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.
@@augustoluna5577 Required workers may depend on some other factors. In current stable patch, I have a reach berries region with 3 forager huts, two of them full and one half-full. And I almost never see berries go to 0 while it's season. Not sure I would get the same result with only 6 workers, but I'll try.)
Idk how people struggle, after 40 hours the game is too easy even on the hardest difficulty, early battles can just be cheesed as you run around in circles and have the baron deal with the bandit attacks.
The stalls are a lot better now, you can choose which place is allowed to build stalls, so i only allow my granary, storehouse, and traders to build them, makes the stall management much more hands off.
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.
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.
It would be helpful if building a market stall was a menu inside the respective building UIs, like you specifically tell this granary to build a stall in this zone, rather than create a blank market zone and have families build stalls at a whim
@@pgzimermann this doesn't work for me. There is a corner of my town, very close to the stalls and they never get any firewood. The logistics are terrible, at the rate it's consumed they need to haul more. I have three fully upgraded and fully staffed storage sheds supplying the markets and it still isn't enough. The logistics totally suck and are way too limiting. Another side of that is it forces players to all build the same towns in competitive mode which sucks! It's a beautiful game, I wanna strategize and enjoy the beauty of building a nice town. Not the same stuff everyone else is making.
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.
That's a great point! That would effectively double the volume you can offload and increase profit by double (plus 1 more for dyes). I missed that and will add it to my list :)
@@Strat-Guides splendid! Yeah I think it's super duper effective. It even gives one the opportunity to have a desired stockpile ready to go for cloaks and clothes when needed. ^^
Oh and as I sort of mentioned in this comment, it's really best to have all related buildings hyper close to each other with little else obstructing them if possible. Including the trade route. In case you missed my other comment related to trade posts, this could help. @Strat-Guides to the best of my knowledge, trade posts do not need to be built upon the king's road to get access to any of the 4 types of $trade: free merchants, big merchant carts, and one's own walky merchants and useless carts (provided the horses are still bugged?) .Rather simply it must be connected in some way TO the king's road. I've had no problems getting all types of trade to work with posts being anywhere I've chosen in the region so far. It's probably going to increase income to have the trading post closer to the spawn point of the off map nodes. Though with that being nerfed in the beta, not sure how much of and impact it would have to have it close to the off map points. What will likely help with labor is having all related buildings as close as possible to the trade post. Any warehouse, granary, or production building with the goods one is trading away should substantially benefit from nearby placement to said trading post. This would have a similar benefit for any visiting packing station workers/mule folks too. A "trade hub" if you will. I'm not sure this is always worth building one's city around? I posit that having the workers that run all related buildings as close as possible and doing nothing other than running said trade hub will likely have a positive effect on efficiency for the whole endeavor.
@@hybralisk Oh, right, now that you mention it, I do recall hearing that the idea to build trading posts directly on the King's Road came about to circumvent a bug in the pre-release version. That bug may be fixed now, so perhaps we can take more liberties with our trading post locations.
@@salionshatterstar and its just as effective to keep the TP a good distance from where the trades come and go (edge of map) considering the QTY that gets put into the TP and the time it takes, if you look at the categories, the people in the TP will fill empty spaces from left-to-right, then in each category, top-to bottom. so bigger items like weapons, restock way longer, etc etc. so you need time for merchants to get to you, and time to restock.
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 😅
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!
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
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!!!
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.
@@EthanDyTioco Oh man, too bad this isn't a multiplayer game. I'd love to see a tactics vs strategy competition! We could put Sun Tzu's quote to the test ;-)
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.
If anything, it would further add to realism as you would need a license to even think of selling a good you produced. Market stalls are really a heache that require tweaking. In my opinion, a tutorial campaign would open market stalls for you to show you they exist, then display a pop up explaining how to open one yourself
This is what i keep saying. If it's going to be so picky about it, we need to have more control. Right now it's just confusing and frustrating to deal with.
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.
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
Amazing advice on optimization, marketplace, development points and even trading. Thank you for helping the Manor Lords community. Tacticat brought me over to you. Cheers mate!
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.
You missed the source reason it is bugged in the section between 9min to 12min. The reason is because each Marketplace (no matter how many stalls it contains), start from 0 to distribute goods to the house for the variety sake thing. That means, as soon as you need more than 1 stall of one type (let's say food), let's say for simplicity sake, we only have lvl 1 burgage, so 2 food needed per house. if you have only 1 market place containing enough stalls, stalls 1 will do the 25 closest houses and then stalls 2 will do the 25 next for a 100% coverage. If you have 2 marketplace (near each other), with each 1 food stall.. the 1st food stall will populate the 25 closest house, but food stalls #2 will populate these same houses that were already covered by the other stalls, because they are in an independant market place. You can somwhat fix this by having a design where stalls are in the middle of a scallable section, and always prioritize (by distance), the houses that are not already covered by other stalls, but the more you scale that, the more it become impossible to reach 100% as you cannot choose which stalls will get filled first. so you'll always have a spot where it's not covered because of that. I have a cool plans for a scallable city, where I can scales squares of 300pop infinitly, with just enough stalls (food / cloth and firewood) in the very middle of each of those. but because of that, I can't make this happen, if they fix it so different marketplace doesn't overlap each other, this will be possible to use different marketplace with the same type of stalls. Right now the only way to get 100% is to have maximum 1 marketplace (containing enough stalls) per type of goods (so either 1 big with all 3, or 1 per type (clothing, firewood, food). In your example at min 11 where you rebuild the marketplace, I you rebuild these 3 food stalls in a different marketplace, (still side by side), you still won't have 100% coverage. Because of my explanation
Omg I think you just solved my problem. I used a second market to scale up because I didn't want to deal with all the supplies on the ground from destroying my market and rebuilding it. Before I added the second market it was fine until the population got too high and I needed more stalls. Then building the second market did nothing. This must be why I'm not able to cover all my plots. Thank you!!!
Oooo super interesting! I wonder how large one could make a zero stall locations marketplace. As someone else has commented on using zero stalls and a big marketplace together. They mentioned using this big market to catch incoming stalls and then place them on a zero market stall space, then deleting the big catch all market. I have yet to test this strategy myself. I do wonder if it could overlap with what you have suggested here tho!!! Perhaps a big ring around the city so that one could move the stalls to wherever they thought best? I keep having trouble with moving market stalls tho, in my experience they just become "ghost stalls". Hmmm!
Yes this! Spread the word once I realised what was happening all my issues with the game went away, it would be nice to have multiple markets for organic looking towns but I'm just happy to finally understand and sit on 100% supply the whole game now.
@hybralisk That will probably work when thr bugs are fixed, but for now when you move market stalls, the new market doesn't recognize them, and just sets up another stall overlapping the one you moved. So a market with only 3 slots can have 4, 5, 6+ stalls on top of each other. Doesn't necessarily always happen, but happens often enough that you can't rely on moving stalls as a solution for anything.
This was the best video I have watched from you I think ... well explained, very straightforward and easy to understand! thank you for all the effort you put into your videos :) I really enjoy watching all your manor lords content! keep em coming, thanks for keeping me company each day :)
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
When I move market stalls, it leads to a second family setting up market stall overlapping the one I moved, clipping through as if the space was empty. I’m curious if anyone else has experienced that?
Just be careful with this one - I decided not to include it because it's very buggy. Often times the stall moves but it won't hold any goods and you can go way over the market stall cap by doing this (I had a single stall market plot have like 5 stalls by doing this and none of them worked lol). When it does work though, it's pretty cool :)
Yeah any time I've ever tried using the move stall option so far, it seems to only create what I have come to call a ghost stall at that location. The game just refuses to use it and it sits empty in my experience. It would be super cool and useful if it did work tho, especially if it kept the goods safe from the elements while doing the transfer!!!
