MANOR LORDS | EP04 - FOR WHAT ALES YOU! (Early Access Let's Play - Medieval City Builder)
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- Опубліковано 2 чер 2024
- Manor Lords has been my most anticipated city builder since I first stumbled across it in 2020 - the medieval city builder with RTS combat elements, and an economic system that integrates the two closely... what more could I ask for? This series will showcase Manor Lords gameplay while highlighting how to play Manor Lords, providing explanations for various mechanics and gameplay systems. If you like city builders, if you like medieval settings, and if you like tactical battles, I think you might like this series.
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00:00 - Intro & Assessing the Threat
01:01 - Militia & Economic Impact Explained
04:00 - Gameplay Begins
#manorlords - Ігри
EPISODE 5 is OUT NOW - ua-cam.com/video/y_iEjxgxTws/v-deo.html !
Missed a previous episode? Catch the full playlist here - ua-cam.com/video/f16hXx4JRi4/v-deo.html !
Quite a bit of industrial expansion this time, but we're also starting to see the trouble rapid expansion brings!
The revolution in gaming won’t come from huge AAA companies, but it will absolutely come from developers who put real passion and drive into their games. I sunk ninety hours into the demo two years ago and I’ve been craving it ever since!!
You mean “that” AAAA company? Theyre factory not an actual artist who can develop video games
I hope he hire more people instead of working alone and speedup development;)
This game is the game my and a childhood friend fantasiest about when we still where Kids.
@@PunkerTrottzEltern Definitely!
unfortunately most good programmers are retired. millennials are fat, lazy, and unskilled. that is why very few good games exist :(
I'm glad you took that one Ox's complaints seriously and built them a roof.
Don’t neglect the far side of the central intersection. I think extending the one road for housing is just asking for houses being out of range of the amenities. Building radially out from center will maximize the coverage and reduce commute times
A quick tip: Each region has it's own development points so you shouldn't unlock deep mines or something related to other rich deposits in a region without the needed rich deposit. This also means the first two points in the region with the rich iron deposit could unlock the infinite mine and you'd have four more points for everything else.
@PartyElite don't miss this!
Really? Interesting . So regions can develop into agriculture zone, industrial weapons manufacturing zone, a region for livestock. Saw a video about a guy getting overrun with sheep. Lol, also wondering when you take a new region, do people just come to populate it or do you send a family or 2 from your area to begin the growth process.
I hope the developer continues to expand this game for years to come! So many possibilities, more farm animals, equestrian stable, brigs/stockades, military training yards, barracks, a theater… you name it! Been a long time coming and can’t wait to play!
Me too
The soundtrack in this game is also so clever. you can tell the quality and care that comes from a developer by simply noticing the love and care put into the music behind it. incredible stuff
48:08 I would build in a circle around the church, like in real life the church is always in the old center surrounded by buildings.
I love that you're doing this series, hate that I have to wait 11 more days to get this!
I hate that I have to buy a computer to play it on. My computer is barely out of the punch card era.
Gotta say I really love how the map is redrawn with your roads and settlement changes when you zoom out its such a nice feature
Gotta imagine the citizens love this Lord that has been building up the whole economy and gets them a tavern and lvl 2 church before even thinking of building his own manor and taxing them! 😂
A man of the people!
Is he really a manor lord if he has no manor? 🤔
I want you to know that in my head-canon the bow maker is the original "lord" of the town since that family makes the majority of the regional wealth atm
It's kinda funny because my headcanon is that the lord is still back in the capital, furiously wheeling and dealing with various nobles and merchants (hence the trade routes needing to be set up), while he sent his son to be his man on the ground in the new territory...now adding to what you mentioned, a man's got to have a hobby, right? Even a Lord's son. XD
Y'all are just so....❤
This game really brings back those workers and resources vibes. I miss that play though but glad to see a new city builder in the rotation
I think the area between the town and the manor should be tier 3 housing, so the houses of lesser nobles in roleplay terms. Shows the hierarchy of power.
I like what he's done with the main road having level 2 plots, it reminds me of the main market square in Rattay in Kingdom Come Deliverance
You should exclude Clay from your storehouse then, so it will not get pulled there, but directly to the furnace and wont overstock if furnace wont be able to keep tempo with clay pit.
