Manor Lords Guide - Trade Options Between Settlements!
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- Опубліковано 12 тра 2024
- The best starting strategies in Manor Lords is here with this user-friendly guide. Understand exactly how Inter-Trading works between your settlements using both the packing stations and the trading posts to achieve it.
This guide is intended for normal mode only, as the harder difficulties are to be played completely
different!
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#gaming #manorlords - Ігри
Hey all and welcome to this one. It's been a really weird thing to test and honestly, outside trading is still the strongest no matter what! The population cost is just too great. What are your thoughts?😀
Needs to remove the cost element, and remove the pack stations/trade posts from having market stalls. Storehouses and granary already does the market stall, the trade post should simply allow trading at the trade post for any passing merchant, be they internal/friendly or off-map.
100% agree. They ALWAYS make market stalls and it's quite annoying
I've built a trading road between the regions that cuts out a considerable amount of the travel time. That has helped speed things up a bit, but it still is less than optimal.
Limiting the # of trades between the region speeds things along too.
Lastly, I am going to try and put a granary and storehouse beside the trading posts to see if the workers there will remove the items and prevent the trading post families from opening stalls for the traded goods. That is a giant bottleneck.
This is a really good idea! 1 straight road in. Some things I have noticed is they still favour going around the kings road no matter how long it is! Lots of work needed for him to refine how this works IMO as there is still no real reason to have more than 1 region unless you just want to
I was thinking because they were using the King's Road, this is how you could, in a way, exploit trading between regions. Setting your Trading Posts closer on the KR like we did for the AI traders to exploit the market receiving and exporting goods.
Also. I use a storage house by my trading post specifically for the reasons you are looking to do the same.
What happens is the TP and SH swap goods. Those storage goods can then be gathered by another storage facility closer or in town. This leaves your TP workers doing their job; trading. Not traversing the town dropping stuff off. Once you get the SHs set up, the automation takes care of the rest and there is much less micromanaging. 👍
@@shawnduffy279
Great ideas. So you plop down a SH near your TP, put a family to work there, then you'd stop the further SH from accepting the goods you're importing? I miss anything?
@@benjaminhickmann6478 Basically yup.
Started a new build and just had planks going to that SH and then picked up by the TP fam. Was constantly making money.
It's not crazy money like we had manipulating the market but I never ran out as I stayed upgrades and every bandit camp went to my treasury vs regional. Helps as you up grade bc that's when you get taxed.
Granted I learned small towns get taxed much less.
Had 42 "total people" and 1 Tier 2 plot. I was paying 42 per year.
Uhm what about when you run out of a resource in your region?
Or you want to develop specific tech branches?
Multiple regions are the key to victory. @@TheOnlyL0nzY
From the patch notes:
"Each good type now has a switch that disables trading it with Free Merchants / Tradepoints in case the players wants to only trade with another Region. The displayed import price will adjust dynamically, showing the lowest possible price found (and NA or not available if there is no good of this type anywhere to be found)."
Whether you set up a Trading Post or Pack Station, there is a charge for those items; that +2 you kept seeing for both was the price each region paid for those traded goods.
You can see the price change from export price/import price when you check the foreign trade button, to just X price. In your case 2. The "tariff" for those goods is removed and I believe that is because you also have the 'Better Deals' perk. (I can't remember exactly but pretty sure that affects your cost between regions)
That is why you are seeing that though.
Yea, personally I don't like it. They should straight up just trade for the better item you have selected if that makes sense
Agree. It's a bit janky. lol
It also doesn't work at all if your other region has no wealth. That wasn't the case prepatch.
@@shawnduffy279 that's a the frustrating thing for sure. You have to be self sufficient before you can trade. Defeats the point of it for me lol
Just FYI, since the latest update, the packing station now barters goods for goods, instead of doing it via regional wealth. works like a charm now!
exactly how I wanted it to work :)
I was getting close to testing this with my new beta patch save. I think I might only use it to help new villages with resources they run out of, and maybe roof tiles.
Roof tiles are something I have noticed that works well!
When did the packing station get added to the game. I feel like ive had it for s while (xbox launcher)
It's always been there. Just showing both ways to transfer goods
@@TheOnlyL0nzY interesting okay I thought I was going crazy lol I'm not on he new patch so I didn't know what changed
for some reason trading iron ore for leather and iron ore for roof tiles. It worked fine. But for the life of me, shields will not be traded by pack station. Instead iron ore exporter is just receiving regional wealth and not receiving shields...
It's rather broken right now and has a mind of its own lol
once the horse is fixed for the trade house interregional trade will be great!
We shall see
😀😀😀😀
Lol, its pronounced
Eye-ken-how
LOL, ty ty