Just finished my first game of Restoring the Peace on standard settings, and your channel has been great to help me keep going and understanding the workarounds for bugs. Thanks! This is going to help me slowly work my way through getting all the achievements.
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.
@@scully4life that's why you build your temporary grid of markets. Make it multiple single stall markets, and make enough that everyone who wants to build a stall, does build a stall. You make sure the temporary market is built FIRST before you place down your desired real market. Then you only delete the temporary stall of the family that want in your actual market, and then delete the temporary market grid slot they were in. This makes them the only viable builder for your actual market, so they will be the only one that builds there. Keep doing this until everyone you want in your market is there, then you can get rid of your temporary grid of single stall markets. It is a bit tedious but it goes relatively fast and always works.
@@salionshatterstar Okay, I thought that when you said to delete the unused single spots, you meant the stalls of those unwanted families. What did you mean by that then?
@@scully4life I think to paraphrase Saucychemist: 1) Create a bunch of temporary marketplace areas, each with room for exactly 1 stall. Ensure that you have enough marketplace areas for every eligible family who wishes to build a stall. 2) Wait for families to construct stalls. 3) Delete any empty marketplace areas which weren’t used. 4) Designate the real marketplace area(s) you wish to permanently keep. 5) Find the stalls of the families who you wish to keep assigned to stalls. Delete their temporary marketplace areas (the marketplace area, not just the stall). They will build new stalls in your real marketplace. 6) Delete all the other temporary marketplace areas.
1:01:34 You can actually still cram 3 iron mines on to a node on the new patch - one on bottom, 2 on top - if anyone is interested for their weapon and armour trade empire.
Interesting, I'll have to fiddle with it! I tried for a while and couldn't figure it out - although I suspect the hill was causing me some issue as well. Thanks for the info!
I didn’t realize rebuilding the market stalls would bypass the supply bug. Really, I hadn’t realized it was a bug - I thought there was some mechanic I was failing to grasp. Thanks! My cold and hungry people will no longer stare longingly at those full market stalls right outside their window.
Yeah that's a pretty nasty bug that I think got a lot of people to stop playing. They had the right setup, but couldn't figure out their issue was a bug :(
@@Strat-Guides I have restarted dozens of times due to this bug tbh. I'm still struggling with it even with destroying and rebuilding the markets. Endlessly frustrating!!!
@@Strat-Guides Its not a bug!! Well kinda but you seem to miss the point on what fixed it because you did change something! You went from 3 marketplaces with 1 stall each to 1 marketplace with 3. Markplace supply the closest burgages, even if another marketplace is already supplying them. So 2 different marketplace right next to each other both with food stalls and both with 15 bread supply the same 15 closest houses twice instead of all 30. Basically all your food stalls needs to be in one marketplace for perfect coverage which is what you ended up with.
Unbelievable video as always. I actually strangelt found the starting out section which I wasn't even expecting the most helpful. But everything g was pure gold.
Its great to hear that I am not crazy, and there could be issue with game about market stalls. And thank you for clearing that distance between house and market stall is not an issue. I will just demolish and create market stalls again
A lot of scientists, professors, mathematicians, and researchers in the comments; who needs a tutorial when we've got an info pool and community such as this! Thanks for your efforts, fellow Lords; and to Strat and Cat for leading the charge.
Outstanding guide to the game in Beta. Comprehensive and extremely helpful in explaining all the game mechanics. Many thanks for the effort you put into this.
Great thumbnail! xD not sure if insulting your audience is the preferred strategy in your industry, but yourr the bossman ! /J Am so hype for stone ramparts and fortifications
This guide is well structured, easily explained with great information.. I have come back to this several times now and I am not even out of my first year. This one gets bookmarked, thank you.
One thing is that it doesn’t matter where the trade post is. As long as u attach a road to it and that said road is also connected to the kings road it will work.
That's a bug actually - it's going to be fixed soon. You're supposed to be on the King's road to get the passive trade. Right now, traders just wonder across the map, clip through buildings, etc. lol but that will be fixed :)
Just wanted to watch a couple tips while eating, 2 hours have gone by, no time to play anymore!! Tomorrow my new town will be perfect. Thank you for this
My sucking at Manor Lords makes it fun to me. My first play run I lasted all of 5 minutes. Built 5 plots and spent all the regional wealth within seconds on eggs. Quicky learned how bad that plan was. I have utilized several of your tips.
Good content on the marketplace. I will have to watch again. I did the demolish and rebuild to get to 100 percent coverage on 400 pop. It took 10 years of game time to figure it out.
Awesome!! Wow!!!! Soooo much great info!!!! Thank you!!!!!!! Will need to play more 🙂 Farming: 4) would love to see how you started up that farming town. Like a clip from your stream. Build order and stuff like that. How to transition from 5 people to 15 and when to put farmhouse and size of fields, etc. etc. I find it easy if I build up a small town (20+ families to start a militia, etc.), then start-up farming; but I think there's probably a faster more efficient way.
ive taken to moving the source producer stalls (like the tanners) to satellite markets near them manually - it abandons but then gets reoccupied. I have the main market primarily warehouse stalls- i wish i could turn off markets for warehouses with items we need to trade - like coal. and i really hate it when a warehouse i made for a specific item gets firewood put into it for some reason and so that pure storage wearhouse becomes a firewood seller - for one piece of firewood that never sells.
Great video, thank you for the effort! Don't think that you mentioned it, but is the Trading Post horse bugged? I've heard that if used, the person grabs 50 items but doesn't sell a single one. Is this true? Thanks again! 👍 Edit: talking about the experimental patch
Thank you for the support!! Yes that's accurate - I think I mentioned it during the trade section, but I could be mistaken. Don't use horses for now - fix is on the way I think!
@@Strat-Guides Thanks for the answer! You might have mentioned it, but I re-watched the Trading Post section and didn't catch it. Noted, thanks again! 👍
awesome tips my man :) my main issue is making a prety layout, im really bad at designing things like this and i usually end up making a mess and everything is just plopped down randomly
Me too! Great thing about it, is that you can take your time and turn off combat or make it infrequent if you just mostly want to play the city building part
@@James26285 i usually play without raiders cause i dont care much for the combat, and also because im still learning how to build it right and in the right order etc
Thank you so much about explaining how market stalls work and the importance of controlling them because man, I was getting annoyed over having soooo many firewood and food but not always reaching all houses. I am not a smart person so even if I had over 100 hours gameplay, I wouldn't have figure it out for myself so thank you again for this video.
The first tip about market stalls is great of course, but the example started to unravel towards the end of it. In my experience if one wants to get a market stall worked by a specific family/work station, that station must have at least one of the resource for the desired stall for the family to auto work it. At the end of your example, the food stall by the hunting camp still wasn't being worked by that family even after you were switching them. My best guess is that at the time you were attempting to force it, that building did not have food in it's inventory. Must have just been picked up or something right before you paused I suppose?
I haven't quite narrowed it down yet and frankly gave up trying to figure out why families can start a stall - I've seen corpse pit workers and church workers open stalls by they don't have production at those buildings lol. Maybe they have items in their burgage plot that allows it? Who knows... My goal with that section was to show how it actually works in game and how to manipulate it until you get what you want. It's a very messy mechanic, but it can still be manipulated in the end so we get what we want :)
@@Strat-Guides totally gotcha and no worries! I just wanted to bring up stuff to get it out in the open and discussed more. We as a collective playerbase can help each other understand it more. Hopefully figure out a work around or solution too! My guess as to folks that automatically pick to work the stalls on their own are doing so as a fail safe. I assume it was programmed in such a way that SOMEone needs to work on the stalls. If it can't find anyone with a related building, it will start to branch out to find anyone it can due to the importance of having the stalls worked. My point about the resources being in the building was in the case of manually attempting to get a family to take over a stall. I haven't been able to do so unless the building has the aligned resource type. Anyone else randomly taking it over from other professions should be fired!!!!