You'll probably do the same with iron ore, or any one-purpose, non-seasonal product.
Love this series so far! Please keep doing these zoom-in/observation bits, it's so nice to stream this on the TV and enjoy the atmosphere sometime!
I want to imagine this as a prequel to the workers and resources series
Really enjoying the slower, more methodical playthrough! It’s interesting to hear the thoughtful commentary as you go.
Don't forget to upgrade your burgage plots to level 2. You might be missing out on a lot of regional wealth.
I really like the pace of this game, realism level to the max.
If people or oxen are walking across the grass then I think there should be a road there - this will help to grow the village organically. Also, if you add a few houses and don't for a while, I would put a road around them, this will also help your roads to look more organic. Think about keeping the houses as close to the church as possible and the village should grow outwards rather than in one direction.
Party was really realistic in this episode. Ale first God later.
Can't wait to get my hands on this! I really hope they introduce some "observability" QoL features. All the folk I've seen playing this so far have had several moments of "Why isn't that moving?" or "Why don't I have any X when I have families assigned?". Would be great to have some tools to identify these bottlenecks.
I think a not connected to road icon is needed
So happy to have you covering this long awaited game in depth. May I suggest building the manor at the end of your road heading left into the woods. It looks like if you cleared the forest, there is a steep bluff that would make for a spectacular view toward the neighboring territory.
For more food you should add chickens and sheep for wool, would like to see all features that the game offer for your villagers I don't see why you would import if you can supply it yourself, great series Thanks 🙂for bringing it to us, looking forward to more
Somehow I feel you are not doing so well with food for upcoming winter... Time for some chicken upgrades for those unupgraded houses maybe? Love this playthrough!
48:21 I agree it's time to curve. But I do think adding a few more houses the other way kinda by the industrial area before it gets to the new farm land you have planned. So you almost have a balance of "in town" vs rural living maybe? Logistically if the right families live there it could work? But not sure if it fits your design
Seriously love your stuff! Early start to the morning in Australia but cannot wait to see you continue this series. Keep it up
Thank you for putting in the orchard! Next issue: Why would an infantry unit go up against a bunch of spearmen while getting shot by archers? Is there a universe where that makes sense? Archers have to be protected; retinues are for reserve or flanking, and for sacking bandit camps while the peasants march home to get back to work; and don't trust mercenaries.
Im genuinely so happy to be on time one of your seires, been following since planet zoo days, you are amazing party, cheers
I’m loving this manor lord series for sure. Looking forward to more Manor lords😊
I am so happy to see this explosion of content from you PE!
Good work, this is amazing! I cannot wait to pickup Manor Lord for myself :)
Great job so far my man, looking forward to this 👌🏼
Thanks for all the amazing content Party, makes it an easy decision to support you.
Keep up the great work dude!
Love this game, can't wait to play it myself. Continue with the series!
I wonder if you can produce cider from all the apples still to come? Would be nice to have kind of a beverage variety as well.
Awesome! I like the fact that you can really ‘slow game’ if you want. You can just enjoy the game, the decision making and you aren’t constantly bothered with fights (in the beginning I assume). The organic ‘coming to life’ from a 14th century village is really awesome. It’s funny how frustrating it can be that I think ‘click that’, but you don’t, but then, after a while, I see it all coming together and have to rethink and see that you made the right choice by (not) doing something I would(‘nt) have :D. Great job. I’m really starting to count days now… The one thing I miss in this game (I realize it’s early access and that a lot has to be done and it probably is one a loooong list of to do’s) the fact that there are not waterways. A river is kind of essential to me to build a new village. But i guess it would come with a whole bunch of it’s own demands (fish, fysics of water, building bridges, flooding, interactivity with the river and the town, ….) But it already looks so awesome, so, really, no complaining here!!
I wonder why they never show the cattle and horses dropping a deuce all over the roads.
Great vids! Love the series!
You do get the resources back from the bandit camp if you send it to the nearest town
i look forward to these videos every day😆
One thing these city builders ALL get wrong, is the distance between markets and houses. It makes no sence, that market cant supply the lower houses. Its 60 p town, why would there be 2 markets? And its a 30 sec walk. I hope this gets changed in the final game, having to plan around the cetran stall is contrary to the organic grow concept of this game (which I love!!)
