BEST Tips & Advice after 350+ Hours In Manor Lords

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0:00:00 - Intro
0:00:20 - Market Stalls: How They Actually Work
0:02:49 - Market Stalls: How To CORRECTLY Place Them
0:09:06 - Market Stalls: How To Fix "Less Than 100% Coverage" BUG
0:13:43 - Market Stalls: How To Place Them In LARGE Towns
0:16:01 - Food: How Food Actually Works
0:16:33 - Food: Meat Production
0:22:01 - Food: Berry Production
0:25:30 - Food: Vegetable Production
0:26:15 - Bonus Tip: How To Make ANY Shape Plots
0:28:48 - Food: Egg Production
0:29:30 - Food: Apple Production
0:31:39 - Food: Honey Production
0:32:51 - Food: Bread Production
0:35:22 - Food: Which Foods You Should Prioritize & When
0:38:55 - Starting Build Order - Default Settings
0:50:31 - Starting Build Order - MAX Difficulty (Experts Only)
0:53:13 - Optimization: Where To Place Production Buildings
0:57:32 - Optimization: How To Setup Infinite Automated Wood Production
1:00:00 - Optimization: Burgage Plot Extensions
1:01:19 - Optimization: Infinite Mining Operations
1:02:45 - Optimization: Trading Posts & Storehouse/Granary
1:04:48 - Optimization: Keeping Tavern Stocked With Ale
1:06:06 - Optimization: Single Family Plots Vs. Two Family Plots
1:10:16 - Optimization: Perk Explanations and Which To Pick
1:12:34 - NEW: King's Annual Tax Explained
1:15:49 - Optimization: Rest Of Perk Explanations
1:21:51 - Making Money: Bandit Camps
1:25:11 - Making Money: Early Game Passive Trade Routes Using King's Road
1:28:55 - Making Money: Mid & Late Game Paid Trade Routes For Massive Wealth
1:35:32 - Making Money: Burgage Plot Passive Income For Level 2 & 3 Plots
1:36:59 - Making Money: How To Turn Regional Wealth Into Personal Treasury
1:39:27 - Bonus Tip: How To Gain Influence Through Donating Food
1:40:46 - How To Specialize Each Region Based On Rich Resources Present
1:44:36 - Farming: How To Setup Fully Automated Farming
1:47:29 - Farming: How To Use Manual Farming For MASSIVE Crop Yields
1:56:30 - Late Game Issues: How To Manage Multiple Towns
2:09:21 - How To Use The Pack Station To Move Goods Between Regions (It Works!)
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Bro - you need to send this dev team your patreon and they should hire you part time. You've done so much thorough research and testing for this game - it is insane. I think of all the games I play and content I've seen, yours sticks out the most. The GOAT. You remind me of a data analytics engineer who loves strategy games, and you apply your knowledge into videos. You are the man.

rickyspringer
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I’ve been experimenting with Forager layouts. A normal deposit produces 440 berries per season, generated in 11 ticks from mid-March through mid-June. A rich deposit yields twice as much - 880 berries per season, spread between the same 11 ticks. If placed just right, 3 total workers staffed at two forager huts and one granary can fully harvest a normal node; 6 workers with their own buildings can fully harvest a rich node (again, if placed just right). The berry specialization perk only doubles the internal storage limit within the berry patch, it doesn’t actually produce more berries.

salionshatterstar
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Market places bugged me so when everyone under the sun wanted to open their own stalls. Now I cap the area to only allow 10 stalls (2 firewood, 3 clothing & 5 food) with all the owners being granary or storehouse. That setup is enough to satisfy 40ish burgage plots, and is obviously scalable. So many headaches saved once I just limited how many can spawn and of what type (all about mathing out how many resources you actually need). Ever since I've never had any marketplace issues nor productivity loss from everyone wanting to peddle 😅

vincentvx
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The micro-management of the market stalls is enough to make you walk away from this game.

ckhenson
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We need more control over who builds a stall. I have plenty of supplies and plenty of stall locations available but they won’t build them, while all 8+ of my granary workers run a stall with barely anything in them.

Cp
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I started my game yesterday. Never played this type of games. Opened trade route for stone, set 30% tax, established a barley field in October and after snow there is nothing left (crops died? lol), enemy AI baron captured all other regions, set double family home as tailors without any flax, and so on. But I learned a lot from your video, 🙏 big thanks

lowrider
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I want to love this game so much. I have about 40 hours into it but the amount of micro-management involved is just insane.

thedude
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The other nice thing with multiple forager huts is that that they can all each be upgraded to grow herbs. These herbs slightly slow down the berry picking during the berry growing season. However, the herbs can be picked any time of the year that they have finished growing, which doesn't need to be in this berry growing window of time. I have to test to see if the herbs can be picked in the winter. I know I have picked them in the summer and autumn at least! Even in this berry growth season, the herb picking barely slows down the berry pickin' imho.

