Settling a Second City in a New Region in Manor Lords! | Ep. 4

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We're at a stalemate. Hildebolt has claimed half of the map, as we have claimed half of the map. And since the only way to win the game is complete domination, it's time to prepare to take Hildebolt down. To do this, we are going to need at least 8,000 influence to claim his lands, and an army big enough to beat him. However, getting influence has become quite difficult as of late.

Because all of the lands have been claimed on the map, we're not seeing any new bandit camps - the most lucrative way to earn influence. So to resolve this, we're going to tithe food for influence. But that means that we're going to have to have food to tithe - something we've struggled with. But today, we're going to take steps to solve that once and for all

So in this episode, we're going to found a brand farming village in a brand new region. But farms require a ton of workers, so we'll have to stabilize the village before we begin farming. We'll use the Pack Station for the first time and begin inter-regional trade. And by the end, we'll be ready to build huge farms all over the new region. Enjoy!

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I think it could be really cool if once you are done with this manor lord series, you can "import" it into CS1. You can copy the road network, the positions of the markets, churches, and important buildings, and use Waldbrand as a European "old town" which you can expand into a modern city. You will probably need access to mods like move it, and also good European assets.

skrata
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Hey man! Veteran Total War player here. Your Retinue is your elite. Do not put them in front! That's the job of your light infantry, to hold the enemy into place, and then after they're pinned, you can get your mercenaries around to get them from behind. You're making your best, heaviest and most expensive soldiers do the heavy lifting when that should be relegated to non-professional soldiers!

LeSadistique
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I'd really recommend making "triangular" junctions instead of T-intersections. That's what most forks looked like back then, as roads were mostly just desired paths and not masterplanned or gridded cities. Not only does this look more realistic, but it could help horses and oxen get around a little faster! I'd just recommend doing this at 90° forks, but skipping it in just the most dense parts of your settlements :)

ducksi
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Already jumped out and finished this episode. I (we) want more episodes of Manor Lords in your channel, Phil. Set the priority to highest 😅

cupofjoen
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With the infertile farmlands, if you do a season of fallow it will help increase fertility of all crops.

DarcyAllenStrong
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Protip for everyone starting a fresh town. Build your first barrage plot gigantic, I'm talking big enough to fit 6 or 7 individual homes, then reduce it to one home, rotate for maximum back yard space, and give it a vegetable garden. 1 garden will feed your entire village and the people living there will still be able to have another job. Add a living space extension for even better veg yields.

Adrianithus
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Besides aesthetics (which can be important) large lots are only beneficial for gardens and orchards, not chickens, goats or other uses. As long as there’s an extension it functions 100%

jonblair
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Loving this series. And the amount of different (mainly indie) city builders you adding. Would love to see more

dahamster
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Loving this new series, Phil. You definitely helped me make up my mind to purchase the game.

Couple of things I see that can make your experience better:

Vegetable Garden extensions have yield directly correlated to plot size. So make them big for those extensions. Chickens and goats are not affected by size.

At ~29m when you placed a hunting cabin you placed it too close. You can see how the red ring became more red. You’ll scare the animals away further with this.

A tip I picked up from another creator: Make multiple small farms instead of one big. That way you are guaranteed to yield at least some crops. Because if they can’t finish a large field the entire field is discarded. Even if you’re 99% finished. So 10 small fields would at least give you 90% instead of 0% ❤

Keep up the wonderful work! 🙌

Princejonn
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Since it seems like no one else pointed this out, you never assigned a barter partner for the second post, making it useless. This can be confirmed by looking at your resources in Immenreuth and seeing that you don’t have/aren’t receiving any yarn.

NuckElBerg
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I discovered yesterday that the firewood building chops down it's own trees for making firewood, it does not use the logs from the logging camp.

spillredet
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Loving the series so far, some hopefully useful tips:
Retinue units are heavily armoured - avoid making them run, same with most of the shield carrying units. Your units are heavily fatigued and their efficiency drops
Brigand type mercs are perfect for bait manoeuvres and can then be re-positioned to flank or chase off enemy archers. I always leave 1 melee unit kinda 'free' to intercept anyone getting to my archers as well (and move the archers so they can fire without your troops being in line of fire). You can also hide in tree lines and enemy units seem less reactive to you, which is very useful.
For food, ensuring every burgages plot has something; chickens for small and then large plots that can have extensions have Veg. Veg yields also scale with plot size; some of yours are tiny and sort of wasted.

LibaTheFish
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just a little tip with the tannery: tannery workers will often grab hides from the storage building and that can be a long journey since lots of players like to place tannery away from residentials. to add to this problem tannery workers only carry one hide at a time, making this supply chain very time and distance gated. to prevent this you can go into the advanced tab of your storage warehouse and deselect hides. with no warehouse workers picking up the hides, the tannery will source them from the hunters camp (and then warehouse workers will pick up the leather).

im not sure what happens to existing hides in the storage warehouse when this happens though.
Edit: Also, this will probably screw up goat hides so - i dunno.

understated
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Bro.... 2 episodes in a row... what a blessing

authorcpmonaghan
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I like this games balance of fighting and city building. I like how the archers hand the high ground across a river. It was a shame he pushed in stead of holding ground, but it worked out.

Frodanzer
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For your manors, if you build the Grand tower, you can double the size of your retinue from 12 to 24. You also can have a retinue for the second Manor, so if you disband one of your militia units, you could have 2 retinue units instead.

spamfilter
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11:40 LOL this part made me LOL. "The people are starving, but let's try to bring in some more people". (paraphrasing)

JohnnyLoots
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Haven't witnessed someone being so happy about getting more oxen in their life, that was pure joy at 39:10

RappingManualYT
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Starting a new settlement in the winter, smart move ;)

CUfkes
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Hey Phil! I can't tell if this is something you're already doing, but something I recently learned while playing is you can squeeze out a few more residences for families by reducing the count of burgage plots. You can play a little min/max game where each burgage plot can have an additional family, and most times, this will allow more families to live in the same area. Also, this will reduce the upfront cost of the burgage plots because you can go back later and add the expansion in for the second family.

gabrielwindham
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