Manor Lords Guide: How To Get 100% Efficient Markets & Food Strategy

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**New Manor lords patch changes consumption to random** - Lets build the Perfect City in Manor Lords - How to get 100% in your markets. Lets get our cities to reach the epic height Manor Lords promised. Step into the world of medieval city building and strategic castle management with our comprehensive Manor Lords lets play guide. Whether you're a seasoned lord or a new player, our 'Let's Play Manor Lords' series offers invaluable insights into kingdom management and lordship tips. Explore real-time strategy and detailed manor strategy to enhance your gameplay. Our 'Manor Lords Lets Build a City' tutorials will help you master the complex mechanics of Manor Lords, ensuring your medieval empire thrives. Dive into our content today and transform your approach to managing your realm in this captivating medieval city builder game!

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Living Document - All updates will be posted here

TacticatGaming
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Actually playing and analyzing on the fly as the game evolves keeps the brain working.

ashlandky
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my main issue is that I'll have made sure all my food stalls are owned by the granary workers. However even when there's like 300+ of every food item, half my food stalls will be empty. Literally their entire job is to run a stall and they can't even haul the berries across the street?

TheVonWeasel
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I listened to this video this morning, and then this afternoon there's a new patch that makes food consumption random rather than using a list order. Now food will need to be much more balanced to ensure variety.

bjaurelio
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this is amazing.. FYI, the order of food consumption by type will be updated on the pre-released beta version (released today). i .e., people will randomly consume, not in order starting from meat.

TheHyunuklee
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Love the work you've put into deciphering the mechanics of ML.
There'll be a new patch according to the dev so some things might change.

springonions
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Nothing like dropping new videos and a beta patch comes out possibly addressing some issues. 🤦‍♂😂 Let the retesting begin!

EDIT @1040 EDT - 140 MB DL for the patch btw.

shawnduffy
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Hopefully we can sell more at the auction house and stop the backup. Great content. Thanks for the updates. Haha large load ...

Did you say 1 morgen in farms each of barley and wheat? How many workers per farm?

DavidKnight
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I SELL apples and veggies and import meat and berries usually and eventually when i have a surplus of bread i sell that too. also importing tons of barley and making tons of beer and then exporting beer for 8-16$ is another really good one. import iron ore when its cheap and export weapons or tools or iron slabs but u have to closely watch as iron ore prices fluctuate rapidly. roof tiles are another. clay is cheap and the tiles sell for a decent price but u have to toggle export alot or the price crashes . when the price of shields falls export wooden parts instead. importing lambs for 10 and exporting sheep for 2 in the late game is another good passive wealth generator. obvoisly wood planks charcoal firewood and your initial wealth generators

silencerstudent
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Great video bro! Thanks for that explanation.

jamiehoekstra
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Thank you for all the time you put into research for these guides. Greatly appreciated! It takes a long time to understand the "behind the scenes" game mechanics. Again, thank you!!

jpmaurice
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Thanks. Sounds good. Was hoping more on the specific of the market stalls. I've been trying to figure out why people don't stock their stalls. I can easily play with only 1, 3 stall market, up until ~200-300 people or tier 3 plots. Then I need to expand stall locations (aka. a new 3 stall market in a different location or add more food stalls), but they don't fill their stalls properly - ex. clothing stall opens with a storage worker, the storage has 200+ leather and 300+boots, but the stall gets filled with 5 leather (nothing more), for a long time.


Curious if this would this work? 4 granary's specialized in 1 food type, one worker with 1 stall. 4 food stalls.

Edit: just to clarify, it is "material/food" consumption of the availability in your market stalls, not what you own/have somewhere in your town (i.e. the top bar showing stock of goods, does not equal what your marketplace is doing, or the amount you have in storage/granary).

Edit2: spelling. also adding each stall only has a capacity of 50.

tdotfun
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What really bothers me is that my granary workers sometimes don't even stock their stalls. They just peddle one piece of meat even though there's a bunch of food right behind them in the granary. I cannot figure out this system.

thurnus
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Thanks for the tips lam new to this game this should get me going 🤔👍

DG-gxqf
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They changed the 90% house pantry threshold in latest beta. Now items goes to granary / market first and then it fills up in-house.

rakivmoo
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Fixed my firewood bottle neck and now im over producing bread and fuel faster than i can sell it without saturating the market

tuffmbassador
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Thank you so much for the road save ;) it is really helpfull

diddle
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Great vid, it's honestly something I figured out already myself for example the one time clothing thing. But for some reason my game still doesn't work properly especially with clothing - if I have 30 plots and 30 of each type of clothing in the stalls, my houses still don't receive them. Why? I literally have to force build houses on the outskirts for the supply to go up so my inner houses get goods. Even tho my market is stocked to the amount of clothing needed for each plot, a lot of the clothes just get lost somewhere. There's proper amount in the stalls and it doesn't reach the houses. Why? Maybe do some experimenting with that on a larger scale town.

Lukc
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Laughs like a maniac at "large load of apples" but then casually throws out "the longer and thinner, the better the plow" without missing a beat. 😂

shibity
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Well, what would be the optimal size for a veggie plot at level 3 with 4 families so it can be emptied every year?

BiglerSakura