⚠ 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.

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<translate>
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'''Burgage plots''' provide living spaces and are one of the primary buildings in Manor Lords. Burgage plots use the flexible plots system and require two [[{{tl}}Resources#Construction|timber]] per building. A burgage plot can then be equipped with a single extension. A variety of extensions exist that produce either food or resources. Certain extensions, such as the apple orchard and armorer's workshop, require the player to invest a development point before they can be built. Burgage plots are a crucial part of gaining development points.
'''Burgage plots''' provide living spaces and are one of the primary buildings in Manor Lords. Burgage plots use the flexible plots system and require two [[{{tl}}Resources#Construction|timber]] per building. A burgage plot can then be equipped with a single extension. A variety of extensions exist that produce either food or resources. Burgage plots are a crucial part of increasing [[{{tl}}settlement level|settlement level]].


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==Use==
== Use ==
Burgage plots are the only permanent source of housing in the game, with the standard house having one living space. Each living space can hold one family, comprised of multiple people. They require two timber to place and are flexible. This allows multiple plots to be placed at once and for different shapes to be created.
Burgage plots are the only permanent source of housing in the game, with the standard house having one living space. Each living space can hold one [[{{tl}}family|family]], comprised of three people. They require two timber to place and are flexible. This allows multiple plots to be placed at once and for different shapes to be created.


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Each home requires [[resources/{{PAGELANGUAGE}}|resources]] which can be bought from a marketplace by a resident of the home, fulfilling the food or firewood requirement for each home.
Each burgage plot requires {{icon|fuel}} 1 fuel per month for heating. Each month a resident will pick that fuel up from a nearby [[{{tl}}marketplace|marketplace]].


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Level two homes can hold armaments for the militiamen in the household, with two of each weapon and piece of armor being allowed to be stocked in the house at once.
Burgage plots are an integral part of the [[{{tl}}settlement level|settlement level]] system, with them being required for level increase. Each settlement level requires a certain amount burgage plots to reach.
 
== Construction ==
When constructing a burgage plot you will see up to three symbols. Depending on the plot size.
* {{icon|symbol main house}} Indicates the main living building of the plot.
* {{icon|symbol extra living space}} Indicates the possibility of upgrading this plot with an additional living space.
* {{icon|symbol backyard}} Indicates the possibility of adding a backyard extension. In the tooltip is shown the size of that backyard if it is bigger, than the standard size (average planting cost).
Every newly build burgage plot will be at level 1. To upgrade it, you need to fulfill its requirements.
 
== Burgage Requirements ==
Each burgage plot has requirements depending on the plot level. Fulfilled requirements provide [[{{tl}}approval|approval]]. Depending on game difficulty unfulfilled requirements decrease approval.
 
In order to upgrade a burgage plot, you first have to fulfill all burgage requirements.


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Burgage Requirements are separated into four groups, each with sub groups.
Burgage plots are an integral part of the development points system, with them being required for point obtainment. Each tier of settlement requires a certain amount of level one, two, and three burgage plots to advance.
* Food
** Foraged goods
** Meats
** Fishes
** Vegetables
** Fruits
** Grains
** Animal produce
* Commodities
** Fuels
** Garments
** Footwear
* Amenities
** Church access
** Beverage
** Water access
{| class="wikitable" style="text-align:center"
|+ Burgage requirements
|-
|
| colspan=7 | '''Food'''
| colspan=3 | '''Commodities'''
| colspan=3 | '''Amenities'''
|-
! Plot level
! Foraged goods
! Vegetables
! Grains
! Fruits
! Animal produce
! Meats
! Fishes
! Fuels
! Garments
! Footwear
! Church access
! Beverage
! Water Access
|-
| '''1'''
| colspan=4 | 1
| colspan=3 | 1
| 1
| -
| -
| 1
| -
| 1
|-
| '''2'''
| colspan=3 | 2
| colspan=2 | 1
| colspan=2 | 1
| 1
| 1
| -
| 1
| 1
| 1
|-
| '''3'''
| colspan=2 | 2
| 2
| colspan=2 | 2
| colspan=2 | 2
| 1
| 1
| 1
| 1<sup>1</sup>
| 1
| 1
|-
|4
|colspan=2|3
|2
|colspan=2|4
|colspan=2|3
|1
|1
|1
|1<sup>2</sup>
|1
|1
|-
| colspan=14 style=text-align:left | You need to provide x type of goods from the respective categories to fulfill the burgage requirements.<br>1: Requires small stone church <br>2: Requires large stone church
|}


