⚠ 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.

Beginner's Guide: Difference between revisions

From Manor Lords Official Wiki
ashleemariein2023 (talk | contribs)
m Removed mention of Legacy, update to regional wealth, update to annual royal tax, and family needs.
overhaul and update to 0.8.050
 
(One intermediate revision by the same user not shown)
Line 8: Line 8:


<!--T:3-->
<!--T:3-->
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.
This guide will help you understand the basics of the game, from its User Interface to basic operations.


<!--T:4-->
<!--T:4-->
Line 19: Line 19:
Interface provides information tied to the region you are currently in.
Interface provides information tied to the region you are currently in.
</translate>
</translate>
[[File:UI.jpg|<translate><!--T:7--> File:UI.jpg</translate>]]
[[File:UI.png|<translate><!--T:7--> user interface</translate>]]
<translate>
<translate>
<!--T:8-->
<!--T:8-->
# Population Overview - A glance at various factors affecting a region’s population.
<ol type="A">
## Unassigned Families - Families that do not have a specific job assignment. These families are necessary for construction and for guiding oxen in timber transport.
<li>Population overview - A glance at various factors affecting a region’s population.</li>
## Assigned Families - Families that have been assigned jobs. These families will have a primary worker, with other members supporting the primary worker.
# {{icon|unassigned}} Unassigned families - [[{{tl}}family|Families]] that do not have a job assigned.
## Living Space - How many families the current Region can support, increased by building or expanding Burgage Plots.
# {{icon|fam_assigned}} Assigned families - [[{{tl}}family|Families]] that have jobs assigned.
## Total Population - Your total Region population, broken down by different family levels.
# {{icon|living space available}} Available living space - How much living space is currently available. In brackets how much is in construction.
## 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.
# {{icon|approval}} Approval - Displays the [[{{tl}}approval|approval]] rating of your population.
## Public Order - Governs the chance of crime, with low public order permanently turning citizens to banditry.
# {{icon|public order}} Public order - Displays the public order in your settlement.
# 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.
# {{icon|regional wealth}} Regional wealth - The amount of money the villagers from the current region own.
# 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.
# {{icon|livestock}} Livestock - The amount of all livestock in that region.
# Supplies - The months before your food and fuel supplies run out. Specific workplaces require fuel, and home fuel consumption doubles during winter.
# {{icon|supplies}} Supplies - The months before your food and fuel supplies run out. Only the lower of the two numbers is displayed.
# Settlement Menu & 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.
<li> Settlement menu & Notifications </li>
# 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.
# Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up.<br>Selecting the settlement name brings up a screen to acces the [[{{tl}}development|development]], [[{{tl}}environment|environment]] and [[{{tl}}record|record]] screens and lets you rename your region.
# Goods Categories- A range of goods filtered into categories. Hover over each category to see a breakdown of each good.
# Notification banners - Issues requiring your attention. Separated in severity by the background color.
# Personal Overview - A glance at your personal stats.
# Recent events - A list of all recently occurred events, like 'start of harvest season', 'new mercenary companies available'.
## Visit Mode - Toggle third-person mode and walk around your settlement.  
<li> Surplus vs total goods </li>
## 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.
:{{icon|goods surplus}} Surplus (default) shows your stock minus the reserved number of goods. Goods are considered reserved when they are designated for use in construction, in production or as part of equipment.
## Annual Royal Tax - Amount of tax money owed to your king, paid from Treasury.
:{{icon|goods total}} Total goods shows all goods present in the region
## 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.
<li> Goods categories - All [[{{tl}}resources|goods]] filtered into categories. Hover over each category to see a breakdown of each category. While in building mode, the bar displays construction materials. </li>
## Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.
# {{icon|construction}} [[{{tl}}construction materials|Construction]]
# Seasons & 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.
# {{icon|food}} [[{{tl}}food|Food]]
# Game Tools - A set of buttons to build and manage your settlement. These buttons all have hotkeys for faster interaction.
# {{icon|fuel}} [[{{tl}}fuel|Fuel]]
## Roads - construct roads to connect your settlement buildings. Villagers will follow these roads as they travel, depending on their job.
# {{icon|crafting materials}} [[{{tl}}crafting materials|Crafting materials]]
## 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.
# {{icon|commodities}} [[{{tl}}commodities|Commodities]]
## Army - Shows any retinues you have created, including militia, retinues, and mercenaries.
# {{icon|helmets}} [[{{tl}}military items|Military]]
## Map - This button brings you to the region map, which gives you visibility over all regions, their ownership, and any resources.
<li> Personal Overview - A glance at your personal stats. Unlike A and D, the values given here apply to all regions. </li>
## Help - The help menu defines various mechanics and terminology throughout the game.
# {{icon|treasury}} Treasury - Your personal wealth, usually collected from taxes via the manor. Can be used for diplomacy, hiring retinue or mercenaries, as well as settling a new region.
## Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.
# {{icon|royal tax}} Annual royal tax - This tax will be collected from treasury.
# {{icon|visit mode}} Visit Mode - Click to walk around your town in third-person mode.
# Your portrait and coat of arms.
# {{icon|influence}} Influence - A measure of your political power. Required for diplomacy and pressing claims.
# {{icon|kings favor}} Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.
<li> Seasons, Date & Gamespeed - Seasons are deeply connected to people's lives and affect different jobs.</li>
# Displays the current season and month. Hovering over it, displays the exact date and an overview of the seasons.
# Gamespeed - Gamespeed can be paused or set to 1x, 4x or 12x.
<li> Game Tools - A set of buttons to build and manage your settlement. </li>
# {{icon|menu roads}} Roads - Opens the [[{{tl}}buildings#Roads|road construction]] tool.
# {{icon|menu construction}} Construction - This brings up the construction menu, where all [[{{tl}}buildings|buildings]] are build from.
# {{icon|menu army}} Army - Shows all retinues, militias and mercenaries you currently have. You can create new militias, hire new mercenaries and customise your retinues.
# {{icon|menu map}} Map - This button brings you to the region map.
# {{icon|menu help}} Help - The help menu defines various mechanics and terminology throughout the game.
# {{icon|menu settings}} Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.
</ol>


