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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.

Family: Difference between revisions

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The '''Family''' is the basic unit of your population management.
The '''family''' is the basic unit of population management in Manor Lords. Families are groups of 1-3 people that can be assigned to work at [[{{tl}}Buildings|buildings]].


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== General ==
All members of the family will contribute to work. All workplace limits are quoted in size of families. The "People" tab of a workplace or building will show a list of families and the names of the family members, which can be renamed. Specific families can be manually reassigned to other jobs using this tab.
All your people are organised into families, except for your retinue. Families are groups of 3 people, consisting of husband, wife and son, execpt for your 5 starting families. Those start only with husband and wife. The son will show up, as soon as the family moves into a burgage plot.
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A family is considered a fix unit, meaning:
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* All of them work at the same place.
Families can also run a stall in the [[{{tl}}Marketplace|marketplace]]. They will distribute resources related to their current job. This includes families that work at storage buildings. The three categories of marketplace stall are food, clothing, and fuel.
* All of them live in the same place.
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Your militia is formed by the husbands and sons of your families. When you rally your militias, the corresponding husbands and sons will stop their work and instead join the militia.
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Families also occupy space in [[{{tl}}Burgage plot|burgage plot]]s, using up 1 living space each. Families can level up if their burgage plot is upgraded. Subject to [[{{tl}}approval|approval]], new families will only move in if there is housing space available; if they do not have a house (at the start of the game, or due to demolition or loss of houses), they will decrease approval until they are suitably accomodated. According to the [[{{tl}}FAQ]] >75% or higher approval, multiple families can move in per month.
== Immigration ==
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You gain new families through immigration. The immigration rate depends on your [[{{tl}}approval|approval]] and ranges from -3 to +3 per month. Immigration only happens, when there is available living space. For the first 12 months all settlements get an additional +1 immigration per month.
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== Consumption ==
Members of the family can become ill and unable to work. Their recovery can be assisted by using the {{Icon|herbs}} [[{{tl}}Resources#Commodities|herb]] resource. Herbs can be obtained from an upgraded [[{{tl}}Forager hut|forager hut]].
Every family consumes the following:
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* {{icon|food}} 1 Food per month
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* {{icon|ale}} 1 Ale every 3 months<sup>1</sup>
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* {{icon|clothes}} 1 Cloth every 6 months
==Interface==
* {{icon|shoes}} 1 Shoe every 12 months
The UI bar at the top of the screen incorporates families in the count of "unassigned" and "assigned" families, and the maximum living space (counting burgage plots and extensions). The "Population" count also lists the families at their different levels of burgage plot upgrades.
1: Ale only gets consumed once it is stored in a [[{{tl}}small tavern|tavern]] and a member of the corresponding family goes to said tavern.  
 
== Housing ==
Families will automatically occupy available living space. Each family occupies 1 living space. The [[{{tl}}burgage plot|burgage plots]] are occupied in order they were build.
 
You cannot move a family from one burgage plot to another.
 
== Workplaces ==
Every family can be assigned to a [[{{tl}}building|building]]. If a family is not assigned anywhere they count as 'unassigned'. While assigned families focus on their assigned workplaces, unassigned families focus on construction work. Both can and will guide oxen.
 
Working priority of non artisan families:
# Construction (only if unassigned)
# [[{{tl}}burgage plot#Backyard Extensions|Backyard extension]] (vegetable garden & orchard)<sup>1</sup>
# Assigned workplace (only if assigned)
1: Only wife and son will tend the backyard. The husband will ignore any work in the backyard.
 
If you upgrade burgages to [[{{tl}}development#Origins|smallholdings]] even the husband will work in the backyard.
 
If you build a tier 2 backyard extension, all families of that burgage plot will become artisans and focus solely on their backyard.
 
== Sickness ==
Families can get sick. When sick, all family members are unable to perform any work. The sickness duration depends on wether you have {{icon|herbs}} available.
* without herbs: 1 Week
* with herbs: 1 Day
 
== Interface ==
Informations about families can be found in the top-bar of the user interface.
* {{icon|fam unassigned}} Displays the number of unassigned families.
* {{icon|fam assigned}} Displays the number of assigned families.
* {{icon|living space available}} Among other things it displays your total population and the distribution of your families into the three tiers.
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Latest revision as of 13:46, 21 August 2026

The Family is the basic unit of your population management.

General

All your people are organised into families, except for your retinue. Families are groups of 3 people, consisting of husband, wife and son, execpt for your 5 starting families. Those start only with husband and wife. The son will show up, as soon as the family moves into a burgage plot.

A family is considered a fix unit, meaning:

  • All of them work at the same place.
  • All of them live in the same place.

Your militia is formed by the husbands and sons of your families. When you rally your militias, the corresponding husbands and sons will stop their work and instead join the militia.

Immigration

You gain new families through immigration. The immigration rate depends on your approval and ranges from -3 to +3 per month. Immigration only happens, when there is available living space. For the first 12 months all settlements get an additional +1 immigration per month.

Consumption

Every family consumes the following:

  • 1 Food per month
  • 1 Ale every 3 months1
  • 1 Cloth every 6 months
  • 1 Shoe every 12 months

1: Ale only gets consumed once it is stored in a tavern and a member of the corresponding family goes to said tavern.

Housing

Families will automatically occupy available living space. Each family occupies 1 living space. The burgage plots are occupied in order they were build.

You cannot move a family from one burgage plot to another.

Workplaces

Every family can be assigned to a building. If a family is not assigned anywhere they count as 'unassigned'. While assigned families focus on their assigned workplaces, unassigned families focus on construction work. Both can and will guide oxen.

Working priority of non artisan families:

  1. Construction (only if unassigned)
  2. Backyard extension (vegetable garden & orchard)1
  3. Assigned workplace (only if assigned)

1: Only wife and son will tend the backyard. The husband will ignore any work in the backyard.

If you upgrade burgages to smallholdings even the husband will work in the backyard.

If you build a tier 2 backyard extension, all families of that burgage plot will become artisans and focus solely on their backyard.

Sickness

Families can get sick. When sick, all family members are unable to perform any work. The sickness duration depends on wether you have available.

  • without herbs: 1 Week
  • with herbs: 1 Day

Interface

Informations about families can be found in the top-bar of the user interface.

  • Displays the number of unassigned families.
  • Displays the number of assigned families.
  • Among other things it displays your total population and the distribution of your families into the three tiers.