⚠ 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.

Development: Difference between revisions

From Manor Lords Official Wiki
JKM (talk | contribs)
No edit summary
Haviour (talk | contribs)
starting to rework Development section according to new update
Line 3: Line 3:
<translate>
<translate>
<!--T:2-->
<!--T:2-->
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]]. All regions start at settlement level 1: Small village.
Each region has a settlement level, determined by the number and level of [[{{tl}}Burgage plot|burgage plots]].  
* Level 2 (Small village) requires 5 burgage plots of level 1.
 
* Level 3 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.
* Level 1 (Small village) requires 5 burgage plots of level 1.
* Level 4 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.
* Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.
* Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.


<!--T:3-->
<!--T:3-->
Each region also has a "development". Each time its settlement level increases, the region will gain a development point, which can be used to unlock new buildings or upgrades or make existing ones more efficient. There are 4 development trees, each one with 10 or 11 development branches.
The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.
 
== Farming development tree == <!--T:4-->
 
<!--T:5-->
{| class="wikitable"
| colspan=2 width=33% | '''Orchardry'''<br>New backyard extension: Apple orchard
| colspan=2 width=33% | '''Sheepbreeding'''<br>Sheep grazing on the pastures slowly multiply.
| colspan=2 width=33% | '''Heavy plow'''<br>Farmhouse upgrade: Add a plowing station
|-
| width=25% | '''Rye Cultivation'''<br>New crop: {{Icon|rye}} Rye. Identical to {{Icon|wheat}} wheat and can be grown in places with lower fertility.
| colspan=2 width=25% | '''Irrigation'''<br>Dramatically lowers the amount of damage caused by [[{{tl}}Droughts|droughts]].
| colspan=2 width=25% | '''Fertilization'''<br>Field upgrade: Fence up
| width=25% | '''Bakeries'''<br>New backyard extension: Bakery extension
|-
| work in progress
| colspan=2 | work in progress
| colspan=2 | work in progress
| work in progress
|}
 
== Trade development tree == <!--T:6-->


<!--T:7-->
= Origins =
{| class="wikitable"
<blockquote>"We carry the weight of our past"</blockquote>
| colspan=2 | '''Foreign suppliers'''<br>New building: Firewood cart<br>New building: Food cart
| colspan=2 | '''Trade logistics'''<br>Establishing a new trade route always costs a maximum of 25 [[{{tl}}Regional wealth|regional wealth]].
|-
| width=25% | work in progress
| width=25% | work in progress
| width=25% | '''Better deals'''<br>Reduces import costs by 10.
| width=25% | work in progress
|-
| work in progress
| work in progress
| work in progress
| work in progress
|}


== Industry development tree == <!--T:8-->
Unlocked when you reach the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.