== Supplies == <!--T:9-->
== Food/Fuel consumption == <!--T:9-->


<!--T:10-->
<!--T:10-->
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.
Families need food and fuel to survive. Every family consumes 1 food per month while every burgage plot consumes 1 fuel per month. Some workplaces consume 1 Fuel per month as well.
 
<!--T:11-->
Supplies in the region panel above shows how many months are left until supplies run out.


== Seasons == <!--T:12-->
== Seasons == <!--T:12-->


<!--T:13-->
<!--T:13-->
* '''Spring (Mar-May):''' Frequent raining, seasonal deposits regrow.
* {{icon|season spring}} '''Spring (Mar-May):''' Frequent raining. Fish, berries and mushroom deposits regrow
* '''Summer (Jun-Aug):''' Crops grow. Possible droughts.
* {{icon|season summer}} '''Summer (Jun-Aug):''' Possible droughts. Berries and mushroom deposits regrow.
* '''Autumn (Sep-Nov):''' Harvesting, plowing and sowing crops.
* {{icon|season autumn}} '''Autumn (Sep-Nov):''' Harvesting, plowing and sowing crops.
* '''Winter (Dec-Feb):''' Seasonal resources are gone. Fuel consumption is doubled and lack of Fuel resources might cause freezing. Sheep shearing forbidden.
* {{icon|season spring}} '''Winter (Dec-Feb):''' Seasonal resources are gone. Lack of Fuel might cause freezing. Sheep shearing forbidden.


== Approval and Public Order == <!--T:14-->
== Approval == <!--T:14-->


<!--T:15-->
<!--T:15-->
'''Approval''' 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.
{{main|{{tl}}approval|Approval}}
{| class="wikitable"
'''Approval''' depends on fulfilling burgage plot requirements. Approval is the decisive factor in the immigration rate. Immigration only happens, when there is living space available.
{| class="wikitable" style="text-align:center"
! Approval !! Monthly population change
! Approval !! Monthly population change
|-
|-
| 75-100 || +2
| 0 - 4 || -3
|-
| 5 - 19 || -1
|-
| 20 - 54 || 0
|-
|-
| 50-74 || +1
| 55 - 79 || +1
|-
|-
| 25-49 || 0
| 80 - 94 || +2
|-
|-
| 0-24% || -1
| 95 - 100 || +3
|}
|}


== Public order ==
<!--T:16-->
<!--T:16-->
'''Public Order''' prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.
'''Public order''' prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.


== Policies == <!--T:17-->
== Policies == <!--T:17-->


<!--T:18-->
''currently being reworked''
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:
* '''Hunting Grounds:''' Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.
* '''Strict Fasting:''' Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.
</translate>
</translate>

Latest revision as of 18:12, 23 December 2025

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.

