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@KG-1

Hi: ==burgage==

I took some clues from your experimental bender and did the following. I do 2 2x6 CP1 arrays on a road running longwise and centered and parallel to a line between the berries and game. Then I demo the middle 2 2x2's, put roads around the corner 4 2x2's, then a diagonal road pointing to center on the four corner 2x2's, four British flag look. Then you can build a total of 8 double burgage plots, with the houses at the inner corners, backyard extensions to the corners. go cw or ccw to optimize backyard extension, first 2 burgage points creating a cut-off tip for the inner pointed burgage tips.

The marketplaces goes 2x3 spaces centered one on each side of the axial road where the middle 2x2 CP's used to be. Granary & Storage on either side of the axial, central road. This leaves space in old center 2x2 CP survey areas also for tannery and the double burgage plot for 🥿shoes, tannery, double burgage for joiner, blacksmith possibly, but certainly the clay oven and bloomery. This seems to work pretty well, all the diagonals help with walking paths and general traffic outer to center.

I also make sure to survey my initial 4x6 CP array to align with grid. I'm not going to get .75 morgens 🥕veggies/apples, but I'm certainly getting the .5. I also don't build the second house on the double burgage veggie/orchards right away either so as not to put an early overload on stalls. I think the right call with centrally located shoemaker and tannery is to let them do stalls for clothes to lighten the load on the store house guys, so they can go get stone/⛏iron/clay.

In the end you have a Paris metro map for your roads - good circumferential and radial travel. farms go outside of this. I like .7-.9 morgens a field - quite manageable with plow stations.

Also Rye is really worth it for the extra yield. It's worth noting how much you can sell bread for in that regard. Bakeries extensions if the DP are available for centrally located burgage that might have been 🐔chickens or hides.

3 days ago

1

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@harambejr22

I've restarted prolly like 10 times as i keep learning. The start is pretty easy now. 4 small houses with small plots with eggs and 4 houses with house extension and huge plots for vegetables. Dont take up much room and gives enough housing for big growth early on. Build hitching posts early and by ox every month. Gather berries and craft dyes to sell for money. With your eggs berries meat and vegetables you won't have to worry about food while having surplus to sell. Eventually build bows to sell(🗯️) livestock trader and import lambs till you get a decent amount about 30 then build sheep house. Will have enough yarn to sell while also provide clothing. So now you got 4 types of food and 2 types of clothing if you build tannery for hides. Only farms i build early are for barley for my tavern. Also build the hut that people use to plant trees and keep there positions field. When they aren't busy its one of the few jobs the people will guide ox or transport supplies when they arent planting. Early game build 3 market stalls and delete them until a granary worker owns 1 of the food the firewood stall should be owned by either a trading post guy preferably but the firewood maker works good to. Clothing should be owned by a trade post or tannery worker cause they have more free time. You can delete the stalls until one of them builds one then your set. Build market close to your big houses with big vegetable plots cause them are the ones you want to upgrade to level 3 first and bring close to the market ensures they get the requirements to upgrade first. You don't want to upgrade your weapon building houses to much or they use to much raw materials

@MikaelKKarlsson

By building burgage plots earlier it's possible to get the first new family around April. The first families are also not complete until after they have moved in, which affects the early starting workforce. I'm not sure but also suspect that leveling up the settlement to Small Village may have a hidden beneficial effect on when people start to move in.

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 two2 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.

2

Extensions

If a burgage plot has been made sufficient for an extension,has enough space backwards, it can thus support a backyard extension, which will add extra functionality to the building.
Backyard extensions that require burgage plot(2) ℹ️ 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. | | | | |:-:|:-:|:-:| | | | | | | | |

Backyard extensionRequired levelCostProducesRequired DB3
'''Vegetable garden'''4115 Regional wealthVegetables ( ℹ️ )4
'''Chicken coop'''125 Regional wealthEggs
'''Goat shed'''125 Regional wealthHides
'''Apple orchard'''5150 Regional wealthApples ( ℹ️ )Orchardry
Backyard extensionRequired levelCostProducesRequired DB3
'''Bowyer's workshop'''24 temp.pngPlanksWarbows from planks
'''Joiner's workshop'''24 PlanksWooden parts from planks
Small shields from planks
Large shields from planks
'''Brewery extension'''25 Planks
5 Regional wealth
Ale from malt
'''Cobbler's workshop'''25 Planks
5 Regional wealth
Shoes from leather
'''Tailor's workshop'''25 Planks
5 Regional wealth
Clothes from linen and dyes
Cloaks from yarn and dyes
Gambesons from linen
'''Blacksmith's workshop'''25 Planks
5 Regional wealth
Tools from iron Slabs
Sidearms from iron slabs
Spears from iron slabs and planks
Polearms from iron slabs and planks
'''Bakery extension'''25 Planks
5 Regional wealth
Bread from flour (twice as efficient as the communal oven)Bakeries
'''Armorer's workshop'''24 Planks
10 Regional wealth
Helmets from iron slabs
Mail armor from iron slabs (requires Advanced armormaking)
Player armor from iron slabs (requires Master armor-making)
Basic armoring

3

development branch

5

@zenologic7786

If you're going to do veggies always make sure your burgage plot can get the additional house extension. That way you'll have two families working it. Same with apples

4

@oliverholmes210 {#oliverholmes}

A great note to the veggie plots is the bigger the size the more people you need living there. I had one massive field plot that got less then a quarter of the output I was hoping for because it was level one house


style

Levels

Requirements

![u+fdfd,](B_plot upgrade requirements/demands "u+fdfd, requirements/demands")

Level 1

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.

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.

Quick Start

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Allahu akhbar Kabiiraa

Walhamdu lillaahi katsiraa

Wa subhannallahi bukratan wa ashilaa

La ilaaha ilallaahuu Wahdahuu ;laa syariika lah

Lahul mulku wa lahul hamdu Yuhyii wa yumiitu Wa huwa 'alaa kulli syai'in qadir

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 →

patch points ##

April 26, 2024Added burgage plots.
April 26, 2024Added burgage plots.
May 31, 2024
(0.7.972)
After a fire, homeless will be quickly reassigned to available plots.
****Added a market stall toggle.
****Other bug fixes.
****

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