Hitching post
A hitching post is a logistics building that acts as a rudimentary form of animal stables. It provides "stable space" (like a stall) which can be used to keep pack animals.
Pack animals initially only means oxen, which can pull timber from felled trees cut down by logging camps, and distribute them to building sites, sawpits or other locations that require the resource. As a general rule, timber cannot be moved without the help of an ox. Oxen can also plough fields with the correct town development unlocked.
Hunting camp
The hunting camp is a gathering building used to collect Meat.png meat and Hides.png hide resources from the wild animal deposit in the region.
Use
The hunting camp does not require any resources to be constructed, and unassigned families can begin building it immediately after placement. Once fully built, up to three families can be assigned to work in it. Note that the region's animal deposit has an "animal habit" area around it that cannot be built inside, or the deposit may move due to migration.
Animal carcasses are collected in nearby woods. They count towards the general storage as well, so ensure that the hides are being collected to avoid jams. A gathering area can be set although it is unknown how this affects gathering or whether it has to be overlaid over the wild animal deposit.
Animals regenerate slowly over time. A hunting limit that will stop the animal deposit from being exhausted.
🐞... Or not?
- ?hop?plot?run?shift1
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Tue, ((June 11,) 2024) @ 02:12 PM Version 0.7.972__->__ 0.7.975 | |
May 31, 2024 (0.7.972) | |
Tue, (May 21,) 2024 @ 0.7.960 -> 0.7.965 | 🌱Slowed all 🌱plant growth down by around 30%.23 |
Fri, (May 10,) 2024 @ 1:00 PM Version 0.7.955-> 0.7.960 | ⚒️4Hitching post is free again, to reduce chances of players getting stuck: |
⚒️4 |
[([Workingdraft⚒️])]
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 families5 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
Upgrades ##
Large storehouse: Upgrades storage to 2500 items. Increases workplace family spots to 4. Storage will continue to function while construction takes place.
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5: May 31, 2024 (0.7.972) | Small storehouse changed to have three workplaces, with the large having six. |
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 two6 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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