double rate'': Food will spoil at a double rate even when stored properly.
* '''Approval'''
* '''Approval'''
** ''Low penalty'': Approval factors have a low impact on population growth.
** ''Low penalty'': Approval factors have a low impact on population growth.
Line 65: Line 110:
** ''Balanced'': Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
** ''Balanced'': Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
** ''Difficult'': Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.
** ''Difficult'': Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.
= Map Selection =
You can choose one of seven maps, to play on. Furthermore you can specify the starting location of yourself and any On Map AI.<br>The following maps are available:
# Germanic Valley
# High Peaks
# Winding River
# Devil's Hill
# Jagged Cliffs
# Lake Lemm
</translate>
</translate>

Latest revision as of 15:56, 22 November 2025

Game Setup Screen

Before starting your actual game, you have to set it up first. This is done in the Game Setup screen. The screen is seperated into three sections.

  1. Scenario Templates
  2. Setup Adjustments
  3. Map Choice

Scenario Templates

Manor Lords comes with five predefined scenarios. Each with three possible difficulties.

Scenarios

  1. Rise to prosperity
  2. Restoring the Peace
  3. On the edge
  4. A duel
  5. Fractured Realm

Each scenario comes with a different premise and victory condition.

Scenario Premise Victory Condition
Rise to prosperity Fulfill the requirements of your citizens, plan and rule your medieval town as you see fit, whthout worrying about combat. Reach the 'Large Town' settlement level. After that, you may choose to continue in the endless mode.
Restoring the Peace Two (One on High Peaks) territories are claimed by the illegitimate Baron whose castle is located off the map. Bandit camps reside in the other, unclaimed regions.
Build and expand. When ready challenge the Baron for his territories.
Conquer every region.
On the edge Grow your city and raise forces as quickly as you can. The lands are pestered by raiders and undefended settlements will quickly perish. Survive all the attacks and reach the 'Large Town' settlement level.
A duel Your family and your rival's share a long, bitter history - and it seems the next chapter will be written in blood. Conquer your rival.
Fractured Realm Four major noble families were granted rights to settle these lands. With too many claims and too little space, ambitions brews. Alliances will form, betrayals will sting and war seems inevitable. Conquer all rivals.

Scenario difficulty

You can choose one of the following three difficulty templates for you game.

  1. Relaxing
  2. Default
  3. Challenging

Setup Adjustments

Alternatively, you can adjust the settingsto suit your preferences.

  • End goal
    • Growth: Reach settlement level 'Large Town' to win.
    • Conquest: Claim all regions to win.
    • Domination: Eliminate all the other lords by claiming their territory.
    • None: Endless play.
  • AI Opponents: Number of AI Opponents present On Map.
    • 0 - 3
  • Off Map Adversary
    • Absent: No adversary.
    • Present: Adds an AI opponent located off map. They start with two or one regions under their control and will use military force to both expand and defend their territory.
  • AI aggressiveness (requires Off Map Adversary set to Present)
    • Reactive: AI lords don't press claims towards the player's regions, but they will protect their own.
    • Balanced: AI lords may press a claim towards the player's regions after they run out of neutral regions to claim.
    • Aggressive: AI lords may press claims towards the player's regions at will.


  • Raider frequency
    • None: No random raids.
    • Medium: No more than a single raid every 2 years.
    • Frequent: Possibly less than a year between each raid.
  • Raider free years (requires raider frequency set to Medium or Frequent)
    • 1: One year before raids start happening.
    • 2: Two years before raids start happening.
    • 3: Three years before raids start happening.
  • Initial bandit camps: Number of bandit camps present at game start.
    • 0 - 5
  • Random bandit camp spawn limit
    • 0: No random bandit camps spawning during play.
    • 3: Random bandit camps stop spawning if there are already 3 of them.
    • 5: Random bandit camps stop spawning if there are already 5 of them.


  • Starting season
    • Spring: A balanced start with available seasonal deposits, room to start farming early, but frequent rains.
    • Summer: More difficult start with no time to start farming and average seasonal deposits, but less frequent rains.
    • Autumn: Challenging start with approaching winter, dwindling seasonal deposits and frequent rains.
    • Winter: A challenging start with no seasonal deposits, risk of freezing and decaying supplies due to snowfall.
    • Random: A random day of the year.
  • Starting supplies
    • Nothing: Just some barebones construction stuff.
    • Standard: A balanced amount of starting supplies.
    • Double: More starting supplies for a more relaxed experience.
  • Royal tax
    • No tax: Royal taxes will not be collected.
    • Normal: Royal taxes are collected annually, after 5 years. The rate is 1 Treasury per resident, totaled across all your regions. It increases after additional 5 and 10 years to 2 and 3 Treasury per resident respectively.
    • Double: The rate for royal taxes increases to 2 / 4 / 6 Treasury per resident.
  • Armament delivery
    • No: No free weapon delivery.
    • Yes: A free weapon delivery for militia as soon as the player builds a Storehouse and 5 Residential Plots.
  • Residential requirements
    • Tolerant: Requirements triggering loss of Approval are shifted by 1 level to be less demanding.
    • Balanced: Town will not grow if requirements are unfulfilled.
    • Demanding: Requirements triggering loss of Approval are shifted by 1 level to be more demanding.
  • Food spoilage
    • No spoilage: Food will never spoil as long as its stored properly.
    • 50% slower: Food will spoil slowly even when stored properly.
    • Standard: Food will spoil at its standard rate even when stored properly.
    • Double rate: Food will spoil at a double rate even when stored properly.
  • Approval
    • Low penalty: Approval factors have a low impact on population growth.
    • Medium penalty: Approval factors have an average impact on population growth.
    • High penalty: Approval factors have a significant impact on population growth.
  • Well placement
    • Unconstrained: Players may place wells everywhere without constraints.
    • Underground water: Players may only place wells on top of underground water.
  • Weather events
    • None: Weather is cosmetic only and won't do any harm.
    • Balanced: Players get a warning if supplies get soaked, and when the next rain comes, they may get destroyed. A chance of random droughts in the summers which may kill crops. Rare fires caused by thunderstrikes.
    • Difficult: Droughts may happen in the summers, thunderstrikes cause fires and rain instantly damages exposed supplies.

Map Selection

You can choose one of seven maps, to play on. Furthermore you can specify the starting location of yourself and any On Map AI.
The following maps are available:

  1. Germanic Valley
  2. High Peaks
  3. Winding River
  4. Devil's Hill
  5. Jagged Cliffs
  6. Lake Lemm