@@Strat-Guides Either way, thanks for all the tips and help. It'd be nice if markets could be set to auto populate, or manual population, that way none of these issues would have to happen and you wouldn't have to do tedious annoying work around. I know it's EA but it's frustrating that one of the VERY core mechanics doesn't work properly/very inefficient, which causes cascading effects of unhappiness and progress stoppage, and most people are not doing the testing you are doing and so will just quit.
@@Strat-Guides Each time I've noticed this so far, it's been with food stalls, and the owner of the mismatched market stall has been a burgage owner with veggies or eggs in their inventory. So I think this probably is the eligibility trigger. However, I don't particularly desire to devote time towards rigorously testing said theory ;-)
Thank you for all the info and advice, Strat. Thank you, too, all my fellow Lords, for helping me make my builds run so much more efficiently. Great stuff, everybody!
A note about the hunting limit. I would advocate to set the limit to at least 10 (the default), or possibly 11. I keep seeing hunters bring the number of animals down to 6 or 7 sometimes, even if I have the limit set to 10. If ever going for multiple hunting camps and many families set to them, I'd suggest setting the limit even higher. Maybe even 15 on a normal node! They seem to not update when it's ok to hunt after they decide to do it. So multiple people can get their bloodlust on and all of a sudden the remaining number of animals dips dangerously low! This is even more so the case with a rich animals node snd with all the hunting related dev points and perk. I'd suggest setting the limit to 20 or so to be safe if using 10-20 hunting families (5-10 full camps etc). The dangers of dipping below the limit will be deminished with this scenario tho since the people going out to trap will be chaotically spread out all over the place, lessening the likelyhood of over hunting the actual node.
One possible correction / clarification: in setting limited work areas for farming, it appears to me that they only farm fields if their centre (where the harvest gets piled up) is inside the defined work area.
when trying to switch a market stall to be supported by a warehouse worker, simply remove the families that are supporting that stall, temporarily. The stall will know that it's empty and look for a supporting worker which will be provided by the storehouse or granary when no others are present. The stall notes this that removing the supporting family will force another family to support. Once your support is in place, move the families back into the jobs they were before.
Hey Strat, Awesome video as always! Great work man! Quick question I hope to get an answer to: In 2 of my 3 playthroughs I had a "jackpot" of a rich clay and rich metal province, I immediately set up a build around those two resources to bring in the money (following some of your previous tips ofc ;) ) However, when I reach the point when I need to convert to the deepmine something happens (probably a bug) that the warehouse workers do not come to pick up the iron anymore and workers need to carry it out one at a time In both of my playthroughs this happened. Had an issue like that? Seen that you focus your industry around the resource so I guess that is one way to work around it - but in my "esthetic" villages I had a smithy and smelter share an allocated plot with a warehouse a bit away from the deepmine but for sure in an optimal walking distance Keep up the good work man!
@strat-guides at 32:56 you mention that 1 grain->2 flour and 1 flour->1 bread. But I think using bakeries instead of communal ovens it transforms 1 flour->2 bread, which is much more efficient at the cost of not being able to re-assign the baker families.
This is so useful....thank you....I've been failing miserably on challenging settings - will definitely try your start up strategy. Market stalls was also critical info...now I understand ;) (.965)
Ok so about the traps development point. Traps themselves are set randomly somewhere on the map. I thought it was just that specific region but I recently saw a video where someone watched their trappers wander out into another nearby region to trap. Furthermore, some of those trappers ended up taking extremely poor pathing back and walked all the way around to the nearest roads, usually the king's road. This was able to be worked around a bit by having some extensive roads in whatever region one could build in, allowing such wayward trappers to have an easier journey back. The main reason I wanted to talk more about traps is to refute your claim made in the video. You said that once the trap is set that the food income is passive. This is not the case, any such set trap must be harvested from at some point after it's set. It seems to be able to be harvested by any hunter, so not specifically the ones that set the traps originally. With this fact, and given the amount of distance we are talking to set them in the first place, I think it's a pretty horrible loss to one's early production to take this dev point. Later on it might be not as harmful, but I can't see wanting to have it right off the bat. Just watch them as they go out to set or run back to harvest. It's painful how far they go!!! All that being said, I still want to test traps further myself. If one can set the work limit on the camps and have the hunters stick to desireable and designated areas, this could be an incredible source of meat. All I know is that at one point when I was testing it around the third year or so, I found something interesting. I had wanted to see what would happen with multiple fully assigned hunting camps and I was astonished to find that 5 camps gathered like 200-300+ meat from one "hunting session". I hadn't been able to find any info on the timing for traps, so I just waited until the local deer had repopulated to max before sending the wave of hunters out. Mind you, this was with both the traps and the extra meat development points, and the double growth rate from the one policy. Not sure it would be worth all that investment tbh. Anyways, I hope some of my rambling is helpful. Sorry to be that "well actually" guy, but I think it should have been made clearer for folks. ^_^
Yeah this, I felt the same way. I think since meat isnt too exepensive but takes quite a few perks/policies its never worth it in my head. especially since you can get so much bread it will come out of your ears with just 2 perks. Or even 0 if you micro your farming/baking a bit more.
@@HansWurst1569 too true! Although I do really like the idea of having a baby region dedicated to mass hunting and trapping. Imagine what 50+ families could bring in with all the meat related things! I wonder if there's any kind of build in limit to traps. What if like 500... or 1,000 families were set to hunt and get food from traps I wonder!!!!?
So I did a 5 year test with 2 hunting camps and 2 families and from what I observed, they would go to very remote parts to place the trap and then I never saw them go back to collect at later times. They basically set it and forget it. It's possible the town I was using for the test was bugged, but from the math I got after adding the trapping perk and the lack of them revisiting the traps later (and the wording on the Perk itself) it did seem to be a passive drip of meat. Here was my testing setup - single town, original 5 families, 1 firewood worker, 1 Berry picker, 1 log cutter, 2 hunters each with their own hunting camp. As soon as the animals are reduced to 10 or whatever you set the limit too, they just go idle and I definitely didn't see anyone going to the traps for the entire year. It's possible that my starter town was bugged as I didn't test it on any other town, but I'll keep an eye out next time a run a hunting region. That's for the info!
@@Strat-Guides You are most welcome! I greatly admire and respect the testing work you put into this and other games. Kudos to thee! In my observations thus far, it seems that anytime a family is assigned to a hunting camp after the traps dev point is picked, it adds two new behaviors. As in, if they can set a trap but haven't yet, they will always go to set a trap. If a trap is ready after they have set a trap, they will proceed to go and harvest it and return it to the camp. Actually not sure if they return it to the camp or a granary, I'll have to test again to see where they go. All I know is I see that they are "harvesting", and actually wandering off out in the middle of nowhere. They really go to some wacky place to set/harvest traps!!!
1:05:00 Would it be efficient to have an import-only trade post next to the tavern, near the houses? That way the only traffic it receives are wagons transporting barley/malt/ale. Edit: 1:27:00 answers my question; the loss of passive trade would not be worth freeing up 1 family for labor.
I did hours of testing on the Trading Post and concluded that the order they are stocked is based on the order in which the items were changed to exporting, not the tab order. I even reset them all and selected in reverse order and the stocking followed that pattern. Also the Trading Post does not need to be on the King's Road, it only needs to be on a road connected to it.
Interesting - I guess it would follow that order since that's usually the order I set the exports to. I'll have to run some tests on the most recent patch that went live today to see if it was changed or not. I appreciate the heads up!!