<!--T:9-->
# '''Bamberg Smallholders'''
{| class="wikitable"
#* New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.
| colspan=2 | '''Basic armormaking'''<br>New backyard extension: Armorer's workshop
#* Increased approval from food variety (+10%)
| colspan=2 | '''Charcoal burning'''<br>New building: [[{{tl}}Charcoal kiln|Charcoal kiln]]
#* Increased success chance for tree planting. The base chance of failure (50%) no longer applies.
|-
#* Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.
| width=25% | '''Advanced armormaking'''<br>Armorer's workshop can produce {{Icon|mail armor}} mail armor, which can be used to equip citizens of burgage plots of level 3 and above, or promoting a new [[{{tl}}Warfare#Unit_types|retinue]].
#:<br>
| width=25% | work in progress
# '''Of the Vogtland'''
| width=25% | '''Deep mining'''<br>[[{{tl}}Mining pit|Mining pit]] upgrade: Deep mine
#* New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one {{Icon|Small game}} small game every seven days.
| width=25% | work in progress
#* Increased export price on minor trades. All minor trades base export value is increased by 50%.
|-
#* Increased capacity for foraged goods deposits. {{Icon|Berries}} Wild berries and {{Icon|Mushrooms}} mushroom deposits have doubled capacity.
| '''Master Armormaking'''<br>Armorer's workshop can produce {{Icon|plate armor}} plate armor, which can in turn be used to upgrade the retinue.
#* Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.
| work in progress
#:<br>
| work in progress
# '''Woodwright Journeymen'''
| work in progress
#* Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for {{Icon|Warbows}} warbows, {{Icon|Crossbows}} crossbows, {{Icon|Small shields}} small shields and {{Icon|Large shields}} large shields is also increased by 20%.
|}
#* Reduces fuel consumption by 50%.
#* Increases militia combat effectiveness by 10%.
#* Decreases mining gathering speed by 10%.
#:<br>
# '''Regensburg Guildsmen'''
#* Increased {{Icon|Regional wealth}} regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.
#* Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.
#* {{Icon|Salt}} Salt and {{Icon|Iron ore}} iron ore import value reduced by 30%.
#* Land tax approval malus. Land tax approval severity increased by 20%.
#:<br>
# '''Smiths of Passau'''
#* Increases blacksmith efficiency by 20%.
#* Increased weapons export value. {{Icon|Spears}} Spears, {{Icon|Sidearms}} sidearms and {{Icon|Polearms}} polearms export value increases by 20%.  
#* Strength of "local handymen" affinity increases by 300%.
#* Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.
#:<br>
# '''Born of the Alps'''
#* Clothing durability increase. Consumption of all clothing goods decreases by 50%.
#* Sheep are more resilient. Sheep no longer die at high elevation during winter months.
#* Hunting camp efficiency increases by 50%.
#* Trade routes are more costly. Establishing a trade route costs 20% more.
#:<br>
# '''Strasburg Masons'''
#* Improved stonemason's station. Stone gatherer camp labor speed increases by 30% and stonemason's station efficiency increased by 30%.
#* Reduces castle planner cost by 30%.
#* Ox handler speed increased. Ox handlers and their {{Icon|Oxen}} ox move with 10% increased speed when assigned to hitching posts or stables.
#* Decreases labor speed for hunting and fishing by 20%.
#:<br>
# ''' Nuremburg Prospectors'''
#* Improved armorers. Armorer efficiency increases by 20%. Export value of {{Icon|Helmets}} helmets, {{Icon|Mail armor}} mail armor and {{Icon|Plate armor}} plate armor increases by 20%.
#* Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.
#* Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.
#* Retinue treasury cost is now doubled.
#:<br>
# ''' Weiden Hinterlanders'''
#* Efficiency when farming on elevation increased by 10%.
#* Cheaper animal imports. All animals' ({{Icon|Oxen}} oxen, {{Icon|Mules}} mules, {{Icon|Horses}} horses, {{Icon|Sheep}} sheep, {{Icon|Lambs}} lambs, {{Icon|Goats}} goats and {{Icon|Chickens}} chickens) import price is reduced by 20%.
#* Mining labor speed increases by 20%.
#* Artisan efficiency malus. All artisan workshops' efficiency is decreased by 20%.


== Gathering development tree == <!--T:10-->


<!--T:11-->
{| class="wikitable"
| colspan=2 width=33% | '''Beekeeping'''<br>New building: [[{{tl}}Apiary|Apiary]]
| colspan=2 width=33% | '''Forest Management'''<br>Doubles capacity of all {{Icon|berries}} berry deposits.
| colspan=2 width=33% | '''Trapping'''<br>Enables hunters to skillfully lay traps in the forest, which gives a passive income of {{Icon|meat}} meat.
|-
| width=25% | work in progress
| colspan=2 width=25% | '''Advanced beekeeping'''<br>Apiaries also produce {{Icon|wax}} wax.
| colspan=2 width=25% | '''Advanced skinning'''<br>Doubles the amount of meat harvested by hunters and butchers and from goat pens.
| width=25% | '''Pelt extraction'''<br>Hunters also collect {{Icon|hides}} hides from traps.
|-
| work in progress
| colspan=2 | work in progress
| colspan=2 | work in progress
| work in progress
|}
</translate>
</translate>

Revision as of 22:10, 30 October 2025

The development trees in early access

Each region has a settlement level, determined by the number and level of burgage plots.

