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If you have a militia of 20+ men you can go after the bandit camps. You'll get an option to keep the money in your village. You get over 100 coin each bandit camp you destroy.
First suggestion is to read the Game Wiki and the FAQ section, as well as the "tips and Tricks" post on this forum.
These sections explain what all the elements in game are for and how they work.
Second if you have surplus of some items ..say firewood, The export section of trading does not cost anything.
- Look to left where it say no trade, click and select export.
- There are quite a few items that need no trade route.
- The trade route allow for larger shipments as it's a horse draw cart and not a single person with backpack.
Burgage plots are the primary buildings in Manor Lords.
They are flexible plots, costing 2 Timber for each building that fits on the plot.
Each Burgage plot provides 1 Living space.
If they have some space sideways but not sufficient for another Burgage plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber.
New families will only join if there is unused Living space and Approval is high enough.
Burgage plots cannot be moved.
Burgage plots start at level 1.
* Upgrading them to level 2 requires the Small village settlement level, costs 4 Timber and will generate 1 Regional wealth per family per month. *
* Upgrading them to level 3 requires the Medium village settlement level, costs 4 Timber, 8 Planks, 4 Roof tiles and 25 Regional wealth and will generate 2 Regional wealth per family per month. *
It also increases Living space by 1, or 2 for expanded buildings.
I had a trade depot built and as above, you can export items without setting up a trade route, I think firewood and clay was what I had spare and after a few months had around 60 gold and then opened a trade route for 25 gold and also bought a horse and assigned to the trade depot. Then the money accelerated.
Good luck!
When it comes to burgage plots, you'll need lots of them upgraded to get any decent income. If you only upgrade a few - enough to get the first few levels of town progression - you won't get much money each month, but if you have lots of them upgraded it does create a lot of income (especially the level 3 plots).
The other way is to build a trading post and sell resources in short bursts (so their price doesn't reduce due to market saturation). I think livestock can also be sold, but haven't tried that yet.
There are 2 types of "wealth"
The burgage plots provide "regional wealth" that you can use for trade routes, for example
The manor house provides you the income on top right screen by taxing your settlement which you can use to settle other regions
Taxes
Trading
Bandit camps
You need to create a Manor and setup taxes. The taxes are taken every month as a percentage of that regional wealth.
The real regional wealth comes from trade.
My standard starting spending the initial 50 coins is:
1. Build a second hitching post + buy an ox for 20 coins
2. Build a Logging camp and assign a worker to it right away
3. Build Granary and Storehouse
4. Build Hunting Camp + Woodcutter
5. Build house and upgrade with veggies for 15 coins (size of the backyard should be 2 to 3 times the size of the house).
At that point you only have a few coins left that you want to keep.
In the near feature you can build the Trading Post and use the leftover coins to pay for a Trade Route.
The easiest way to make money at the beginning is selling surplus planks.
Firewood is fast to produce and doubles when turning into coal, meaning each firewood ends up selling for 10 coins essentially. Selling some berries lets you easily pay for the trade route, and it seems pretty efficient long-term too.
You'll have a regular income.
It makes it somewhat quicker, yes, but with the upcoming changes (if you aren't on beta release), all its doing is increasing your cost to get merchants for MAJOR routes you would like.