🏰 The living world
Every kingdom's realm, mirrored as a Manor Lords manor: the same resources, buildings, research and people, in that game's words. No battles here - those are the Pit's and the Horde War's. A Manor Lords mod on the game machine reads /manor/<kingdom>.json for the region it shows and shapes the town to match; /world.json carries the whole world.
City templates: in Azgaar's Fantasy Map Generator open a burg and choose Open in Medieval Fantasy City Generator, export its JSON, and give it to the bot with !manor template <kingdom id> (the file attached). The manor's export then carries that layout for the mod to build.
This week's standing
No Horde War has been fought yet this week - no boon, no curse.
Manors
The dictionary
| Many Bumps | Manor Lords | How |
|---|---|---|
| ⚡ Energy | 💰 Regional Wealth | coin from trade: every bump is a market day |
| ⛏️ Minerals | 🪨 Stone + Iron | the quarry and the mining pit: 60% Rough Stone, 40% Iron Slabs |
| 🌾 Food | 🍞 Food (granary) | bread, meat, eggs, vegetables, honey - spread over the town's food kinds |
| 🔩 Alloys | 🛠️ Tools + Weapons | the smithy's output: tools first, then spears, shields and helmets |
| 🔬 Research | 📜 Development Points | development points, and the speed the town learns |
| 🕊️ Unity | 😊 Approval | the town's approval - stability becomes the approval percent |
| 👑 Influence | 👑 Influence + Treasury | the lord's Influence, and a treasury of four coins per point |
| a bump | a market day | Regional Wealth grows |
| an invite | a family arrives | settlers for the next burgage plot |
| people acting with the bot | workers at their jobs | work efficiency follows the day's distinct people |
| the ruler | the Lord of the manor | the kingdom's hero is the retinue captain |
| the Horde War (Friday) | a boon or a curse for the week | +10% / -10% on everything that comes in |
| 🌾 Farm district | Farmhouse + fields | 1 field → 2 fields → 3 fields + Windmill + Bakery |
| ⛏️ Mine district | Mining Pit / Quarry | Mining Pit → Mining Pit + Quarry → Deep Mine + Stonemason |
| ⚡ Generator district | Woodcutter's Lodge | Woodcutter's Lodge → + Charcoal Kiln → + Sawpit |
| 🔩 Industry district | Bloomery + Smithy | Bloomery → Bloomery + Smithy → Bloomery + Smithy + Blacksmith |
| 🔬 Laboratory district | Church (learning) | Chapel → Church → Stone Church |
| 🕊️ Shrine district | Chapel | Shrine → Chapel → Church |
| 🏘️ City district | Burgage plots | 2 plots → 4 plots (level II) → 6 plots (level III) |
| 🔥 Forge | Smithy | level and condition carried over |
| 🏭 Foundry | Blacksmith (armourer) | level and condition carried over |
| 🧪 Laboratory | Manor study (development) | level and condition carried over |
| 🎓 Academy | Church II (development) | level and condition carried over |
| ⛪ Temple | Church | level and condition carried over |
| 🏪 Market | Marketplace | level and condition carried over |
| 🌽 Granary | Granary | level and condition carried over |
| 🛢️ Silo | Storehouse | level and condition carried over |
| 🏹 Barracks | Garrison Tower | level and condition carried over |
| 🧱 Walls | Palisade / Stone Walls | level and condition carried over |
| 🏛️ Embassy | Tavern (influence) | level and condition carried over |
| 🏥 Hospital | Well + Bathhouse | level and condition carried over |

