You have been entrusted to found a new Manor. A Manor is the smallest unit of land in the feudal system, the Manor House is the main administrative building from which the Lord and his advisors control the land.
You should start by finding an area with a good amount of resources, you'll need plenty of trees, some clay and some stone. Iron Ore is also useful a bit later on, and if you can find Gold Ore then you won't lack anything. If you don't like the current map, you can simply open the menu and click Restart. Bear in mind that you'll be able to trade for resources.
Once you have chosen the location of your headquarters, click the Manor House on the left panel and click on the map where you wish to place it.
Build a section of road connected to the Manor House, and immigrants should set up home soon.
Don't forget to build a Granary, otherwise your people won't be able to store their food anywhere, and they'll starve to death or leave for greener pastures.
At the top of the screen you can see the name of your Manor, population, happiness, treasury and some of the most important resources.
The left panel allows you to open the menu, set the mouse function to Interact (the default mode) or Destroy (pro-tip: you can destroy trees that are in your way, but they will never grow back!), open the Manorial Administration panel, and place buildings.
If a building is unavailable you can mouse over it to see what requirements it has, and if it is already available you can click it to get more information and build it. When you have a building selected you get an information panel in the bottom right of the screen showing how much it costs, what type of terrain you can build it on, and information specific to the type of building such as what it produces. If you want to build it, just click an available space on the map with the right kind of terrain.
You can join the game's Discord server (please do!) and access this help page using the bottom buttons.
The Manorial Administration panel gives you an overview of all the resources available in your Manor, and you can buy and sell if you have a Market. You can also use the forbid button to prevent your inhabitants from taking resources you need, but remember to allow them again when you're done, otherwise people might get unhappy!
Clicking on a cell of the map will give you information about it such as the type of terrain and the status of the building on it in the right hand panel.
All buildings require a path to the Manor House using roads. Roads only connect to each other and to the Manor House at right angles, but diagonal access is sufficient for a building to be able to access the network. Farms, Fruit Trees, Quarries, Mines and Clay Pits are treated like one building for the purposes of road connection.
It is also worth noting that the Market Square counts as a road.
In the image all buildings are connected except for the two Kilns.
You can't directly control immigration to your city, but your decisions will influence it a great deal. Availability of work and general happiness are the main factors that will attract new residents. Immigrants will look for a spot that has road access, and they will prefer to settle near a workplace that requires labour.
If you click a house you can see how many people live there, what they need, and what they're consuming in the information panel in the bottom right of the screen.
There are 4 tiers of housing: Hovel, Peasant House, Half Timbered House and Town House. Each tier of housing has a set of requirements to upgrade to the next, these can be seen as grey icons in the information panel. The consumption bars show the rate at which citizens are consuming resources, if they are grey it means you lack this resource. A red angry face over a requirement indicates that it is from a previous tier and you should fix it swiftly, people get angry when they require something from a lower social class. Also being without food for extended periods of time will cause people to get very upset.
If a household gets too unhappy they will end up leaving your settlement.
Some buildings produce resources directly from the ground, such as Quarries and Mines, but many of them require resources to transform into goods. Pretty much all production buildings require workers which they will recruit from nearby houses. A building with insufficient workers will produce more slowly, and will stop completely if there is no one working there.
Certain buildings instead of producing resources provide for a particular need in a radius around themselves. For example the Chapel provides religious fulfillment to citizens in a small radius. If these buildings are understaffed they won't service all houses around them.
Other buildings such as the Market Square do not require workers and will always provide coverage for the full radius.
When placing a building you can see where its area of influence will be, and clicking on an existing building will show it for that building.
Many buildings require other buildings to be built before you can build them. The interface only shows buildings for which you can build the requirements, so as you progress, new buildings will appear. When a house goes up to a new tier this will also make new buildings available.
The Manor House provides a certain amount of storage capacity for all resources except food, which is kept in the Granary. Storage buildings must be connected to the road network to be effective. Resource numbers in brackets indicate that these resources will become available if you construct more storage or connect existing buildings to the road network.
Currently the Manor House is the only upgradable building, but it is likely that more will be added in the future.
When an upgrade is available, click on the building, and click the upgrade button in the information panel.