Manor Lords Guide : How To Design The Perfect City 2.0

Поділитися
Вставка
  • Опубліковано 28 кві 2024
  • Lets build the Perfect City in Manor Lords - Mapping Out The City Road Systems. This is the intro to the series where i show you methods for building out road systems in an easy way.
    docs.google.com/spreadsheets/...
    Step into the world of medieval city building and strategic castle management with our comprehensive Manor Lords lets play guide. Whether you're a seasoned lord or a new player, our 'Let's Play Manor Lords' series offers invaluable insights into kingdom management and lordship tips. Explore real-time strategy and detailed manor strategy to enhance your gameplay. Our 'Manor Lords Lets Build a City' tutorials will help you master the complex mechanics of Manor Lords, ensuring your medieval empire thrives. Dive into our content today and transform your approach to managing your realm in this captivating medieval city builder game!
    Membership - Join this channel to get access to perks:
    / @tacticatgaming
    PC & Recording Setup
    docs.google.com/spreadsheets/...
  • Ігри

КОМЕНТАРІ • 132

  • @MrAranhawk
    @MrAranhawk 28 днів тому +27

    Using the storehouse for measurement between roads was perfect, Looks complicated at first but i created that spiderweb road system with ease, Thx to your videos

  • @CodyChristophr
    @CodyChristophr День тому +1

    I feel like i went from level 1 to level 10. Future proofing. Thank you!!

  • @GodGuy8
    @GodGuy8 28 днів тому +49

    Spent 30 hours into the game and found having high quality iron and clay source right next to each other to be the easiest start, had to reroll a new game like 50 times. This is a good layout ill try it out

    • @billywhizz1656
      @billywhizz1656 28 днів тому +4

      im on my 5th reroll, as soon as i think I'm winning . the games says no

    • @Sergiblacklist
      @Sergiblacklist 27 днів тому

      If you have high quality iron & clay you have low quality of all food sources.

    • @GodGuy8
      @GodGuy8 27 днів тому +2

      @@Sergiblacklist yea but importing food is cheap with the trade village point upgrades

    • @Sergiblacklist
      @Sergiblacklist 27 днів тому

      @@GodGuy8 that's true I'm doing that on my current playthrough full import of all crops 🤣

    • @makswell6993
      @makswell6993 26 днів тому

      Rich Berries + Rich Wild Animals. Then you won't have to worry about food while you build up your army to take your next zone.

  • @philliproberts4099
    @philliproberts4099 27 днів тому +3

    After 6 restarts (hours each) i finally got the ball rolling. I spawned with 0 fertility but an insane amount of trees. I focused on plank and sheild forging. Used my excess to make money. Then up graded my homes to have gardens and began trading anything to make with wood and started using iron. Implemented taxes ASAP and saved 2k infuence points. Its definitely not over yet but its the most solid game ive had so far.

    • @tiestofalljays
      @tiestofalljays 23 дні тому

      Remember, you only need 1k influence to claim a NEUTRAL region.
      Rush the cheapest mercenaries [should be 30 coins and gives you two 18-man squads of brigands] and use them to run down any bandit camps. You’ll have 1k influence in no time.

  • @adameaton9953
    @adameaton9953 5 днів тому +1

    This design using corpse pits is OP now that 965 fixed most of the issues. I tried your other builds, and I prefer the esthetics and symmetry of this design

  • @Plerion
    @Plerion 28 днів тому +9

    I know it's just me but I really struggled trying to understand what you wanted to achieve in the end, until I checked your schematic in the video description (thank you).

  • @brianscott.
    @brianscott. 28 днів тому +2

    Thank you TactiCat! I've started 5 or 6 times and was never happy with the layout. THIS is what I was looking for. The unit of measure is brilliant. Headed to start over again using this awesome technique!

  • @rsstello
    @rsstello 28 днів тому +4

    Just did my roads like you showed at the live, took a time but now looks pretty!

  • @cl_Sm00th23
    @cl_Sm00th23 28 днів тому +3

    Can't wait to try this design. Crazy I say, Just crazy!!