Something i havent seen mentioned is that getting double pop growth requires having >75% approval at the START of the month, when all the current month approval modifiers have reset to 0. As far as i can tell you can only get double pop growth when your "previous" modifiers have accumulated to at least +25-26
Yeah it seems like you need to carry the approval for the whole of the month to actually get the 2nd person. If you have it at 75% for half the month, you won't get both.
Awesome video! Lots of useful info. Hopefully I'll be able to retain at least half of the tips and tricks you discussed. One thing you neglected to mention was that you could build a dye workshop to help manage the flow of berries and provide another source of income. Was there a reason for that, or was it just an oversight?
For the Packing Station, I believe it works better if you have a storehouse with both itens in it (the one you'll deliver and the one you're taking back) near the edge.
At 2:09:22 right at the very end, is my favourite part. NOW I know why sending pack stations to my startup villages drains them of all their coin! Pack stations should be placed on the smaller economies side, despite the opportunity cost ;) of using a human resource at the smaller pop centre.
so there is no point in putting multiple marketplaces near each set of buildings? crap...I've been operating under the assumption that civilians have to go buy stuff from the market to supply themselves.
What a great video, even after 100h myself there is still a lot to learn. During the manual farming part, at 1:54:21, you said it is impossible to harvest during september if you don't want certain fields to get tapped. Wouldn't an option be to just decrease the priority for those fields during that specific month, so workers can go for the fields you want first and then pause production?
Some of the profit margins on trade don't make sense to me. A lot of the more refined items export for either a loss or just break even. Swords, for example, require two iron slabs (each worth 4 gold) and only sell for 8 total. Linen and dyes export for 4, but clothes only export for 6 (net loss of 2). It seems better to sell the mid-tier items rather than waste labor and logistics that seem to add little if any value.
You made me think of something. I think the market place bug is when you delete plots while you are building others. I think the market places loses count of the total plots and this and starts spewing sub 100% numbers and a total delete and rebuild of the market place is what resets the plot count correct. And thus fixes the problem.
As a brand new player this is an amazingly helpful video, thank you. In your section with the starting build order you mentioned that you just throw everything up wherever to get everything established and then move things after to better organize. When you move houses around I assume you need to delete and rebuild, do the people that lost their house automatically go and occupy the new houses?
Yeah that's exactly it! I'll rebuild the houses one by one and delete the old ones. Make sure you pause the game when the new ones are built to make sure nobody else moves in before them lol Otherwise you'll have homeless issues. If you're not planning on making a massive town (500+ people) then I would just leave everything where it is and just deal with it. Smaller towns can still work very well even when not optimally placed.
Make a 0 stall market zone as your primary market zone. When you want a new stall, build a 1 stall zone next to it. Move whatever gets built in there into the 0 stall zone. Keep doing that until you get the one you want. Then get rid of the 1 stall zone and whatever stalls in the 0 market zone you dont want.
46:58 instead of waiting for the units to run all the way to town, its seems better to disband them right away when they are in your region. Then rally them again, and they will teleport to your town. Then disband again asap. This way you dont have to wait for them to run all the way to your town.
46:37 When the AI do his 1st claim in the winter before the 2nd year, one must have at least 350 treasury for the mercs to keep them for 2 months at least, and a full unit of 36 spearmen, with helmets too, cause the AI comes with two armies with 36 retinue and several other mercs in each, one in the first month and one a bit later, so you need at least 4-5 strong infantry units and probably few archers and few thugs to deal with their archers and thugs.
So is the food consumed per family or per burgage lot ? When you hover over at the market the food is not shown on the extension, only the main building of a double lot
If you have mutiple farmhouses producing wheat, shouldn't you have a granary for wheat only right next to the windmill? For barley and flax we are out of luck, because storehouses don't pick them up (bug), but you can have a malthouse and weaver per farmhouse and then a storehouse (with malt only) next to brewery and another one close to the market and tailor (with dyes, wool, and linen).
Hi, I played long time too. You're right, this game isn't too hard at all. In fact, it's kinda easy, with no surprises when you know mechanics. Thanks to share for the casu/newbies, that will help the dev to create an awesome game.
Ok heres something I think nobody has talked about and that's using Manor forts for combat. How the hell do you use guard towers on the walls? Can you man them with archer units? What's the most effective way of building a forts walls (Round vs Boxy)? How does enemy AI handle having 1 maybe 2 entrances can they cheese and clip through the wall? Can the player cheese the system and make bigger forts/walled cities without mods?
question:- To avoid the overstock isn't it simpler to just dedicate one or two storage to that item, limits the total and stops it blocking all your other storage.
Yeah that's a good solution - they also added to a recent patch the ability to limit production so it's not as big of a problem as it used to be. He's changing stuff so fast, it's hard to keep up lol
It depends. When I'm only managing a single town, I'll typically pull everyone during winter and put them back in March. When I set a turn to be fully automated, I'll leave them permanently. I usually just upgrade one with herbs and it's enough for a large town. You only need it for people who are sick, so not that often
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.
Excellent info, thanks for sharing!!!
Thanks for the info!!
So.... If you have 3 or 6 dedicated families (according to if it is or not a rich deposit) the Berry specialization perk is just a point wasted?
@@augustoluna5577 Required workers may depend on some other factors. In current stable patch, I have a reach berries region with 3 forager huts, two of them full and one half-full. And I almost never see berries go to 0 while it's season. Not sure I would get the same result with only 6 workers, but I'll try.)
Idk how people struggle, after 40 hours the game is too easy even on the hardest difficulty, early battles can just be cheesed as you run around in circles and have the baron deal with the bandit attacks.
The micro-management of the market stalls is enough to make you walk away from this game.
I feel you
It is annoying
It's being updated through the latest patch, but not perfect. This is what it means to be in early access.
@@ckhenson I play this game and pay no attention to the market stalls. I do fine I think a lot of people overthink it
The stalls are a lot better now, you can choose which place is allowed to build stalls, so i only allow my granary, storehouse, and traders to build them, makes the stall management much more hands off.
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.
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.
Last experimental patch fixed this thankfully, now I hope we can actually control which types of stalls we can get at determined places.
It would be helpful if building a market stall was a menu inside the respective building UIs, like you specifically tell this granary to build a stall in this zone, rather than create a blank market zone and have families build stalls at a whim
@@pgzimermann In each building, you can turn off the ability to build stalls.
@@pgzimermann this doesn't work for me. There is a corner of my town, very close to the stalls and they never get any firewood. The logistics are terrible, at the rate it's consumed they need to haul more. I have three fully upgraded and fully staffed storage sheds supplying the markets and it still isn't enough. The logistics totally suck and are way too limiting. Another side of that is it forces players to all build the same towns in competitive mode which sucks! It's a beautiful game, I wanna strategize and enjoy the beauty of building a nice town. Not the same stuff everyone else is making.
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.
That's a great point! That would effectively double the volume you can offload and increase profit by double (plus 1 more for dyes). I missed that and will add it to my list :)
@@Strat-Guides splendid! Yeah I think it's super duper effective. It even gives one the opportunity to have a desired stockpile ready to go for cloaks and clothes when needed. ^^
Oh and as I sort of mentioned in this comment, it's really best to have all related buildings hyper close to each other with little else obstructing them if possible. Including the trade route. In case you missed my other comment related to trade posts, this could help. @Strat-Guides to the best of my knowledge, trade posts do not need to be built upon the king's road to get access to any of the 4 types of $trade: free merchants, big merchant carts, and one's own walky merchants and useless carts (provided the horses are still bugged?) .Rather simply it must be connected in some way TO the king's road. I've had no problems getting all types of trade to work with posts being anywhere I've chosen in the region so far.
