Farmhouse

Plowing shed

@junechevalier

I learned that farming is too great of a risk for the first few years. My tip to anyone starting out a new game is to either rely on gathering like foragers and hunters, supported by chicken and vegetables. Farm yields are affected by too much rain and droughts and sometimes they yield an underwhelming amount of harvest which won’t even sustain your village for 2 months Another tip would be to prioritize assigning families to granaries and storehouses. Assigning more on the gathering/workshop buildings will get you more stuff but their distribution to market will be very poor. You’ll have 70 meat but your people are still starving if no one actually opens a market stall and distributes them

2 months ago

@junechevalier

I learned that farming is too great of a risk for the first few years. My tip to anyone starting out a new game is to either rely on gathering like foragers and hunters, supported by chicken and vegetables. Farm yields are affected by too much rain and droughts and sometimes they yield an underwhelming amount of harvest which won’t even sustain your village for 2 months Another tip would be to prioritize assigning families to granaries and storehouses. Assigning more on the gathering/workshop buildings will get you more stuff but their distribution to market will be very poor. You’ll have 70 meat but your people are still starving if no one actually opens a market stall and distributes them

2 months ago

@AmraithNR

Fun fact: The oxes plowing the fields are not even operated by farmhouse workers. It's random "unassigned" people or those assigned who had nothing else to do.
And despite what the tooltips say, oxes are slow af when plowing, and will not do large field on time.
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Use ##

The granary is a logistical building used for the collection, storage, and distribution of food within a settlement. Once built, a maximum of four families can be assigned to manage the collection and distribution of available resources. This can be raised to six families when upgraded.

A family will move any excess produce unable to be stored in their own personal pantry to the granary for storage.

However, any resource left outside will suffer damage as a result of being exposed to the elements (rain, winter) and will degrade over time, eventually leading to the loss of the item itself.

Upgrade ##

Large Granary

  • Pantry capacity increases to 2500
  • Family limit increases from 4 to 6

storehouse ## The storehouse is a logistics building used to store resources within the 📦generic storage type. building storage to 250 items.

Use ##

Upon placement, the storehouse will require 2 timber to be constructed. Once fully built, 2 families1 3 families can be assigned to work in it.

Families working here will collect any valid resources from the localised generic storages of other buildings (please note that timber is not counted as a generic storage resource, and counts towards log storage at the logcutter camp instead). Collection by storehouse workers is done automatically at all times, even if those other buildings' local generic storages are not full. However, collection is relatively slow and generally does not result in the emptying of local generic storage.

The storehouse has a cart that a family member can use to move 10 resources at a time on roads, which is a key advantage. This often makes a family working a storehouse more efficient than family members working at the other building which have to drop off resources by hand.

Also, note that

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Upgrades ##

Large storehouse: Upgrades storage to 2500 items. Increases workplace family spots to 4. Storage will continue to function while construction takes place.

patch points

1: May 31, 2024 (0.7.972)Small storehouse changed to have three workplaces, with the large having six.
Fri, (May 10,) 2024 @ 1:00 PM
Version 0.7.955->0.7.960
Plowing shed now adds 2 livestock worker slots
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[([Workingdraft⚒️])]

Burgage plots ##

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, when made sufficient, can then be equipped with an 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 (DP) before they can be built.

Burgage plots are a crucial part of gaining development points DP-s.

Use ##

Burgage plots are the only permanent source of housing in the game, with the standard house having one living space (at first). With a plot marking satisfied, able to upgrade to accommodate two fathers and mothers (families).
Each living space can hold one family, comprised of multiple people. They require two timber to place and are flexible.

flexible plots allows multiple housing plots to be placed at once and for different plot shapes to be created.

Each home requires resources which can be bought from a marketplace by a resident of the home, fulfilling resouce requirements ℹ️ for each home.

Level two3 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 development points system (DPS), with them being required for point obtainment. Each settlement tier requires a certain amount of level one, two, and three burgage plots to advance.

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Allah Maha Besar sebesar - besarnya DDan puji-pujian bagi Allah sebanyak-banyak-nya Dna Maha Suci Allah siang dan malam TTiada Tuhan melainkan Allah saja sendiri tiiada sekutu bag-Nya yang memiliki kerajaan dan pujian Yang menghidupkan dan mematikan dan Dia Berkuasa atas segala sesuatuu Du'a →

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