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==Upgrades==
== Upgrades ==
Upon meeting the requirements for the next level, burgage plots can be upgraded to level three at maximum, for a fee of resources and/or Regional Wealth. Increased levels contributes to the player's progress on settlement level and overall increases the functionality of the burgage plot.
Burgage plots can be upgraded in three different ways.
# Extra living space
# Burgage level
# Backyard extension


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=== Extra Living Space ===
All burgage plots that are not large enough to fit two homes but can fit one can be upgraded to include one more living space. This upgrade requires two [[Resources/{{PAGELANGUAGE}}#Construction|timber]] to construct.
When the burgage plot is wide enough, it is possible to build an additional living space on the same plot. It increases the number of families living there by +1 (+2 at lvl 3). This extra living space costs {{icon|timber}} 2 timber to construct.
===Levels===  
 
====Requirements====
=== Burgage Level ===
Upon meeting all requirements for the current level, burgage plots can be upgraded, up to level three. Upgrading costs resources and/or regional wealth. Increased levels contributes to the player's progress on settlement level and overall increases the functionality of the burgage plot.


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{| class="wikitable"
{| class="wikitable"
!Level
|+ Burgage levels
!Cost
|-
!Amenities
! Level
!Market supply
! Cost
! Storage [Generic/Pantry]
! Effect
|-
| 1
| {{icon|timber}} 2 timber
| style="text-align:center" | single: 25/25<br>double: 37/37
| enables T1 backyard extensions<br>militias can equip {{icon|helmets}} helmets
|-
|-
|2
| 2
|4 timber
| {{icon|timber}} 2 timber<br>{{icon|planks}} 6 planks
|'''Water access'''<br>Through a well, only one needed per region to satisfy requirement.<br>'''Church level'''<br>1
| style="text-align:center" | single: 50/50<br>double: 75/75
|'''Fuel stall supply'''<br>'''Food stall supply'''<br>At least two different types of food supplied in the marketplace.<br>'''Clothing stall supply'''<br>Enough supply of any of the following: yarn, linen, leather.
| enables T2 backyard extensions<br>generates 1 RW per family<br>militias can equip {{icon|helmets}} helmets and {{icon|gambesons}} gambesons
|-
| 3
| {{icon|regional-wealth}} 25 Regional Wealth<br>{{icon|timber}} 3 timber<br>{{icon|planks}} 12 planks<br>{{icon|rooftiles}} 4 rooftiles
| style="text-align:center" | single: 75/75<br>double: 112/112
| enables T3 backyard extensions <br> +1 available living space<br>generates 2 RW per family<br>militias can equip {{icon|helmets}} helmets and {{icon|mail armor}} mail armor
|-
|-
|3
|4
|25 Regional Wealth<br>4 timber<br>8 planks<br>4 rooftiles
| {{icon|regional-wealth}} 50 regional wealth <br> {{icon|timber}} 2 timber <br> {{icon|planks}} planks 10 <br>{{icon|rooftiles}} 4 rooftiles
|'''Water access'''<br>'''Tavern supply'''<br>Needs a consistent supply of ale.<br>'''Church level'''<br>2
| single:100/100 <br> double: 150/150
|'''Fuel stall supply'''<br>'''Food stall supply'''<br>At least three different types of food supplied in the marketplace.<br>'''Clothing stall supply'''<br>Enough supply of the following: yarn, linen, or leather; and shoes, clothes, or cloaks.
| +1 living space
|}
|}
<gallery>
File:T1_single.png
File:T2_double.png
File:T3_multiple.png
File:lvl3-bakery.png
</gallery>
=== Backyard Extensions ===
[[File:backyard tiers.png|thumb|right|Backyard Tiers]]If a burgage plot has enough space at the back, it can support a backyard extension, which adds extra functionality to the building. There are two types/tiers of backyard extensions, as seen in the screenshot. If a Backyard Extension has multiple production options only one can be selected. The efficiency of some Backyard Extensions can be improved or reduced with [[Development#Development_Perks|Development Perks]] and/or [[Development#Affinity_System|Affinities]]. NB when creating an odd-shaped burgage plot (e.g. L-shaped), ensure that the icon for the extension is within the bounds of the plot, or else it won't be possible to add the extension.<br>
====Tier 1 Backyards====
* Allow the inhabitans to remain assignable to other jobs.
* Some provide passive yields, meaning no additional labor of the inhabitans is required.
* Can be removed at any time.<br>
====Tier 2 Backyards====
* Turn all inhabitans into artisans, removing them from the worker pool.
* They will work exclusively in their backyard, even if it is paused, or if there are no ressources available.
* Can switch production at any time.
* Once built, Tier 2 Backyards cannot be removed.<br>