It's probably going to increase income to have the trading post closer to the spawn point of the off map nodes. Though with that being nerfed in the beta, not sure how much of and impact it would have to have it close to the off map points. What will likely help with labor is having all related buildings as close as possible to the trade post. Any warehouse, granary, or production building with the goods one is trading away should substantially benefit from nearby placement to said trading post. This would have a similar benefit for any visiting packing station workers/mule folks too. A "trade hub" if you will. I'm not sure this is always worth building one's city around? I posit that having the workers that run all related buildings as close as possible and doing nothing other than running said trade hub will likely have a positive effect on efficiency for the whole endeavor.
@@hybralisk Oh, right, now that you mention it, I do recall hearing that the idea to build trading posts directly on the King's Road came about to circumvent a bug in the pre-release version. That bug may be fixed now, so perhaps we can take more liberties with our trading post locations.
@@salionshatterstar and its just as effective to keep the TP a good distance from where the trades come and go (edge of map) considering the QTY that gets put into the TP and the time it takes, if you look at the categories, the people in the TP will fill empty spaces from left-to-right, then in each category, top-to bottom. so bigger items like weapons, restock way longer, etc etc. so you need time for merchants to get to you, and time to restock.
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 😅
@@vincent999vx This doesn’t really work now. Something has changed in one of the newer patches.
Thanks! the market supply and production of goods helped me the most
Thank you for the support!! I really appreciate it. Glad to hear the video was helpful :)
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!
I like the game overall but the logistics aren’t well designed.
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
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!!!
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.
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.
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.
Only you and tacticat have up to date info. Invaluable advice. Great content.
Oh shoot that reminds me, I forgot to add his channel in the description! Thanks for the reminder lol yeah he's great!
Nothing like youtubers who have the word 'tactics' and 'strategy' incorporated in their names 😎😎
They are my sources of truth too.
100% agreed! Top notch stuff from the both of them.
@@EthanDyTioco Oh man, too bad this isn't a multiplayer game. I'd love to see a tactics vs strategy competition! We could put Sun Tzu's quote to the test ;-)
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.
If anything, it would further add to realism as you would need a license to even think of selling a good you produced.
Market stalls are really a heache that require tweaking. In my opinion, a tutorial campaign would open market stalls for you to show you they exist, then display a pop up explaining how to open one yourself
Agreed - I suspect that mechanic will be changed in the near future lol
@@josephThaPimpthat's a great idea to flesh out tax system!
This is what i keep saying. If it's going to be so picky about it, we need to have more control. Right now it's just confusing and frustrating to deal with.
it's already updated, now every potential building who can make market stall have a toggle to allow/not allow the building worker create market stall
Nah, just say "Oh, shoot, I forgot I have a doctors appointment to go to, bye , I got to go...".
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.
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
Amazing advice on optimization, marketplace, development points and even trading. Thank you for helping the Manor Lords community. Tacticat brought me over to you. Cheers mate!
Thanks for watching! He's good people for sure and I happily plug his content all the time as well :)
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.
You missed the source reason it is bugged in the section between 9min to 12min.
The reason is because each Marketplace (no matter how many stalls it contains), start from 0 to distribute goods to the house for the variety sake thing. That means, as soon as you need more than 1 stall of one type (let's say food), let's say for simplicity sake, we only have lvl 1 burgage, so 2 food needed per house. if you have only 1 market place containing enough stalls, stalls 1 will do the 25 closest houses and then stalls 2 will do the 25 next for a 100% coverage. If you have 2 marketplace (near each other), with each 1 food stall.. the 1st food stall will populate the 25 closest house, but food stalls #2 will populate these same houses that were already covered by the other stalls, because they are in an independant market place.
You can somwhat fix this by having a design where stalls are in the middle of a scallable section, and always prioritize (by distance), the houses that are not already covered by other stalls, but the more you scale that, the more it become impossible to reach 100% as you cannot choose which stalls will get filled first. so you'll always have a spot where it's not covered because of that.
I have a cool plans for a scallable city, where I can scales squares of 300pop infinitly, with just enough stalls (food / cloth and firewood) in the very middle of each of those. but because of that, I can't make this happen, if they fix it so different marketplace doesn't overlap each other, this will be possible to use different marketplace with the same type of stalls.
Right now the only way to get 100% is to have maximum 1 marketplace (containing enough stalls) per type of goods (so either 1 big with all 3, or 1 per type (clothing, firewood, food).
In your example at min 11 where you rebuild the marketplace, I you rebuild these 3 food stalls in a different marketplace, (still side by side), you still won't have 100% coverage. Because of my explanation
TLDR: Don't do more than 1 marketplace per type of good (Food / Clothing / Firewood), until it gets fixed
Omg I think you just solved my problem. I used a second market to scale up because I didn't want to deal with all the supplies on the ground from destroying my market and rebuilding it. Before I added the second market it was fine until the population got too high and I needed more stalls. Then building the second market did nothing. This must be why I'm not able to cover all my plots. Thank you!!!
Oooo super interesting! I wonder how large one could make a zero stall locations marketplace. As someone else has commented on using zero stalls and a big marketplace together. They mentioned using this big market to catch incoming stalls and then place them on a zero market stall space, then deleting the big catch all market. I have yet to test this strategy myself. I do wonder if it could overlap with what you have suggested here tho!!! Perhaps a big ring around the city so that one could move the stalls to wherever they thought best? I keep having trouble with moving market stalls tho, in my experience they just become "ghost stalls". Hmmm!
Yes this! Spread the word once I realised what was happening all my issues with the game went away, it would be nice to have multiple markets for organic looking towns but I'm just happy to finally understand and sit on 100% supply the whole game now.
@hybralisk That will probably work when thr bugs are fixed, but for now when you move market stalls, the new market doesn't recognize them, and just sets up another stall overlapping the one you moved. So a market with only 3 slots can have 4, 5, 6+ stalls on top of each other. Doesn't necessarily always happen, but happens often enough that you can't rely on moving stalls as a solution for anything.
This was the best video I have watched from you I think ... well explained, very straightforward and easy to understand! thank you for all the effort you put into your videos :) I really enjoy watching all your manor lords content! keep em coming, thanks for keeping me company each day :)
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
When I move market stalls, it leads to a second family setting up market stall overlapping the one I moved, clipping through as if the space was empty. I’m curious if anyone else has experienced that?
@@salionshatterstar yes i experienced the same.. I had 4 stalls on a marketplace with only 2 spots
Just be careful with this one - I decided not to include it because it's very buggy. Often times the stall moves but it won't hold any goods and you can go way over the market stall cap by doing this (I had a single stall market plot have like 5 stalls by doing this and none of them worked lol). When it does work though, it's pretty cool :)
@Strat-Guides Oi, didn't have the problem, yet. But good to know! 😊
Yeah any time I've ever tried using the move stall option so far, it seems to only create what I have come to call a ghost stall at that location. The game just refuses to use it and it sits empty in my experience. It would be super cool and useful if it did work tho, especially if it kept the goods safe from the elements while doing the transfer!!!
I find it incredibly useful to return here when I'm working on a particular problem and find the timestamp that might help. Thanks!
Just finished my first game of Restoring the Peace on standard settings, and your channel has been great to help me keep going and understanding the workarounds for bugs. Thanks! This is going to help me slowly work my way through getting all the achievements.
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.
How do you keep unwanted families from building on the targeted market space while you are doing this?
@@scully4life that's why you build your temporary grid of markets. Make it multiple single stall markets, and make enough that everyone who wants to build a stall, does build a stall. You make sure the temporary market is built FIRST before you place down your desired real market.
Then you only delete the temporary stall of the family that want in your actual market, and then delete the temporary market grid slot they were in. This makes them the only viable builder for your actual market, so they will be the only one that builds there.