This game is just so soothing! Thanks, PE.
Also, yeah, maybe Adelsball should expand downhill, with a more centralized market for that second row of houses, probably supplement it with some chicken coops of nearby houses, in the beginning.
Also, I feel you already reached the family cap by the end of the episode (21 families/21 living spaces). I'd say we should double check that and expand again. We need people like we'll need dakka.
It's never enough dakka
Love this series
"Shoes are not a weapon" I dont know some Parents might disagree XD
Hanns is an absolute beast on the Horse
Maybe expand the road left and do the curve around as well. I'm thinking another access road to the iron mine area...that's my train of thought at least 😁
really enjoying the series and can't wait to get my hands on this game myself! Also, why not add some chicken coups to some of those homes that are farther away from the market? You have plenty of money. More goats wouldn't hurt either!
Planting is generally done in the spring and autumn is harvest time.
This is developing nicely. :)
I think the logical expansion for burgage plots is either towards the logging camp or behind and next to the warehouse and granary.
It might also make sense to add small artisans plots next to the tradepost and church.
Having a clear town center but then expanding away from it makes no sense and seems unrealistic to me ("desire plots" so to speak).
There is enough space closer to the market and the church, why would people want to expand in a long curve onto the hill, before filling out those places?
I think it would be cool if they added animal breeding if you have a surplus of horses or oxen you could breed some and either use or sell the extras
This is amazing
amazing ^^ i have missed you silky smooth voice ^^
Of course the brewery starts in a bachelor's backyard! Where do you think craft beers come from? 😂
Can’t wait to get this game on the 26th
Remember to build burghage plots on the right side as well
I also think you should prioritize horses over oxes to transport more goods
I reckon you should’ve imported materials for the church to pump approval. You went a few months with no growth.
Is it worth building your manor on that forested hill instead? Also, perhaps follow the contour lines of that hill for your "curve?" Otherwise it seems like there will be a notable unbuildable area "inside" your village. Would a well, market, logging camp (seems really silly to have only one if you're focusing on this area), or shrine fit on that hillside?
Development points are unique to the region so the town in the rich iron will have its own tree
Herbs for what ails you.
And ale for what irks you.
Love it
I am new to ur channel I am watching planet zoo and anno 1800 and this but u have a great creative mind I would like you to take on the challenge of
1 Survival Settlements
2 Transport Fever
Hope to hear ur responses in the next video keep it up 👍
More please!!
Been putting off upgrading my pc for a while, this game might be the push to finally do it!
Some minor graphic bugs aside, it looks great so far for a solo developer. The anticipation to release is killing me
Great video as always. What happens when you lose tens of soldiers? does your village become permanently affected by low labor numbers or are the soldiers just injured and recover. Thanks.
A traditional way of utilizing steep hillsides was using them as livestock pastures (sheep, goats, etc), can that be done in this game?
I feel like building up some homes nearer the industry ( dyers, saw pit , etc.) because reality is you need a well over there for fire safety and the houses are a good byproduct
It would also give it a cool vibe. Like smaller communities inside of one larger city like you see all the time I.e. Chinatown, little Italy etc.
@@duhbuh5125 rather weird to bring up exclusively modern era American immigrant communities as an example in a game about medieval central Europe.
The smaller communities are just historical by themselves without the nationality/immigrant status, because if they were allowed to people tended to build their homes close to their workplaces and use whatever leftover land for farming, gardening and pasturing so especially small towns and villages were often a collection of groups of houses with working areas (whether that's farming, forestry or whatever industry) in between.
@@houndofculann1793 I understand and agree with your sentiment. My reason for using modern examples was just to state in a way that was quicker to understand to a modern community. But thank you for your concerns
@@duhbuh5125 well, I as a member of "modern community" don't really know anything at all about Chinatowns or Little Italies besides the name and what I've learned about their reason for existence in the history books. For my own life they are entirely alien =D
Do the houses in the lower left corner lack market stall and well access? is there an area in which those two 'areas' affect the houses around them?