Will you prove yourself worthy of this honor? Or will you perish at the hands of bandits, and traitorous rival Lords?

This guide will help you understand the basics of the game, from its User Interface to basic operations.

Your kingdom awaits.

User Interface

Understanding these top-level elements of Manor Lords is essential to effectively governing. Note that the top bar User Interface provides information tied to the region you are currently in. user interface

  1. Population overview - A glance at various factors affecting a region’s population.
    1. Unassigned families - Families that do not have a job assigned.
    2. Assigned families - Families that have jobs assigned.
    3. Available living space - How much living space is currently available. In brackets how much is in construction.
    4. Approval - Displays the approval rating of your population.
    5. Public order - Displays the public order in your settlement.
    6. Regional wealth - The amount of money the villagers from the current region own.
    7. Livestock - The amount of all livestock in that region.
    8. Supplies - The months before your food and fuel supplies run out. Only the lower of the two numbers is displayed.
  2. Settlement menu & Notifications
    1. Hovering over your settlement name will bring up a tooltip of the current settlement level and the requirements to level up.
      Selecting the settlement name brings up a screen to acces the development, environment and record screens and lets you rename your region.
    2. Notification banners - Issues requiring your attention. Separated in severity by the background color.
    3. Recent events - A list of all recently occurred events, like 'start of harvest season', 'new mercenary companies available'.
  3. Surplus vs total goods
  4. Surplus (default) shows your stock minus the reserved number of goods. Goods are considered reserved when they are designated for use in construction, in production or as part of equipment.
    Total goods shows all goods present in the region
  5. Goods categories - All goods filtered into categories. Hover over each category to see a breakdown of each category. While in building mode, the bar displays construction materials.
    1. Construction
    2. Food
    3. Fuel
    4. Crafting materials
    5. Commodities
    6. Military
  6. Personal Overview - A glance at your personal stats. Unlike A and D, the values given here apply to all regions.
    1. Treasury - Your personal wealth, usually collected from taxes via the manor. Can be used for diplomacy, hiring retinue or mercenaries, as well as settling a new region.
    2. Annual royal tax - This tax will be collected from treasury.
    3. Visit Mode - Click to walk around your town in third-person mode.
    4. Your portrait and coat of arms.
    5. Influence - A measure of your political power. Required for diplomacy and pressing claims.
    6. Kings Favor - Favor can be used for diplomatic purposes, including pressing and refuting claims.
  7. Seasons, Date & Gamespeed - Seasons are deeply connected to people's lives and affect different jobs.
    1. Displays the current season and month. Hovering over it, displays the exact date and an overview of the seasons.
    2. Gamespeed - Gamespeed can be paused or set to 1x, 4x or 12x.
  8. Game Tools - A set of buttons to build and manage your settlement.
    1. Roads - Opens the road construction tool.
    2. Construction - This brings up the construction menu, where all buildings are build from.
    3. Army - Shows all retinues, militias and mercenaries you currently have. You can create new militias, hire new mercenaries and customise your retinues.
    4. Map - This button brings you to the region map.
    5. Help - The help menu defines various mechanics and terminology throughout the game.
    6. Settings - Customize your game to your needs, from graphics and audio to hotkeys and accessibility.

Food/Fuel consumption

Families need food and fuel to survive. Every family consumes 1 food per month while every burgage plot consumes 1 fuel per month. Some workplaces consume 1 Fuel per month as well.

Seasons

  • Spring (Mar-May): Frequent raining. Fish, berries and mushroom deposits regrow
  • Summer (Jun-Aug): Possible droughts. Berries and mushroom deposits regrow.
  • Autumn (Sep-Nov): Harvesting, plowing and sowing crops.
  • Winter (Dec-Feb): Seasonal resources are gone. Lack of Fuel might cause freezing. Sheep shearing forbidden.

Approval

Main article: Approval.

Approval depends on fulfilling burgage plot requirements. Approval is the decisive factor in the immigration rate. Immigration only happens, when there is living space available.

Approval Monthly population change
0 - 4 -3
5 - 19 -1
20 - 54 0
55 - 79 +1
80 - 94 +2
95 - 100 +3

Public order

Public order prevents population from committing crimes or turning to banditry. If it is not at 100% there is always a chance of that happening.

Policies

currently being reworked