Keep doing this until everyone you want in your market is there, then you can get rid of your temporary grid of single stall markets. It is a bit tedious but it goes relatively fast and always works.
@@scully4life The unwanted families will have already set up a stall in the temporary market plots.
@@salionshatterstar Okay, I thought that when you said to delete the unused single spots, you meant the stalls of those unwanted families. What did you mean by that then?
@@scully4life I think to paraphrase Saucychemist:
1) Create a bunch of temporary marketplace areas, each with room for exactly 1 stall. Ensure that you have enough marketplace areas for every eligible family who wishes to build a stall.
2) Wait for families to construct stalls.
3) Delete any empty marketplace areas which weren’t used.
4) Designate the real marketplace area(s) you wish to permanently keep.
5) Find the stalls of the families who you wish to keep assigned to stalls. Delete their temporary marketplace areas (the marketplace area, not just the stall). They will build new stalls in your real marketplace.
6) Delete all the other temporary marketplace areas.
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.
Right? I kept making enough for 30-50 as "future proofing" when maximum I'll probably need is like 20 and that's late game lol
1:01:34 You can actually still cram 3 iron mines on to a node on the new patch - one on bottom, 2 on top - if anyone is interested for their weapon and armour trade empire.
Interesting, I'll have to fiddle with it! I tried for a while and couldn't figure it out - although I suspect the hill was causing me some issue as well. Thanks for the info!
@@Strat-Guides It probably was the hill. I’ve had games where I had to restart because the slope prohibited the placement of even 1 mine.
I didn’t realize rebuilding the market stalls would bypass the supply bug. Really, I hadn’t realized it was a bug - I thought there was some mechanic I was failing to grasp. Thanks! My cold and hungry people will no longer stare longingly at those full market stalls right outside their window.
Yeah that's a pretty nasty bug that I think got a lot of people to stop playing. They had the right setup, but couldn't figure out their issue was a bug :(
@@Strat-Guides I have restarted dozens of times due to this bug tbh. I'm still struggling with it even with destroying and rebuilding the markets. Endlessly frustrating!!!
@@Strat-Guides Its not a bug!! Well kinda but you seem to miss the point on what fixed it because you did change something! You went from 3 marketplaces with 1 stall each to 1 marketplace with 3. Markplace supply the closest burgages, even if another marketplace is already supplying them. So 2 different marketplace right next to each other both with food stalls and both with 15 bread supply the same 15 closest houses twice instead of all 30. Basically all your food stalls needs to be in one marketplace for perfect coverage which is what you ended up with.
Unbelievable video as always.
I actually strangelt found the starting out section which I wasn't even expecting the most helpful. But everything g was pure gold.
Glad it helped!
Its great to hear that I am not crazy, and there could be issue with game about market stalls. And thank you for clearing that distance between house and market stall is not an issue. I will just demolish and create market stalls again
Nice tip bro and congrats on getting your 100k subscribers been watching since Bannerlord perk guide happy to see your channel grow
Thanks, I appreciate it!!
A lot of scientists, professors, mathematicians, and researchers in the comments; who needs a tutorial when we've got an info pool and community such as this!
Thanks for your efforts, fellow Lords; and to Strat and Cat for leading the charge.
@@genghistron7035 I thought you were being sarcastic at first.
Outstanding guide to the game in Beta. Comprehensive and extremely helpful in explaining all the game mechanics. Many thanks for the effort you put into this.
Great thumbnail! xD not sure if insulting your audience is the preferred strategy in your industry, but yourr the bossman ! /J
Am so hype for stone ramparts and fortifications
Lol that wasn't my intention! I got a lot of comments from people saying "I suck at the game and game up" so it was more targeted towards them :)
The title is why I watched this video lol I suck at the game
Corpse pit is my new favorite unit of measurement.
Anything but the metric system 😂
Thanks!
Thank you so much for the support! I appreciate it :D
This guide is well structured, easily explained with great information.. I have come back to this several times now and I am not even out of my first year. This one gets bookmarked, thank you.
Glad it helped!
the best content about Manor Lords for me so far! thank you!
One thing is that it doesn’t matter where the trade post is. As long as u attach a road to it and that said road is also connected to the kings road it will work.
That's a bug actually - it's going to be fixed soon. You're supposed to be on the King's road to get the passive trade. Right now, traders just wonder across the map, clip through buildings, etc. lol but that will be fixed :)
Just wanted to watch a couple tips while eating, 2 hours have gone by, no time to play anymore!! Tomorrow my new town will be perfect. Thank you for this
This is the best Manor Lords video yet, the only video someone needs to start playing, well done.
Have you found a way to make sure you can house each ox/horse in the stable of your choice?
My sucking at Manor Lords makes it fun to me. My first play run I lasted all of 5 minutes. Built 5 plots and spent all the regional wealth within seconds on eggs. Quicky learned how bad that plan was.
I have utilized several of your tips.
Good content on the marketplace. I will have to watch again. I did the demolish and rebuild to get to 100 percent coverage on 400 pop. It took 10 years of game time to figure it out.
Awesome!! Wow!!!! Soooo much great info!!!! Thank you!!!!!!! Will need to play more 🙂
Farming:
4) would love to see how you started up that farming town. Like a clip from your stream. Build order and stuff like that. How to transition from 5 people to 15 and when to put farmhouse and size of fields, etc. etc.
I find it easy if I build up a small town (20+ families to start a militia, etc.), then start-up farming; but I think there's probably a faster more efficient way.
ive taken to moving the source producer stalls (like the tanners) to satellite markets near them manually - it abandons but then gets reoccupied. I have the main market primarily warehouse stalls- i wish i could turn off markets for warehouses with items we need to trade - like coal. and i really hate it when a warehouse i made for a specific item gets firewood put into it for some reason and so that pure storage wearhouse becomes a firewood seller - for one piece of firewood that never sells.
Great video, thank you for the effort! Don't think that you mentioned it, but is the Trading Post horse bugged? I've heard that if used, the person grabs 50 items but doesn't sell a single one. Is this true? Thanks again! 👍 Edit: talking about the experimental patch
Thank you for the support!! Yes that's accurate - I think I mentioned it during the trade section, but I could be mistaken. Don't use horses for now - fix is on the way I think!
@@Strat-Guides Thanks for the answer! You might have mentioned it, but I re-watched the Trading Post section and didn't catch it. Noted, thanks again! 👍
This is the perfect video to watch if you wonder about anything in Manor Lord. Excellent job
Watched video, read comments. What the hell did I get myself into with this game ffs.
Awesome video. Really useful insights!
awesome tips my man :) my main issue is making a prety layout, im really bad at designing things like this and i usually end up making a mess and everything is just plopped down randomly
Me too! Great thing about it, is that you can take your time and turn off combat or make it infrequent if you just mostly want to play the city building part
@@James26285 i usually play without raiders cause i dont care much for the combat, and also because im still learning how to build it right and in the right order etc
Thank you so much about explaining how market stalls work and the importance of controlling them because man, I was getting annoyed over having soooo many firewood and food but not always reaching all houses.
I am not a smart person so even if I had over 100 hours gameplay, I wouldn't have figure it out for myself so thank you again for this video.
Only managed to play 10hrs in the last 2 weeks, but really enjoying the game so far and excited to see where its going
The first tip about market stalls is great of course, but the example started to unravel towards the end of it. In my experience if one wants to get a market stall worked by a specific family/work station, that station must have at least one of the resource for the desired stall for the family to auto work it. At the end of your example, the food stall by the hunting camp still wasn't being worked by that family even after you were switching them. My best guess is that at the time you were attempting to force it, that building did not have food in it's inventory. Must have just been picked up or something right before you paused I suppose?
I have made the same experience.