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{| class="wikitable mw-collapsible"
====Level 1====
|+ '''Tier&nbsp;1&nbsp;Backyards'''
All plots placed down initially start off as level one burgage plots. These plots can be upgraded to have certain backyard extensions for Regional Wealth. Level one burgage plots can hold 15 items in its generic storage and 25 items in its pantry, but cannot store any armaments. Base burgage plots have one living space, but like all plots that meet the required size, can be upgraded to add an additional living space.</translate>
|-
[[File:lvl3-bakery.png|thumb|300px|<translate><!--T:42--> A level three home with the bakery extension.</translate>]]
<translate>
<!--T:43-->
====Level 2====
Upon upgrading to the second level, the home will undergo a construction phase. Following the completion of construction, the building will become noticeably taller and better kept. Level two plots can now hold 45 things in its generic storage and 75 foodstuffs in its pantry. Upgrading to the second level also unlocks the rest of the backyard extension options. Level two plots also begin generating one Regional Wealth per month.
====Level 3====
Level three homes are even larger and taller than level two homes, with it being able now to hold 150 items in the generic storage and pantry. These homes are now able to generate two Regional Wealth monthly and can support an extra living space.
===Extensions===
If a burgage plot has enough space backwards, it can support a backyard extension, which will add extra functionality to the building. Backyard extensions that require burgage plot level two will convert all inhabitants to artisans, locking them from being assigned other jobs. If they have multiple production options only one can be chosen. Level one backyard extensions can be replaced, but level two and three ones cannot.</translate>
<translate><!--T:44-->
{| class="wikitable"
! Backyard extension
! Backyard extension
! Required level
! Cost
! Cost
! Produces
! Produces
! Required development branch
! Growth Time/Yield cycle
! Perks/Affinities
|-
|-
| '''Vegetable garden'''
| '''Vegetable garden'''
| 1
| {{Icon|Planks}} 2 Planks<br>{{Icon|Regional-wealth}} 20 RW for {{Icon|beetroots}}<sup>1</sup><br>{{Icon|Regional-wealth}} 32 RW for {{Icon|carrots}}<sup>1</sup><br>{{Icon|Regional-wealth}} 48 RW for {{Icon|cabbages}}<sup>1</sup>
| 15 Regional wealth
| <br>{{Icon|beetroots}} Beetroots or<br>{{Icon|carrots}} Carrots or<br>{{Icon|cabbages}} Cabbages
| Vegetables (yields depend on plot size)
| <br>{{Icon|beetroots}} Beetroots: 70 days<sup>2</sup><br>{{Icon|carrots}} Carrots: 98 days<sup>2</sup><br>{{Icon|cabbages}} Cabbages: 126 days<sup>2</sup>
|  
| +0.2&nbsp;Bamberg Smallholders<br>0&nbsp;to&nbsp;+0.33&nbsp;Pollination<br>-0.25&nbsp;Of&nbsp;the&nbsp;Vogtland
|-
|-
| '''Chicken coop'''
| '''Chicken coop'''
| 1
| {{Icon|planks}} 2 Planks<br>{{Icon|regional-wealth}} 20 RW<sup>5</sup>
| 25 Regional wealth
| {{Icon|eggs}} Eggs and {{Icon|chicken}} Chicken
| Eggs
| {{Icon|eggs}} 1 Egg every 35 days<br>{{Icon|chicken}} 1 Chicken every 140 days
|  
| +0.2&nbsp;Bamberg Smallholders<sup>4</sup><br>-0.2&nbsp;Smiths of&nbsp;Passau
|-
| '''Animal Pen'''
| {{Icon|planks}} 4 Planks<br>{{Icon|Regional-wealth}} 25 RW for {{Icon|goats}}<sup>5</sup><br>{{Icon|Regional-wealth}} 25 RW for {{Icon|pigs}}<sup>5</sup>
| <br>{{Icon|goats}} Goats produce {{Icon|milk}} Milk, {{Icon|chevon}} Chevon and {{Icon|hides}} Hides.<br>{{Icon|pigs}} Pigs produce {{Icon|pork}} Pork.
| {{Icon|milk}} 1 Milk every 49 days<br>{{Icon|chevon}} 2 Chevon and {{Icon|hides}} 2 Hides every 147 days<br>{{Icon|pork}} 2 Pork every 56 days
| +0.2&nbsp;Bamberg Smallholders<sup>4</sup><br>0&nbsp;to&nbsp;+0.3&nbsp;Pannage (only&nbsp;for&nbsp;{{Icon|pigs}})<br>-0.2&nbsp;Smiths of&nbsp;Passau
|-
| '''Orchard'''
| {{Icon|planks}} 2 Planks<br>{{Icon|Regional-wealth}} 30 RW for {{Icon|quinces}}<sup>1</sup><br>{{Icon|Regional-wealth}} 60 RW for {{Icon|apples}}<sup>1</sup><br>{{Icon|Regional-wealth}} 90 RW for {{Icon|pears}}<sup>1</sup>
| <br>{{Icon|quinces}} Quinces or<br>{{Icon|apples}} Apples or<br>{{Icon|pears}} Pears
| once per year (september)<br>{{Icon|quinces}} Quinces: 2 years<sup>3</sup><br>{{Icon|apples}} Apples: 3 years<sup>3</sup><br>{{Icon|pears}} Pears: 4 years<sup>3</sup>
| +0.2&nbsp;Bamberg Smallholders<br>0&nbsp;to&nbsp;+0.33&nbsp;Pollination
|-
| '''Apiary'''
| {{Icon|planks}} 4 Planks<br>{{Icon|Regional-wealth}} 50 RW