  • Level 1 (Small village) requires 5 burgage plots of level 1.
  • Level 2 (Medium village) requires 5 burgage plots of level 1 and 2 burgage plots of level 2.
  • Level 3 (Large village) requires 10 burgage plots of level 1 and 5 burgage plots of level 2.

The regional development system is being heavily reworked. Each settlement level unlocks new development perks, allowing you to specialize your settlement and make it more efficient. As of now, only the first set of development perks is available.

Origins

"We carry the weight of our past"

Unlocked when you reach the Small Village settlement level. You can choose from 9 development perks. Each will offer three benefits and one negative effect.

  1. Bamberg Smallholders
    • New upgrade: Smallholding. Enables converting burgage plots with backyard extensions into smallholdings. Like artisans, smallholding families treat their backyards as a permanent job, increasing their yield.
    • Increased approval from food variety (+10%)
    • Increased success chance for tree planting. The base chance of failure (50%) no longer applies.
    • Decreased mining gathering speed. Mining and stonecutting labor speed decreased by 10%.

  2. Of the Vogtland
    • New upgrade: Hunting Hound. Enables the ordering of a hunting hound for the hunting camp. Hunting hounds provide one small game every seven days.
    • Increased export price on minor trades. All minor trades base export value is increased by 50%.
    • Increased capacity for foraged goods deposits. Wild berries and mushroom deposits have doubled capacity.
    • Decreased agriculture efficiency. Fields and vegetable gardens efficiency decreased by 25%.

  3. Woodwright Journeymen
    • Improved bowyers and joiners. Their efficiency is increased by 20%. Export value for warbows, crossbows, small shields and large shields is also increased by 20%.
    • Reduces fuel consumption by 50%.
    • Increases militia combat effectiveness by 10%.
    • Decreases mining gathering speed by 10%.

  4. Regensburg Guildsmen
    • Increased regional wealth from burgage plots. All occupied burgage plots produce +1 regional wealth per month.
    • Reduced burgage plot upgrade cost. Only requires half the construction materials and any regional wealth cost is removed.
    • Salt and iron ore import value reduced by 30%.
    • Land tax approval malus. Land tax approval severity increased by 20%.

  5. Smiths of Passau
    • Increases blacksmith efficiency by 20%.
    • Increased weapons export value. Spears, sidearms and polearms export value increases by 20%.
    • Strength of "local handymen" affinity increases by 300%.
    • Decreased livestock efficiency. Efficiency of animal pens, chicken coops and pastures decreases by 20%.

  6. Born of the Alps
    • Clothing durability increase. Consumption of all clothing goods decreases by 50%.
    • Sheep are more resilient. Sheep no longer die at high elevation during winter months.
    • Hunting camp efficiency increases by 50%.
    • Trade routes are more costly. Establishing a trade route costs 20% more.

  7. Strasburg Masons
    • Improved stonemason's station. Stone gatherer camp labor speed increases by 30% and stonemason's station efficiency increased by 30%.
    • Reduces castle planner cost by 30%.
    • Ox handler speed increased. Ox handlers and their ox move with 10% increased speed when assigned to hitching posts or stables.
    • Decreases labor speed for hunting and fishing by 20%.

  8. Nuremburg Prospectors
    • Improved armorers. Armorer efficiency increases by 20%. Export value of helmets, mail armor and plate armor increases by 20%.
    • Improved mine integrity. Proximity of mines are no longer a factor for collapse chance. Maintenance duration of all mines is increased by 30%.
    • Mining import discounts. Trade routes for iron ore and salt are free to establish. Import value for iron ore and salt decreased by 30%.
    • Retinue treasury cost is now doubled.

  9. Weiden Hinterlanders
    • Efficiency when farming on elevation increased by 10%.
    • Cheaper animal imports. All animals' ( oxen, mules, horses, sheep, lambs, goats and chickens) import price is reduced by 20%.
    • Mining labor speed increases by 20%.
    • Artisan efficiency malus. All artisan workshops' efficiency is decreased by 20%.