⚠ 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

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If population exceeds the housing capacity of Burgage Plots homeless people will lose Approval, risk Freezing during winter and cannot be part of militia units.
<languages/>
<translate>
<!--T:1-->
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.


Unassigned Families work on construction automatically.
<!--T:2-->
Will you prove yourself worthy of this honor? Or will you perish at the hands of bandits, and traitorous rival Lords?


Approval is increased having market resources variety and church level.
<!--T:3-->
This guide will help you understand the basics of the game, from its User Interface to basic operations.


While human Families need to be assigned manually, livestock workforce is shared between all buildings by default. Livestock can be manually assigned to a single workplace in the Advanced tab. Remember that at least one unassigned oxen is necessary for any construction that needs Timber.
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Your kingdom awaits.


== Supplies ==
== User Interface == <!--T:5-->
In Manor Lords, families need Food and Fuel resources. Every Burgage Plot consumes 1 Food and 1 Fuel resource per month. Fuel consumption in the Winter is doubled. Additionally, some workplaces consume 1 Fuel per month as well.


Supplies in the region panel above shows how many months are left until supplies run out.
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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.
</translate>
[[File:UI.png|<translate><!--T:7--> user interface</translate>]]
<translate>
<!--T:8-->
<ol type="A">
<li>Population overview - A glance at various factors affecting a region’s population.</li>
# {{icon|unassigned}} Unassigned families - [[{{tl}}family|Families]] that do not have a job assigned.
# {{icon|fam_assigned}} Assigned families - [[{{tl}}family|Families]] that have jobs assigned.
# {{icon|living space available}} Available living space - How much living space is currently available. In brackets how much is in construction.
# {{icon|approval}} Approval - Displays the [[{{tl}}approval|approval]] rating of your population.
# {{icon|public order}} Public order - Displays the public order in your settlement.
# {{icon|regional wealth}} Regional wealth - The amount of money the villagers from the current region own.
# {{icon|livestock}} Livestock - The amount of all livestock in that region.
# {{icon|supplies}} Supplies - The months before your food and fuel supplies run out. Only the lower of the two numbers is displayed.
<li> Settlement menu & Notifications </li>
# 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.
# Notification banners - Issues requiring your attention. Separated in severity by the background color.
# Recent events - A list of all recently occurred events, like 'start of harvest season', 'new mercenary companies available'.
<li> Surplus vs total goods </li>
:{{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.
:{{icon|goods total}} Total goods shows all goods present in the region
<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>
# {{icon|construction}} [[{{tl}}construction materials|Construction]]
# {{icon|food}} [[{{tl}}food|Food]]
# {{icon|fuel}} [[{{tl}}fuel|Fuel]]
# {{icon|crafting materials}} [[{{tl}}crafting materials|Crafting materials]]
# {{icon|commodities}} [[{{tl}}commodities|Commodities]]
# {{icon|helmets}} [[{{tl}}military items|Military]]
<li> Personal Overview - A glance at your personal stats. Unlike A and D, the values given here apply to all regions. </li>
# {{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.
# {{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>


== Seasons ==
== Food/Fuel consumption == <!--T:9-->
* '''Spring (Mar-May):''' Frequent raining, seasonal deposits regrow.
* '''Summer (Jun-Aug):''' Crops grow. Possible droughts.
* '''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.


== Regions ==
<!--T:10-->
The map is made up of 8 regions: Eichenhau, Goldhof, Hofstetten, Immenreuth, Nusslohe, Selbitz, Zweiau, and Waldbrand in the middle. Every region will have one of each resource deposits and areas with high soil fertility. However the amount of resources in each deposit varies from region to region. Each region will have one or two rich deposits.
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.
* Wild Animal deposits have 20 Wild Animals, or 40 if the deposit is rich. They can be harvested with a Hunting Camp building. The deposit replenishes at a steady pace. It is possible to hunt the animals to extinction if you remove the Hunting Limit. If a building is placed near the animals they will migrate.
* Berry deposits have 64 Berries, or 128 if the deposit is rich. They can be harvested with a Forager Hut building. The deposit will replenish over the Spring and will be depleted during Winter.
* Stone deposits have random resources, ranging from 50 to 1000. They can be harvested with a Stonecutter Camp building. They are not replenished and will eventually be depleted.
* Clay deposits have random resources, ranging from 50 to 5000. They can be harvested with a Mining Pit building. They are not replenished and will eventually be depleted. If the deposit is rich it can produce resources indefinitely if the Mining Pit has the Deep Mine upgrade.
* Iron deposits have random resources, ranging from 50 to 5000. They can be harvested with a Mining Pit building. They are not replenished and will eventually be depleted. If the deposit is rich it can produce resources indefinitely if the Mining Pit has the Deep Mine upgrade.


In order to build in a region you don't own you need to claim in. Regions can be claimed with either 1000 Influence or King's Favor. After paying the cost you must wait a month before gaining control of the region. Newly controlled regions do not have any resources and population. To add some, you must place a Settlers Camp. Once placed, you will have to pay from Treasury to gain the starting supplies needed to build in the region. All options will begin with 5 Families.
== Seasons == <!--T:12-->
* Modest starting supplies cost 250 Treasury and starts with 20 Bread, 20 Firewood, 20 Stone and 10 Tools.
* Average starting supplies cost 500 Treasury and starts with 40 Bread, 40 Firewood, 40 Stone and 20 Tools.
* Plentiful starting supplies cost 750 Treasury and starts with 60 Bread, 60 Firewood, 60 Stone and 30 Tools.


== Policies ==
<!--T:13-->
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:
* {{icon|season spring}} '''Spring (Mar-May):''' Frequent raining. Fish, berries and mushroom deposits regrow
* '''Hunting Grounds:''' Wild Animals on Rich Deposits breed twice as fast, as the cost of 50% reduced yields from Crops.
* {{icon|season summer}} '''Summer (Jun-Aug):''' Possible droughts. Berries and mushroom deposits regrow.
* '''Strict Fasting:''' Citizens skip every 5th meal. Reduces Food consumption, decreases Approval.
* {{icon|season autumn}} '''Autumn (Sep-Nov):''' Harvesting, plowing and sowing crops.
* {{icon|season spring}} '''Winter (Dec-Feb):''' Seasonal resources are gone. Lack of Fuel might cause freezing. Sheep shearing forbidden.
 
== Approval == <!--T:14-->
 
<!--T:15-->
{{main|{{tl}}approval|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.
{| class="wikitable" style="text-align:center"
! Approval !! Monthly population change
|-
| 0 - 4 || -3
|-
| 5 - 19 || -1
|-
| 20 - 54 || 0
|-
| 55 - 79 || +1
|-
| 80 - 94 || +2
|-
| 95 - 100 || +3
|}
 
== Public order ==
<!--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.
 
== Policies == <!--T:17-->
 
''currently being reworked''
</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