Please add the extension to the foragers hut, it's driving me insane.
Cheers to that
It would also nice if you'd figure out why the storage icon is popping up, if it is actually a bug try to report it, but it seems that it could also something that youre missing.
Since all production facilities' own tiny storage space is also called "generic storage", I think the notification is just that his production facilities are full and the goods are not transported out fast enough. His logging camp certainly is full all the time.
The trader has a fit bit so he is trying to get his steps in....that is why he didn't take the horse.
You mentioned putting in Orchards between the two vegetable patches. Are you still thinking about that?
Oh, you just did! 😂
Don't you have to establish a trade route before you can start exporting/importing?
Since you're a role player, you have the mindset for this question. I'm curious, hypothetically, if you were the Baron, at what point would you consider this Manor Lord you're playing as a threat? Not yet, probably, but soon.
Hey Party, since you are working with the studio.
Have they said, how long they expect the game to be in early development?
Game releases on steam end of April, this is just early access for marketing purposes and fixing bugs ect.
@@troyb9985 I know, but that wasn't my question.
Instead of a second market, trade for more food!!!
I wish we had a chapel and then upgrade it to a church. My village built a chapel sometime before the 12th century and transformed it into a church in the next century so I don't think it's too far fetched to assume that other villages did the same thing.
Yes, those houses don't have access to the market, are they too far? that's interesting.
That small church isn't much more than a chapel even if it's called a church, at least to me.
Maybe the houses aren't necessarily too far, but perhaps there's too little stock in the stalls so the further away people struggle to get their share?
@@houndofculann1793 Good point, didn't think about there not being enough stock! That would make sense.
Chapels are usually smaller than churches. Gameplay wise, it has someone assigned to it so even if to you it isn't a church, it is technically a church.
@@EverShy_ no it doesn't have anyone assigned to it at the moment and it's still providing the benefit for the houses.
"Chapels are usually smaller than churches" yeah, that's why I said this tiny building looks a lot more like a chapel than any church I know to me. Especially when there's no need to assign a family to provide a worship benefit.
I thought he assigned someone to it, my bad.
It does say "small church". When he upgrades it, I wonder if it would just say "church" or if you will have to upgrade it again.
The size might be throwing me off but this doesn't look tiny.
Based on the pictures I've found, if this game is set in rural Medieval Germany then a chapel would be half the size of it.
And if this is meant to be a chapel, I hope it gets renamed as such.
@@EverShy_ To me a church that's barely larger than a house of a single family is rather tiny for a church.
I do get what you mean with wanting a chapel in the game though. I'm just not sure what the gameplay purpose would be besides decoration as the church is needed to supply the feeling of religious community for the peasants already. A smaller building doing the same thing would be redundant.
Episode 4 let's go
I know it's a city builder and if you simulate too much there's no game, but I kind of wish you had a lot less control over some stuff. Or got bonuses for acting in a more historical manner. I like that they tried to create a split in the wealth the town has and what the lord has in his treasury, but I would make all those regional wealth costs only be able to be made by the villagers themselves. Similarly the shifting of labour from industry to industry, it's like you're a centrally planned state economy and not a village. The more consecutive years a family works a specific job the higher efficiency they should gain.
I guess they could add a different game mode where you have way less control over what the people do with their lives but it holds a danger of not having much to do for the player
What happened to the guy who died in the first battle? Did he get left or buried at the church
Is it possible that having two markets right next to each other is actually harming its ability to reach further houses?
what price do you think this will be when it releases?
Ok, I have to make an admission I think. Been feeling guilty over it for a while; I've been in secret enjoying your videos in 2x speed and have grown so accustomed to your editing experienced from double speed that I never thought my feedback would be valid. That changes now, with mostly roses:
-Your editing, smooth cursor-movements, cadence and expressiveness is fantastic.
-The decision-making is non-infuriating and satisfying.
-Your geniune personal interest in the game and the way you are playing feels authentic and not performative, genuine comfort in the style of expression.
- The upload timeline is good, prevents me from forgetting about the series and then give up while trying to binge my way back on track.