| {{Icon|honey}} Honey and {{Icon|wax}} Wax<br>Adds 2% per Apiary, up to 10%, to Meadow-% for Pollination Calculation.
| {{Icon|honey}} 1 Honey every 30 days<br>{{Icon|wax}} 1 Wax every 120 days
| +0.2&nbsp;Bamberg Smallholders<sup>4</sup><br>0&nbsp;to&nbsp;+0.3&nbsp;Wildling
|-
| colspan="5" |[[File:average planting cost.png|thumb|right|average planting cost]] 1: RW Cost depends on the size of the backyard. While planning the burgage plot, there will be a note "Average Planting Cost". That percentage number is multiplied with the base cost mentionend in the table above. When no "Average Planting Cost" appear, the base cost will be used.<br>2: The actual cycle time increases due to sowing, ploughing, and harvesting activities. Additionally, no field work is carried out during the winter months, although already planted vegetables will continue to grow.<br>3: In the years before, there will be only a reduced harvest.<br>4: Although Bamberg Smallholders increases the effiency of passive Backyard Extensions, they are not recommended here, as the loss of the work families outweighs the benefits.<br>5: The 'Weiden Hinterlanders' Perk reduces the RW cost by 20%.
|}
{| class="wikitable mw-collapsible"
|+ '''Tier&nbsp;2&nbsp;Backyards'''
|-
! Backyard extension
! Cost
! Produces
! Perks/Affinities
! Requires Maintenance
|-
| '''Blacksmith'''
| {{Icon|planks}} 8 Planks<br>{{Icon|Regional-wealth}} 25 RW
| {{Icon|iron slab}} 1 Iron Slab and {{Icon|planks}} 1 Plank into {{Icon|spears}} 2 Spears or<br>{{Icon|iron slab}} 2 Iron Slabs into {{Icon|sidearms}} 1 Sidearm or<br>{{Icon|iron slab}} 1 Iron Slab and {{Icon|planks}} 1 Plank into {{Icon|polearms}} 1 Polearms or<br>{{Icon|iron slab}} 1 Iron Slab into {{Icon|tools}} 1 Tool or<br>{{Icon|iron slab}} 1 Iron Slab into {{Icon|iron parts}} 1 Iron Part
| +0.2&nbsp;Smiths&nbsp;of&nbsp;Passau<br>-0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|yes_check}}
|-
|-
| '''Goat shed'''
| '''Brewery'''
| 1
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 25 Regional wealth
| {{Icon|malt}} 1 Malt into {{Icon|ale}} 2 Ale
| Hides
| -0.2&nbsp;Weiden Hinterlanders
|  
| align=center | {{Icon|Dark_Red_x}}
|-
|-
| '''Apple orchard'''
| '''Tailor's Shop'''
| 1
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 50 Regional wealth
| {{Icon|linen}} 1 Linen into {{Icon|clothes}} 1 Clothes or<br>{{Icon|yarn}} 1 Yarn into {{Icon|clothes}} 1 Clothes or<br>{{Icon|linen}} 2 Linen into {{Icon|gambesons}} 1 Gambesons
| Apples (September only, yield is reduced for the first 3 years)
| -0.2&nbsp;Weiden Hinterlanders
| Orchardry
| align=center | {{Icon|Dark_Red_x}}
|-
|-
| '''Bowyer's workshop'''
| '''Joiner's Shop'''
| 2
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 4 Planks
| {{Icon|planks}} 2 Planks into {{Icon|large shields}} 1 Large Shield or<br>{{Icon|planks}} 1 Plank into {{Icon|small shields}} 1 Large Shield or<br>{{Icon|planks}} 2 Planks into {{Icon|wooden parts}} 1 Wooden Part
| Warbows from planks
| +0.2&nbsp;Woodwright Jouneymen<br>-0.2&nbsp;Weiden Hinterlanders
|  
| align=center | {{Icon|Dark_Red_x}}
|-
|-
| '''Joiner's workshop'''
| '''Armorer's Shop'''
| 2
| {{Icon|planks}} 8 Planks<br>{{Icon|Regional-wealth}} 25 RW
| 4 Planks
| {{Icon|iron slab}} 2 Iron Slabs into {{Icon|helmets}} 1 Helmet or<br>{{Icon|iron slab}} 3 Iron Slabs into {{Icon|mail armor}} 1 Mail Armor or<br>{{Icon|iron slab}} 6 Iron Slabs into {{Icon|plate armor}} 1 Plate Armor
| Wooden parts from planks<br>Small shields from planks<br>Large shields from planks
| +0.2&nbsp;Nuremburg Prospectors<br>-0.2&nbsp;Weiden Hinterlanders
|  
| align=center | {{Icon|yes_check}}
|-
|-
| '''Brewery extension'''
| '''Bowyer's Shop'''
| 2
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 5 Planks<br>5 Regional wealth
| {{Icon|planks}} 1 Plank into {{Icon|warbows}} 1 Warbow or<br>{{Icon|planks}} 1 Plank and {{Icon|iron parts}} 1 Iron Part into {{Icon|crossbows}} 1 Crossbow
| Ale from malt
| +0.2&nbsp;Woodwright Jouneymen<br>-0.2&nbsp;Weiden Hinterlanders
|  
| align=center | {{Icon|Dark_Red_x}}
|-
|-
| '''Cobbler's workshop'''
| '''Butcher's Shop'''
| 2
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 5 Planks<br>5 Regional wealth
| {{Icon|sheep}} 1 sheep or {{Icon|lambs}} 1 Lamb into {{Icon|mutton}} 2 Mutton and {{Icon|hides}} 1 Hide or<br>{{Icon|salt}} 1 Salt and {{Icon|pork}} 1 pork into {{Icon|sausages}} 2 Sausages
| Shoes from leather
| -0.2&nbsp;Weiden Hinterlanders
|  
| align=center | {{Icon|Dark_Red_x}}
|}
 
