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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.

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<languages/>
<languages/>
{{BuildingInfobox
|image = <gallery>
        Lvl1house-row.png|<translate><!--T:1--> Level 1</translate>
        lvl2-house.png|<translate><!--T:2--> Level 2</translate>
        Lvl3house.png||<translate><!--T:33--> Level 3</translate>     


</gallery>
|type = <translate><!--T:3--> Residential</translate>
|cost = <translate><!--T:4--> 2 Timber</translate>
|upgrades = <translate><!--T:5--> Add 1 living space</translate>
|levels = 3
|relocation = <translate><!--T:6--> No</translate>
|flexible = <translate><!--T:7--> Yes</translate>
}}


<translate>
<translate>
<!--T:8-->
<!--T:8-->
'''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 [[Resources#Construction|Timber]] per building.
'''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]].
 
<!--T:34-->
== 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 [[{{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.
 
<!--T:35-->
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]].
 
<!--T:37-->
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.
 
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
{| 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
|}
 
<!--T:38-->
== Upgrades ==
Burgage plots can be upgraded in three different ways.
# Extra living space
# Burgage level
# 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 {{icon|timber}} 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.
 
<!--T:40-->
{| class="wikitable"
|+ Burgage levels
|-
! Level
! 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
| {{icon|timber}} 2 timber<br>{{icon|planks}} 6 planks
| style="text-align:center" | single: 50/50<br>double: 75/75
| 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
|-
|4
| {{icon|regional-wealth}} 50 regional wealth <br> {{icon|timber}} 2 timber <br> {{icon|planks}} planks 10 <br>{{icon|rooftiles}} 4 rooftiles
| single:100/100 <br> double: 150/150
| +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>
 
{| class="wikitable mw-collapsible"
|+ '''Tier&nbsp;1&nbsp;Backyards'''
|-
! Backyard extension
! Cost
! Produces
! Growth Time/Yield cycle
! Perks/Affinities
|-
| '''Vegetable garden'''
| {{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>
| <br>{{Icon|beetroots}} Beetroots or<br>{{Icon|carrots}} Carrots or<br>{{Icon|cabbages}} Cabbages
| <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'''
| {{Icon|planks}} 2 Planks<br>{{Icon|regional-wealth}} 20 RW<sup>5</sup>
| {{Icon|eggs}} Eggs and {{Icon|chicken}} Chicken
| {{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}}
|-
| '''Brewery'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{Icon|malt}} 1 Malt into {{Icon|ale}} 2 Ale
| -0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|-
| '''Tailor's Shop'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{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
| -0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|-
| '''Joiner's Shop'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{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
| +0.2&nbsp;Woodwright Jouneymen<br>-0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|-
| '''Armorer's Shop'''
| {{Icon|planks}} 8 Planks<br>{{Icon|Regional-wealth}} 25 RW
| {{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
| +0.2&nbsp;Nuremburg Prospectors<br>-0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|yes_check}}
|-
| '''Bowyer's Shop'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{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
| +0.2&nbsp;Woodwright Jouneymen<br>-0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|-
| '''Butcher's Shop'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{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
| -0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|}
 
{| class="wikitable mw-collapsible"
|+ '''Tier&nbsp;3&nbsp;Backyards'''
|-
! Backyard extension
! Cost
! Produces
! Perks/Affinities
! Requires Maintenance
|-
| '''Bakery'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{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
| -0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|-
| '''Cobbler's Shop'''
| {{Icon|planks}} 6 Planks<br>{{Icon|Regional-wealth}} 10 RW
| {{Icon|leather}} 2 Leather into {{Icon|shoes}} 1 Shoe
| -0.2&nbsp;Weiden Hinterlanders
| align=center | {{Icon|Dark_Red_x}}
|-
| '''Cheesemonger'''
|
|
|
| align=center | {{Icon|Dark_Red_x}}
|-
|}
 
</translate>
</translate>
== History ==
{| class="wikitable"
!April 26, 2024
|Added burgage plots.
|-
!rowspan=4|May 31, 2024<br>(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<br>(0.7.975)
|Minor bugfixes.
|-
!Sept 21,2026 <br>(0.8.104)
|Tier 4 plot added
|-}
{{NavboxBuildings}}
[[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