-Only downside is one of the first things you did in the play through which I know you will not relent on due to principle; But the road spam at the main crossroad in town is such a sad utilization of a central feature of the blossoming village. I was totally behind the diamond around the crossroad as formalized shortcuts, but the center being filled out with paths serving no purpose is so sad and bugs me every time it is on screen.
In conclusion: 7/10 very good let's play series, will watch to completion.
I watch all videos in 1,5x speed nowadays =D
I also agree with you on the central intersection, especially since this game already has a feature that widens the roads automatically the more traffic they have.
Have you ever tried Songs of Syx?
You forgot your orchards between the two gardens.
Oh wild I thought I got them. Will double check!
@@PartyElite Yeah you did. I saw after I replied. I will be more patient 😁
Do you have a Manor yet?
Gotta get that Manor up! It's not "burgage Lord" after all 😆
Does this game have campaign or story mode?
Bugs me that nobody is having chickens 💀
this game needs a fog of war, scouts, and watchtowers
Man so many people got keys for this I'm thinking about writing the dev a loveletter and promise him I'll buy it for all my friends if he gives me one :D I can't WAIT for this game! :D
10 / 10 title! No notes!
How disappointed will you be when you realize that you placed an Iron mine on top of a clay deposit and not a clay pit 😝
If you have money, why not just buy trade paths? That way people come to you to buy and sell?
I thought maybe it is a bigger chance to raise population in a green status or 70%+ if there are free houses, rather than building the houses when new people have arrived. I mean maybe they rather move to a free house than a homeless status? But I don't know how it works, I remember you say something about maximum number of new people each month or something though. Maybe it doesn't work.
He has tried to stay 1-2 houses above his current population all the time and apparently only builds more monthly because new people only arrive once a month.
@@houndofculann1793 Ah once a month he said, but no limit on how many can arrive? Maybe it's bigger chance for 5 to arrive if 5 free houses exist then was my thought. It was just a initial comment/through on when he said he was trying to grow his population as quick as possible 😛
However I guess maybe it's more organic not having too many moving in so fast. So it fits the theme 😊
@@BubbaSvensson apparently the amount of people who want to join your village is tied to the reputation of your village, so influence, strength and approval ratings should be taken into account there. Maybe he knows there won't be more than 1-2 families at a time at the moment, or maybe he's just assuming that's all there will be.
My first instinct would also be building 4-5 new houses at once every time I build them in the hope that more space = even more people to arrive but I have no idea if that is actually a factor.
I feel that the market reach mechanic is not realistic..why wouldn't a 2nd row of houses reach the market, it just over the corner, literally...maybe supply or variety can be a factor but not reach?
It looks to me to be because of the resupply rate at the market - the granary and storehouse need more families so the goods are more readily available to move the market. It's less an issue of distance, and more about stock/restock I think!
@@PartyElite I hope this is the case because it is way more realistic and engaging as a mechanic than just dotting market everywhere.
@@timthenetchanter the very limited range of market buildings has always been a pet peeve of mine in village/city builders. Banished, even though a great game, is in my opinion a good example of this since the market building is rather enormous in size and can employ a good bunch of people (who are exclusively general shopkeepers instead of selling their own products or doing literally anything else for work like what's possible in Manor Lords) but the range is small enough to only really reach 3-4 rows of houses. I've never needed to employ more than a third of the possible people in the market to keep up with the demand even though without modded houses I can't cram any more residents inside the market's range.
Especially in games like Banished where the market's range is a hard cap no matter how good the supply might be, it feels really unrealistic that the house situated right next to one that's supplied easily by the market can't get any supplies. I'd much rather have the "limit" be logistical, based on the available stock at the market and the efficiency loss from having to walk further to get your needs and really hope it's like that in this game.
@@houndofculann1793 I agree with you. It’s a pet peeve for me as well. Since realistically speaking every village or even a town would have one market and people would walk there from afar. It might not be convenient for everyone but that’s how it was. While supply would make way more sense
Yep in the next episode we delve a bit deeper into how this works, and it's not just an arbitrary range, but a combination of factors!
Your still a bit backwards. Your archers are faster so better for them to finish camp than the slower spearmen
Unless I'm mistaken, archers can't loot the camp. I'll double check!
@PartyElite if they can't then I didn't know