{| class="wikitable mw-collapsible"
|+ '''Tier&nbsp;3&nbsp;Backyards'''
|-
|-
| '''Tailor's workshop'''
! Backyard extension
| 2
! Cost
| 5 Planks<br>5 Regional wealth
! Produces
| Clothes from linen and dyes<br>Cloaks from yarn and dyes<br>Gambesons from linen
! Perks/Affinities
|
! Requires Maintenance
|-
|-
| '''Blacksmith's workshop'''
| '''Bakery'''
| 2
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 5 Planks<br>5 Regional wealth
| {{Icon|flour}} 1 Wheat Flour into {{Icon|bread}} 4 Wheat Bread or<br>{{Icon|rye flour}} 1 Rye Flour into {{Icon|rye bread}} 2 Rye Bread
| Tools from iron Slabs<br>Sidearms from iron slabs<br>Spears from iron slabs and planks<br>Polearms from iron slabs and planks
| -0.2&nbsp;Weiden Hinterlanders
|  
| align=center | {{Icon|Dark_Red_x}}
|-
|-
| '''Bakery extension'''
| '''Cobbler's Shop'''
| 2
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| 5 Planks<br>5 Regional wealth
| {{Icon|leather}} 2 Leather into {{Icon|shoes}} 1 Shoe
| Bread from flour (twice as efficient as the communal oven)
| -0.2&nbsp;Weiden Hinterlanders
| Bakeries
| align=center | {{Icon|Dark_Red_x}}
|-
|-
| '''Armorer's workshop'''
| '''Cheesemonger'''
| 2
|
| 4 Planks<br>10 Regional wealth
|
| Helmets from iron slabs<br>Mail armor from iron slabs (requires Advanced armormaking)<br>Player armor from iron slabs (requires Master armor-making)
|  
| Basic armoring
| align=center | {{Icon|Dark_Red_x}}
|-
|-
|}
|}
</translate>
</translate>
==History==
 
