Mastering Manor Lords Is Easier With This Full Guide

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Learn the best starting strategies in Manor Lords with this intuitive guide from the perfect start to tier 3 -manor lords beginners guide - This essential guide offers unbeatable tips and tricks to master your strategy from day one. Discover how to dominate Manor Lords using our expert strategies and practical advice. Whether you're a beginner or looking to refine your skills, this guide is your ticket to success. Don't miss out-transform your gameplay today!

If There are individual areas you would like quick details on - see the below videos

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If There are individual areas you would like quick details on - see the below videos

TacticatGaming
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just watched the first 10 mins, and I already feel this is some PhD level of stuff.
Good vid.

mr.anderson
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Of all the many Manor Lord videos I have seen this was the best. Clear, detailed and well spoken. Has shown me MANY useful things. UP VOTED!

vladdrakul
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Using corpse pits to plan the town also gives the citizens a realistic idea of what's ahead.

ancientnpc
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Who else is here watching the 100th video on how to play this game. I swear I watch more tutorial videos on this game then actually playing it

ryankawash
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"We're going to build that bad bit-... boy up"

That cracked me up haha

JacobDean-jskr
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Bro this was like a math and science lesson at school. I came here, totally bored, knowing nothing and I am leaving with a head full of information and things I wanna try out🙏

marvinpohl
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This is a crazy good guide. I just started playing this game and i am learning a lot from this

AdmiralDro
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Per Strat, always go stand your ground to absorb the charge, but then do push forward right afterward to win faster/probably avoid casualties.

KG-
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Started another one just today and this time used the 2x6 CP sets that layout benders. What I did different is to surround each one with a road, demo the CP's and then put a corner-to-corner diagonal in each one. Arranging the diagonals to point inward and placing the house facing inward and located across the the corner. The diagonals form a British Union Jack look. then you put your store house/granary/markets at the center where all the diagonal lines point. Space enough needs to be left in the center for the key logistics buildings, and burgage space for blacksmith, joiner, fletcher. As applicable for bloomery and/or clay oven. Each triangular burgage for veggie/apples is something like a 30-60 right triangle, it seems like more backyard than I've seen before and the traffic management to the granary/storehouse is excellent.

KG-
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Bought this game Friday and played a bit over the weekend .... learned more from you in 15 minutes than I discovered over the entire weekend ... THANK YOU!! (Sub'd)

shawnk
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Wow, I've never been able to produce THIS much eggs 😮

JBL
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This video has actually helped me understand the mechanics of the game and how to play to the strengths of your starting area, cheers dude!

WeBsTeR
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The best explanation of this game ! nice and steady 👍 good voice tone ( and that is important ! ) and no flicking around with the mouse cursor, as many people do, easy to follow well done 😄

steveboykia
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I really think that Deep Mining Iron and Rich Game might be the best start.

There are SO many things iron can be traded for later with the blacksmith. Yes it will take a lot to get those trade routes going - but it definitely allows for vast wealth income to compensate.

Direloc
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Thank you for this guide! Full of information and tips and this is the best one I have seen so far.

dwightlong
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I know it is in early stage, but this game really needs a complex tutorial. These kind of games loose a lot of customers by being complex without an engaging onboarding process. Thanks for the guide!

gergobonda
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I think trade logistics would have been better than drought protection since you had way more trade and hardly any farms. Great stuff learned a lot.

benhadaway
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The bender is fricking ingenious! That's how you rig the game in your favor 👍

Marcus_Halberstram
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I took some clues from your experimental bender and did the following. I do 2 2x6 CP arrays on a road running longwise and centered and parallel to a line between the berries and game. Then I demo the middle 2 2x2's, put roads around the corner 4 2x2's, then a diagonal road pointing to center on the four corner 2x2's, four British flag look. Then you can build a total of 8 double burgage plots, with the houses at the inner corners, backyard extensions to the corners. go cw or ccw to optimize backyard extension, first 2 burgage points creating a cut-off tip for the inner pointed burgage tips.

The marketplaces goes 2x3 spaces centered one on each side of the axial road where the middle 2x2 CP's used to be. Granary & Storage on either side of the axial, central road. This leaves space in old center 2x2 CP survey areas also for tannery and the double burgage plot for shoes, tannery, double burgage for joiner, blacksmith possibly, but certainly the clay oven and bloomery. This seems to work pretty well, all the diagonals help with walking paths and general traffic outer to center.

I also make sure to survey my initial 4x6 CP array to align with grid. I'm not going to get .75 morgens veggies/apples, but I'm certainly getting the .5. I also don't build the second house on the double burgage veggie/orchards right away either so as not to put an early overload on stalls. I think the right call with centrally located shoemaker and tannery is to let them do stalls for clothes to lighten the load on the store house guys, so they can go get stone/iron/clay.

In the end you have a Paris metro map for your roads - good circumferential and radial travel. farms go outside of this. I like .7-.9 morgens a field - quite manageable with plow stations.

Also Rye is really worth it for the extra yield. It's worth noting how much you can sell bread for in that regard. Bakeries extensions if the DP are available for centrally located burgage that might have been chickens or hides.

KG-