Manor Lords FAQ patch adds no gameplay balance changes but provides extensive clarifications on population, war mechanics, tech and development plans, with a focus on upcoming features and design decisions.
Images © Manor Lords via Steam
◆Other changes17
- GeneralPublished a long-form community FAQ covering peasants, population spawn, aging, housing, rebellions, warfare, tech progression, disease systems, economy, and future features.→FAQ/clarifications
- Peasants and population
- Clarifies that peasants lack individual traits and that converting townhouses to artisan workshops permanently changes workforce composition.
- Explains automatic spawning of peasants and rationale to prevent late-game imbalance from edge-origin peasants.
- Aging and natural death are not implemented to avoid confusing the player avatar and UI.*
- Clarifies current housing limits and intended future adjustments to family roles within housing.
- Rebellion and conflictOutlines how local loyalty can trigger rebellions and subsequent bandit behavior, adding strategic tension.
- War and combat questions
- States undecided on generic mercenaries; planned variety from different recruitment pools.
- Pillaging not yet implemented; expansion to looting and related mechanics contemplated.
- Explains debate over firearms; potential inclusion of gunpowder weapons depends on design choices.
- Terrain dynamics adjust unit performance; forests planned to be integrated for ambush opportunities.
- No FOW implemented; rationale includes clarity and matching trailer visuals.
- No scouting mechanic due to no fog of war design choice; focus shifts to building and planning.
- Economy, buildings, and progressionDescribes upgrade gating by wealth, with a mechanism to prevent spamming upgrades and encourage natural town development.
- King and governanceKing acts as a placeholder for political dynamics; potential for future crown-taking content.
- Disease and healthOutlines ongoing rework of disease mechanics and planned health improvements tied to diet and herbalism.
- City/building upgrades and wealthDescribes wealth-based upgrade pacing to create natural town evolution and reduce spamming.
- Regions, map and regional designDetails regional count and map size strategy to balance performance and scope.
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