== History ==
{| class="wikitable"
{| class="wikitable"
!April 26, 2024
!April 26, 2024
Line 156: Line 317:
!June 11, 2024<br>(0.7.975)
!June 11, 2024<br>(0.7.975)
|Minor bugfixes.
|Minor bugfixes.
|}
|-
!Sept 21,2026 <br>(0.8.104)
|Tier 4 plot added
|-}
 
 
{{NavboxBuildings}}
{{NavboxBuildings}}
[[Category:Buildings{{#translation:}}]][[Category:Residential{{#translation:}}]]
[[Category:Buildings{{#translation:}}]][[Category:Residential{{#translation:}}]]

Latest revision as of 15:34, 21 September 2026


Burgage plots provide living spaces and are one of the primary buildings in Manor Lords. Burgage plots use the flexible plots system and require two timber per building. A burgage plot can then be equipped with a single extension. A variety of extensions exist that produce either food or resources. Burgage plots are a crucial part of increasing settlement level.

Use

Burgage plots are the only permanent source of housing in the game, with the standard house having one living space. Each living space can hold one family, comprised of three people. They require two timber to place and are flexible. This allows multiple plots to be placed at once and for different shapes to be created.

Each burgage plot requires 1 fuel per month for heating. Each month a resident will pick that fuel up from a nearby marketplace.

Burgage plots are an integral part of the settlement level system, with them being required for level increase. Each settlement level requires a certain amount burgage plots to reach.

Construction

When constructing a burgage plot you will see up to three symbols. Depending on the plot size.

  • Indicates the main living building of the plot.
  • Indicates the possibility of upgrading this plot with an additional living space.
  • Indicates the possibility of adding a backyard extension. In the tooltip is shown the size of that backyard if it is bigger, than the standard size (average planting cost).

Every newly build burgage plot will be at level 1. To upgrade it, you need to fulfill its requirements.