I haven't quite narrowed it down yet and frankly gave up trying to figure out why families can start a stall - I've seen corpse pit workers and church workers open stalls by they don't have production at those buildings lol. Maybe they have items in their burgage plot that allows it? Who knows... My goal with that section was to show how it actually works in game and how to manipulate it until you get what you want. It's a very messy mechanic, but it can still be manipulated in the end so we get what we want :)
@@Strat-Guides totally gotcha and no worries! I just wanted to bring up stuff to get it out in the open and discussed more. We as a collective playerbase can help each other understand it more. Hopefully figure out a work around or solution too!
My guess as to folks that automatically pick to work the stalls on their own are doing so as a fail safe. I assume it was programmed in such a way that SOMEone needs to work on the stalls. If it can't find anyone with a related building, it will start to branch out to find anyone it can due to the importance of having the stalls worked. My point about the resources being in the building was in the case of manually attempting to get a family to take over a stall. I haven't been able to do so unless the building has the aligned resource type. Anyone else randomly taking it over from other professions should be fired!!!!
@@Strat-Guides Either way, thanks for all the tips and help. It'd be nice if markets could be set to auto populate, or manual population, that way none of these issues would have to happen and you wouldn't have to do tedious annoying work around.
I know it's EA but it's frustrating that one of the VERY core mechanics doesn't work properly/very inefficient, which causes cascading effects of unhappiness and progress stoppage, and most people are not doing the testing you are doing and so will just quit.
@@Strat-Guides Each time I've noticed this so far, it's been with food stalls, and the owner of the mismatched market stall has been a burgage owner with veggies or eggs in their inventory. So I think this probably is the eligibility trigger. However, I don't particularly desire to devote time towards rigorously testing said theory ;-)
Holy shit! This guide is so detailed and precise. Ive Learned so much
Overly complex for medieval peasants.
It’s only complex because the logistics don’t work well. I can think of many games that do this stuff better, some are 20 years old.
You shouldn’t even have to do all that for the stalls. You should be able to pick who makes a stall bro it’s so aggravating.
Thank you for all the info and advice, Strat. Thank you, too, all my fellow Lords, for helping me make my builds run so much more efficiently. Great stuff, everybody!
A note about the hunting limit. I would advocate to set the limit to at least 10 (the default), or possibly 11. I keep seeing hunters bring the number of animals down to 6 or 7 sometimes, even if I have the limit set to 10. If ever going for multiple hunting camps and many families set to them, I'd suggest setting the limit even higher. Maybe even 15 on a normal node! They seem to not update when it's ok to hunt after they decide to do it. So multiple people can get their bloodlust on and all of a sudden the remaining number of animals dips dangerously low!
This is even more so the case with a rich animals node snd with all the hunting related dev points and perk. I'd suggest setting the limit to 20 or so to be safe if using 10-20 hunting families (5-10 full camps etc). The dangers of dipping below the limit will be deminished with this scenario tho since the people going out to trap will be chaotically spread out all over the place, lessening the likelyhood of over hunting the actual node.
One possible correction / clarification: in setting limited work areas for farming, it appears to me that they only farm fields if their centre (where the harvest gets piled up) is inside the defined work area.
when trying to switch a market stall to be supported by a warehouse worker, simply remove the families that are supporting that stall, temporarily. The stall will know that it's empty and look for a supporting worker which will be provided by the storehouse or granary when no others are present. The stall notes this that removing the supporting family will force another family to support. Once your support is in place, move the families back into the jobs they were before.
Hey Strat, Awesome video as always! Great work man!
Quick question I hope to get an answer to:
In 2 of my 3 playthroughs I had a "jackpot" of a rich clay and rich metal province, I immediately set up a build around those two resources to bring in the money (following some of your previous tips ofc ;) )
However, when I reach the point when I need to convert to the deepmine something happens (probably a bug) that the warehouse workers do not come to pick up the iron anymore and workers need to carry it out one at a time
In both of my playthroughs this happened.
Had an issue like that?
Seen that you focus your industry around the resource so I guess that is one way to work around it - but in my "esthetic" villages I had a smithy and smelter share an allocated plot with a warehouse a bit away from the deepmine but for sure in an optimal walking distance
Keep up the good work man!
You're a madman. Thank you for your service. This game is amazing
@strat-guides at 32:56 you mention that 1 grain->2 flour and 1 flour->1 bread.
But I think using bakeries instead of communal ovens it transforms 1 flour->2 bread, which is much more efficient at the cost of not being able to re-assign the baker families.
Did I say that wrong? Shoot, I thought I was careful for that part. Yeah without bakery it's 1 grain = 2 bread and with bakery it's 1 grain = 4 bread
This was so informative. Thank you!
This is so useful....thank you....I've been failing miserably on challenging settings - will definitely try your start up strategy. Market stalls was also critical info...now I understand ;) (.965)
Ok so about the traps development point. Traps themselves are set randomly somewhere on the map. I thought it was just that specific region but I recently saw a video where someone watched their trappers wander out into another nearby region to trap. Furthermore, some of those trappers ended up taking extremely poor pathing back and walked all the way around to the nearest roads, usually the king's road. This was able to be worked around a bit by having some extensive roads in whatever region one could build in, allowing such wayward trappers to have an easier journey back.
The main reason I wanted to talk more about traps is to refute your claim made in the video. You said that once the trap is set that the food income is passive. This is not the case, any such set trap must be harvested from at some point after it's set. It seems to be able to be harvested by any hunter, so not specifically the ones that set the traps originally. With this fact, and given the amount of distance we are talking to set them in the first place, I think it's a pretty horrible loss to one's early production to take this dev point. Later on it might be not as harmful, but I can't see wanting to have it right off the bat. Just watch them as they go out to set or run back to harvest. It's painful how far they go!!!
All that being said, I still want to test traps further myself. If one can set the work limit on the camps and have the hunters stick to desireable and designated areas, this could be an incredible source of meat. All I know is that at one point when I was testing it around the third year or so, I found something interesting. I had wanted to see what would happen with multiple fully assigned hunting camps and I was astonished to find that 5 camps gathered like 200-300+ meat from one "hunting session". I hadn't been able to find any info on the timing for traps, so I just waited until the local deer had repopulated to max before sending the wave of hunters out. Mind you, this was with both the traps and the extra meat development points, and the double growth rate from the one policy. Not sure it would be worth all that investment tbh.
Anyways, I hope some of my rambling is helpful. Sorry to be that "well actually" guy, but I think it should have been made clearer for folks. ^_^
Yeah this, I felt the same way. I think since meat isnt too exepensive but takes quite a few perks/policies its never worth it in my head. especially since you can get so much bread it will come out of your ears with just 2 perks. Or even 0 if you micro your farming/baking a bit more.
@@HansWurst1569 too true! Although I do really like the idea of having a baby region dedicated to mass hunting and trapping. Imagine what 50+ families could bring in with all the meat related things! I wonder if there's any kind of build in limit to traps. What if like 500... or 1,000 families were set to hunt and get food from traps I wonder!!!!?
So I did a 5 year test with 2 hunting camps and 2 families and from what I observed, they would go to very remote parts to place the trap and then I never saw them go back to collect at later times. They basically set it and forget it. It's possible the town I was using for the test was bugged, but from the math I got after adding the trapping perk and the lack of them revisiting the traps later (and the wording on the Perk itself) it did seem to be a passive drip of meat. Here was my testing setup - single town, original 5 families, 1 firewood worker, 1 Berry picker, 1 log cutter, 2 hunters each with their own hunting camp. As soon as the animals are reduced to 10 or whatever you set the limit too, they just go idle and I definitely didn't see anyone going to the traps for the entire year. It's possible that my starter town was bugged as I didn't test it on any other town, but I'll keep an eye out next time a run a hunting region. That's for the info!