For anyone unfamiliar with the herbs in Manor Lords, they just act like an on demand healing item. People that get sick will automatically use them and thus recover to working status quicker. I have not yet tested to see if anyone actually goes to pick up the herbs or if they magically get teleported to the sick person as they are resting.

Although the herbs don't sell for a lot, they can be nice to have to send out to other fledgling expansions. I hope the mechanics for doing such trades/sharing will be improved and bugs fixed. It feels bad to have mules that are even more stubborn than in real life!!!

hybralisk
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Another tip I'd give for early game money. Make dyes with any surplus of berries you have, and sell the dyes without opening a trade route. If you still have a big surplus of berries even while making dye throughout the year, go ahead and sell a bunch of berries without a paid route too. Dye sells for 4 each. It does take a dedicated worker family to run the dye station, but I've found that this family can often work as the food stall owner too. Provided there isn't much other food collecting needing to happen and the food stall/granary is super close to the dye station. This effectively lets one free up the granary worker and still gets production done as well as the food stall worked all at once. A win, win, win win! Oh and this works great even with a tiny sized village and normal berry node. 200-400 berries allows for year round dye production and double sales including berries, so long as other food is forthcoming.

hybralisk
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Very, very helpful and I've watched less than half of this.

I'm convinced on the default build order. Don't worry about granary, storehouse first - logging, housing. Don't chase the extra unit by waiting on the Manor build.

Corpse pit: use 1 of these with a road around it to survey for a perfect 3xsingle plot w/bkyd extension, for the first 3 houses on default build, another one for the next 3 and so on.

TactiCat recommends 2 Corpse pit long rectangle for the duplex single plot farm, bearing in mind inefficiency identified in this guide. get the bkyd extension line as close to the houses as possible to shorten the walking distance.

KG-
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Im leaving this comment before I watch the video but, I have had the game for about 3 days now. If anyone is struggling with armies and fighting, I found it helpful to line up your troops inside the fenced in area of a burgage plot so that the enemy will funnel in 1 at a time through the entrance, making it easier for your troops to defend. It works good as long as flanking enemies dont come in from the other entrance. (I struggle with invaders too much.) It wasn’t until today that I found out that I could place a manor, the lock icon in the description made me think that I couldn’t get it until I reached a bigger settlement. I didn’t even find out about the tech tree until day 2. I realized that I will need to watch lots of videos if I want to make it past the 3rd year hahaha

hoodedrage
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50:31 Tip for max difficulty + no berries and meat achievement
1. Build a woodcutter
2. Build a saw mill and employ with one
3. Build a wood-chopper and employ it with one
4. Build two houses + chicken coop (that's two eggs a month)
5. Keep building 3 more. One of them goes for goats later
6. Get the honey development and stop sawing you should be having enough planks for apiaries and church by this point.
7. Build a church asap, this is crucial as people may die of starvation the first and second month, but families must stay at all cost and approval must be 25%+
8. Then build a trade post (not earlier) and sell planks and extra firewood, to get the money for more coops and goats.

*Build everything close to each other to reduce travel building time.
*Play with the first 5 families wisely. No more than 5 leathers as a start. Sell the hides after.
*If you manage to build and get ready one veggie farm the first year - you are good to go.

mvarbanoff
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Still have yet to find any better Manor Lords videos out there. Yours are always the most informative/have the most actual testing + data. Sick stuff.

LeftJoystick
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Only you and tacticat have up to date info. Invaluable advice. Great content.

qd
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I really wish you had more control over who owned stalls. There should be options for each industrial building/storage building to "add market stall" and it will only be opened by one of the workers within that building.

yadda
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You can actually place 3 mining pits in a iron/clay deposit after the beta patch. Just place them in a triangle shape with the edge of the first one on top of the deposit but taking as little space as possible.

devinden
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Great vid! I've spent the last 10 years or so on colony/city building sims, and still found Manor Lords' house attachments and logistic systems very unclear, only relying on in-game tutorials and habits. So thank you very much for the great tips, it's exactly what I needed!

Liednard
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Market stall pro tipp: You can MOVE stalls from one Marketplace to another!
Pause the game, raise a new marketplace and move the stall via move button after clicking on it.
Much easier than the destroy and rebuild from the beginning in this video

Ascaron
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Oof you have saved me a lot of time on the markets. It's surprising how little market stalls you actually need for a pretty decent sized town.

HypaxBE
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Nice video thanks! The best way I've found to get the exact market stalls being run by the exact family I want, particularly once your town starts getting big, is to pick a spot of land off to the side and layout a grid of temporary single stall markets.

Everyone who wants to build a stall will do so, and you can check to see who is running each one. Once you've found the families you want, delete all the unused single market spots from the grid, then layout where you want your targeted market stalls to be. One by one, delete the temporary stalls of the families you want and remove the grid Market space they were in. The family will setup a new stall in the targeted market space. Repeat until everyone is where you want them to be, then delete your temporary market grid. It's a bit of a PITA, but it works.

Saucychemist