Burgage Requirements

Each burgage plot has requirements depending on the plot level. Fulfilled requirements provide approval. Depending on game difficulty unfulfilled requirements decrease approval.

In order to upgrade a burgage plot, you first have to fulfill all burgage requirements.

Burgage Requirements are separated into four groups, each with sub groups.

  • Food
    • Foraged goods
    • Meats
    • Fishes
    • Vegetables
    • Fruits
    • Grains
    • Animal produce
  • Commodities
    • Fuels
    • Garments
    • Footwear
  • Amenities
    • Church access
    • Beverage
    • Water access
Burgage requirements
Food Commodities Amenities
Plot level Foraged goods Vegetables Grains Fruits Animal produce Meats Fishes Fuels Garments Footwear Church access Beverage Water Access
1 1 1 1 - - 1 - 1
2 2 1 1 1 1 - 1 1 1
3 2 2 2 2 1 1 1 11 1 1
4 3 2 4 3 1 1 1 12 1 1
You need to provide x type of goods from the respective categories to fulfill the burgage requirements.
1: Requires small stone church
2: Requires large stone church

Upgrades

Burgage plots can be upgraded in three different ways.

  1. Extra living space
  2. Burgage level
  3. Backyard extension

Extra Living Space

When the burgage plot is wide enough, it is possible to build an additional living space on the same plot. It increases the number of families living there by +1 (+2 at lvl 3). This extra living space costs 2 timber to construct.

Burgage Level

Upon meeting all requirements for the current level, burgage plots can be upgraded, up to level three. Upgrading costs resources and/or regional wealth. Increased levels contributes to the player's progress on settlement level and overall increases the functionality of the burgage plot.

Burgage levels
Level Cost Storage [Generic/Pantry] Effect
1 2 timber single: 25/25
double: 37/37
enables T1 backyard extensions
militias can equip helmets
2 2 timber
6 planks
single: 50/50
double: 75/75
enables T2 backyard extensions
generates 1 RW per family
militias can equip helmets and gambesons
3 25 Regional Wealth
3 timber
12 planks
4 rooftiles
single: 75/75
double: 112/112
enables T3 backyard extensions
+1 available living space
generates 2 RW per family
militias can equip helmets and mail armor
4 50 regional wealth
2 timber
planks 10
4 rooftiles
single:100/100
double: 150/150
+1 living space

Backyard Extensions

Backyard Tiers

If a burgage plot has enough space at the back, it can support a backyard extension, which adds extra functionality to the building. There are two types/tiers of backyard extensions, as seen in the screenshot. If a Backyard Extension has multiple production options only one can be selected. The efficiency of some Backyard Extensions can be improved or reduced with Development Perks and/or Affinities. NB when creating an odd-shaped burgage plot (e.g. L-shaped), ensure that the icon for the extension is within the bounds of the plot, or else it won't be possible to add the extension.

Tier 1 Backyards

  • Allow the inhabitans to remain assignable to other jobs.
  • Some provide passive yields, meaning no additional labor of the inhabitans is required.
  • Can be removed at any time.

Tier 2 Backyards

  • Turn all inhabitans into artisans, removing them from the worker pool.
  • They will work exclusively in their backyard, even if it is paused, or if there are no ressources available.
  • Can switch production at any time.
  • Once built, Tier 2 Backyards cannot be removed.
Tier 1 Backyards
Backyard extension Cost Produces Growth Time/Yield cycle Perks/Affinities
Vegetable garden 2 Planks
20 RW for 1
32 RW for 1
48 RW for 1

Beetroots or
Carrots or
Cabbages

Beetroots: 70 days2
Carrots: 98 days2
Cabbages: 126 days2
+0.2 Bamberg Smallholders
0 to +0.33 Pollination
-0.25 Of the Vogtland
Chicken coop 2 Planks
20 RW5
Eggs and Chicken 1 Egg every 35 days
1 Chicken every 140 days
+0.2 Bamberg Smallholders4
-0.2 Smiths of Passau
Animal Pen 4 Planks
25 RW for 5
25 RW for 5