@@Strat-Guides You are most welcome! I greatly admire and respect the testing work you put into this and other games. Kudos to thee!
In my observations thus far, it seems that anytime a family is assigned to a hunting camp after the traps dev point is picked, it adds two new behaviors. As in, if they can set a trap but haven't yet, they will always go to set a trap. If a trap is ready after they have set a trap, they will proceed to go and harvest it and return it to the camp. Actually not sure if they return it to the camp or a granary, I'll have to test again to see where they go. All I know is I see that they are "harvesting", and actually wandering off out in the middle of nowhere. They really go to some wacky place to set/harvest traps!!!
@@Strat-Guides You could probably try force selecting a work area to limit the randomness of trap placement but I haven't tried it myself.
1:05:00 Would it be efficient to have an import-only trade post next to the tavern, near the houses? That way the only traffic it receives are wagons transporting barley/malt/ale.
Edit: 1:27:00 answers my question; the loss of passive trade would not be worth freeing up 1 family for labor.
I did hours of testing on the Trading Post and concluded that the order they are stocked is based on the order in which the items were changed to exporting, not the tab order. I even reset them all and selected in reverse order and the stocking followed that pattern. Also the Trading Post does not need to be on the King's Road, it only needs to be on a road connected to it.
Interesting - I guess it would follow that order since that's usually the order I set the exports to. I'll have to run some tests on the most recent patch that went live today to see if it was changed or not. I appreciate the heads up!!
Something i havent seen mentioned is that getting double pop growth requires having >75% approval at the START of the month, when all the current month approval modifiers have reset to 0. As far as i can tell you can only get double pop growth when your "previous" modifiers have accumulated to at least +25-26
Yeah it seems like you need to carry the approval for the whole of the month to actually get the 2nd person. If you have it at 75% for half the month, you won't get both.
The early game tip to sell items on the Kings Road (without a trade route) is HUGE!
I did really need a tip for market stalls thanks you ❤
Awesome video! Lots of useful info. Hopefully I'll be able to retain at least half of the tips and tricks you discussed. One thing you neglected to mention was that you could build a dye workshop to help manage the flow of berries and provide another source of income. Was there a reason for that, or was it just an oversight?
Thank you so much for the tips around markets! I’ve been having trouble with them 😅
Happy to help!
For the Packing Station, I believe it works better if you have a storehouse with both itens in it (the one you'll deliver and the one you're taking back) near the edge.
Finaly really useful guide explaining basics
Awsome guide! Helps a lot. Thank you so much.
At 2:09:22 right at the very end, is my favourite part. NOW I know why sending pack stations to my startup villages drains them of all their coin! Pack stations should be placed on the smaller economies side, despite the opportunity cost ;) of using a human resource at the smaller pop centre.
This will be fixed at some point, hang in there! But yeah it's a pretty annoying bug lol
how'd you get the spearman @ 45:31 equipped? By default you dont have any spears right?
so there is no point in putting multiple marketplaces near each set of buildings? crap...I've been operating under the assumption that civilians have to go buy stuff from the market to supply themselves.
What a great video, even after 100h myself there is still a lot to learn.
During the manual farming part, at 1:54:21, you said it is impossible to harvest during september if you don't want certain fields to get tapped. Wouldn't an option be to just decrease the priority for those fields during that specific month, so workers can go for the fields you want first and then pause production?
This video along with the comment section is very informative! Both answer a lot of questions anyone might have about this game.
The best video made yet for Manor Lords.
Some of the profit margins on trade don't make sense to me. A lot of the more refined items export for either a loss or just break even. Swords, for example, require two iron slabs (each worth 4 gold) and only sell for 8 total. Linen and dyes export for 4, but clothes only export for 6 (net loss of 2). It seems better to sell the mid-tier items rather than waste labor and logistics that seem to add little if any value.
Super awesome and helpful, thank you!
You made me think of something. I think the market place bug is when you delete plots while you are building others. I think the market places loses count of the total plots and this and starts spewing sub 100% numbers and a total delete and rebuild of the market place is what resets the plot count correct. And thus fixes the problem.
As a brand new player this is an amazingly helpful video, thank you. In your section with the starting build order you mentioned that you just throw everything up wherever to get everything established and then move things after to better organize. When you move houses around I assume you need to delete and rebuild, do the people that lost their house automatically go and occupy the new houses?
Yeah that's exactly it! I'll rebuild the houses one by one and delete the old ones. Make sure you pause the game when the new ones are built to make sure nobody else moves in before them lol Otherwise you'll have homeless issues. If you're not planning on making a massive town (500+ people) then I would just leave everything where it is and just deal with it. Smaller towns can still work very well even when not optimally placed.
@@Strat-Guides thank you very much.
Strat for game mechanics + tacticat for designs and cheese
The best guide out there. Period.
Make a 0 stall market zone as your primary market zone. When you want a new stall, build a 1 stall zone next to it. Move whatever gets built in there into the 0 stall zone. Keep doing that until you get the one you want. Then get rid of the 1 stall zone and whatever stalls in the 0 market zone you dont want.
Love your stuff. Learn a lot every time. I’m trying to figure out how to deal with the Baron and claiming his territory.
I'll probably do a short campaign for that to help out - I'm doing a test run right now that's going very well and I'll share it soon!
46:58 instead of waiting for the units to run all the way to town, its seems better to disband them right away when they are in your region. Then rally them again, and they will teleport to your town. Then disband again asap. This way you dont have to wait for them to run all the way to your town.
46:37 When the AI do his 1st claim in the winter before the 2nd year, one must have at least 350 treasury for the mercs to keep them for 2 months at least, and a full unit of 36 spearmen, with helmets too, cause the AI comes with two armies with 36 retinue and several other mercs in each, one in the first month and one a bit later, so you need at least 4-5 strong infantry units and probably few archers and few thugs to deal with their archers and thugs.
So is the food consumed per family or per burgage lot ? When you hover over at the market the food is not shown on the extension, only the main building of a double lot
@@jnosnk per family. Clothing and fuel are by plot though
Thanks this was now an awesome video
I am also thinking of getting this game "Manor Lords" for myself
If you have mutiple farmhouses producing wheat, shouldn't you have a granary for wheat only right next to the windmill?
For barley and flax we are out of luck, because storehouses don't pick them up (bug), but you can have a malthouse and weaver per farmhouse and then a storehouse (with malt only) next to brewery and another one close to the market and tailor (with dyes, wool, and linen).
Hi, I played long time too. You're right, this game isn't too hard at all. In fact, it's kinda easy, with no surprises when you know mechanics.
Thanks to share for the casu/newbies, that will help the dev to create an awesome game.
Ok heres something I think nobody has talked about and that's using Manor forts for combat. How the hell do you use guard towers on the walls? Can you man them with archer units? What's the most effective way of building a forts walls (Round vs Boxy)? How does enemy AI handle having 1 maybe 2 entrances can they cheese and clip through the wall? Can the player cheese the system and make bigger forts/walled cities without mods?
They aren't in the game yet - the stuff in the manor house is cosmetic at the moment and your troops won't use them :(
question:- To avoid the overstock isn't it simpler to just dedicate one or two storage to that item, limits the total and stops it blocking all your other storage.
Yeah that's a good solution - they also added to a recent patch the ability to limit production so it's not as big of a problem as it used to be. He's changing stuff so fast, it's hard to keep up lol
do you leave the foragers in the forager hut during the winter?
and what if you are growing Herbs.? Do you leave someone there to grow the herbs/
It depends. When I'm only managing a single town, I'll typically pull everyone during winter and put them back in March. When I set a turn to be fully automated, I'll leave them permanently. I usually just upgrade one with herbs and it's enough for a large town. You only need it for people who are sick, so not that often