Goats produce Milk, Chevon and Hides.
Pigs produce Pork.
1 Milk every 49 days
2 Chevon and 2 Hides every 147 days
2 Pork every 56 days
+0.2 Bamberg Smallholders4
0 to +0.3 Pannage (only for )
-0.2 Smiths of Passau
Orchard 2 Planks
30 RW for 1
60 RW for 1
90 RW for 1

Quinces or
Apples or
Pears
once per year (september)
Quinces: 2 years3
Apples: 3 years3
Pears: 4 years3
+0.2 Bamberg Smallholders
0 to +0.33 Pollination
Apiary 4 Planks
50 RW
Honey and Wax
Adds 2% per Apiary, up to 10%, to Meadow-% for Pollination Calculation.
1 Honey every 30 days
1 Wax every 120 days
+0.2 Bamberg Smallholders4
0 to +0.3 Wildling
average planting cost
1: RW Cost depends on the size of the backyard. While planning the burgage plot, there will be a note "Average Planting Cost". That percentage number is multiplied with the base cost mentionend in the table above. When no "Average Planting Cost" appear, the base cost will be used.
2: The actual cycle time increases due to sowing, ploughing, and harvesting activities. Additionally, no field work is carried out during the winter months, although already planted vegetables will continue to grow.
3: In the years before, there will be only a reduced harvest.
4: Although Bamberg Smallholders increases the effiency of passive Backyard Extensions, they are not recommended here, as the loss of the work families outweighs the benefits.
5: The 'Weiden Hinterlanders' Perk reduces the RW cost by 20%.
Tier 2 Backyards
Backyard extension Cost Produces Perks/Affinities Requires Maintenance
Blacksmith 8 Planks
25 RW
1 Iron Slab and 1 Plank into 2 Spears or
2 Iron Slabs into 1 Sidearm or
1 Iron Slab and 1 Plank into 1 Polearms or
1 Iron Slab into 1 Tool or
1 Iron Slab into 1 Iron Part
+0.2 Smiths of Passau
-0.2 Weiden Hinterlanders
Brewery 6 Planks
10 RW
1 Malt into 2 Ale -0.2 Weiden Hinterlanders
Tailor's Shop 6 Planks
10 RW
1 Linen into 1 Clothes or
1 Yarn into 1 Clothes or
2 Linen into 1 Gambesons
-0.2 Weiden Hinterlanders
Joiner's Shop 6 Planks
10 RW
2 Planks into 1 Large Shield or
1 Plank into 1 Large Shield or
2 Planks into 1 Wooden Part
+0.2 Woodwright Jouneymen
-0.2 Weiden Hinterlanders
Armorer's Shop 8 Planks
25 RW
2 Iron Slabs into 1 Helmet or
3 Iron Slabs into 1 Mail Armor or
6 Iron Slabs into 1 Plate Armor
+0.2 Nuremburg Prospectors
-0.2 Weiden Hinterlanders
Bowyer's Shop 6 Planks
10 RW
1 Plank into 1 Warbow or
1 Plank and 1 Iron Part into 1 Crossbow
+0.2 Woodwright Jouneymen
-0.2 Weiden Hinterlanders
Butcher's Shop 6 Planks
10 RW
1 sheep or 1 Lamb into 2 Mutton and 1 Hide or
1 Salt and 1 pork into 2 Sausages
-0.2 Weiden Hinterlanders
Tier 3 Backyards
Backyard extension Cost Produces Perks/Affinities Requires Maintenance
Bakery 6 Planks
10 RW
1 Wheat Flour into 4 Wheat Bread or
1 Rye Flour into 2 Rye Bread
-0.2 Weiden Hinterlanders
Cobbler's Shop 6 Planks
10 RW
2 Leather into 1 Shoe -0.2 Weiden Hinterlanders
Cheesemonger


History

April 26, 2024 Added burgage plots.
May 31, 2024
(0.7.972)
The building panel now shows if the plot is in a mourning and for how long it will last.
After a fire, homeless will be quickly reassigned to available plots.
Added a market stall toggle.
Other bug fixes.
June 11, 2024
(0.7.975)
Minor bugfixes.
Sept 21,2026
(0.8.104)
Tier 4 plot added