  • @TVhawo
    @TVhawo 18 днів тому +1

    absolutely love this guide. Thanks to you i got max city level and its fully autonomic by now, now i will try to expand for full map

  • @tonytuthill
    @tonytuthill 26 днів тому +1

    Enjoying this very much. Have been having a rough patch later because of the traffic and routing like you did. So. Thanks for a change of perspective. Because of building congestion I've been using double roads now in some spots.

  • @MsMumuku
    @MsMumuku 28 днів тому +21

    Imagine watching this with no context. That's what I did😂

    • @TacticatGaming
      @TacticatGaming  28 днів тому +4

      hahahaha that's hilarious - i must sound insane

    • @MsMumuku
      @MsMumuku 28 днів тому +1

      @@TacticatGaming it was just like in uni when you missed the last math lecture. Maybe two.

    • @robinwolstenholme6377
      @robinwolstenholme6377 13 днів тому

      my manor lord mod wish list
      1 wooden parths that generate passive in come
      2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right
      3 forced eviction mod
      4 calvelry men mod
      5 vilage fair mod - lasts one year then disapiers- 25 to buy mellea event
      [win one jester gives 1 happynes for 1 year]
      50 to buy cavelry joustin event [gives hero for 1 year]
      6 mariage mod for lord and tier 3 famalys
      7 convert well into pond mod fish stoke cost 100 and lasts 3 years
      8 JUISTING FIELD REAGANAL FAIR MOD
      9 orcherd mod
      10 list of tradeing famlys mod
      11 turn well into pond mod [cost 50 to stock with fisg for 3 years]

  • @ch-sqpopay9949
    @ch-sqpopay9949 28 днів тому +14

    In the last episode you talked about your desire, to make your towns more realistic/natural looking... ut with right angels and straight lines, you devinetly dont work into that 😂... but hey, its effective 👍

  • @mxsaigon3599
    @mxsaigon3599 28 днів тому +2

    Oh the timing! I was looking for this!

    • @mxsaigon3599
      @mxsaigon3599 28 днів тому +1

      Really easy to follow. You scared me when you started turning the camera angles but I appreciate you going back and zooming out. Great video just got the layout down now let's see how this will play out ^_^"

  • @mihaimimi3965
    @mihaimimi3965 16 днів тому +1

    Inspired by your layout I got a hexagon build with markets, tavern, well and two hitching posts in the middle.The road needs to be long enough for granary and storehouse( that is 1 side) 3 more sides with veggie burgage, 1 side for the level 2 houses, and 2 sides left, one for coops one for leather. The industrial part is between veggies and leather so the industry can easily get the food and pelts too, and got the church at the end of one veggie burgage people don't need that in the center. Had no issue with supplying houses with their needs, truly felt like it's the best design so far considering all the bugs with the granaries snatching eachothers' goods and stalls not being fed cause the road is too long

  • @straz7888
    @straz7888 22 дні тому +2

    Dude be playing Factorio in Manor Lords. Personally I think it looks silly, but each to their own.

  • @piiYT
    @piiYT 28 днів тому +4

    Great stuff, don't get me wrong. But I like the charm and rustic character and the freedom that you get of not having this perpendicular grid as so many (most) citybuilders have.

    • @TacticatGaming
      @TacticatGaming  27 днів тому +3

      I think a lot of people are missing the essence that this design shows you how the mechanics interact with everything - you can build conceptually an organic city with this - it’s literally a mechanical overview of the game -

    • @piiYT
      @piiYT 27 днів тому

      @@TacticatGaming I already thought something like this. Anyway good job, once again👍

  • @joshuagaul9690
    @joshuagaul9690 4 дні тому +1

    I literally got the same seed as yours on just a couple restarts lol Its called Nusslohe as well, only I have Rich Berries and Rich hunting!

  • @Frosty294492
    @Frosty294492 25 днів тому +2

    Thank you for the video. I'm going to try to use this design to create a zone. I wish I could see a video of how you go from the end of this design to begin building. Cheers!

  • @StefanInOz
    @StefanInOz 27 днів тому +1

    Great to see how you created the road system! I tried it twice. First time my starting region was too small and I only realised how much space is needed after I've been halfway through it. Second time I wasn't able to place the church in the designated area. There was just a smidge of space missing although I placed my roads actually giving more space than needed. Oh well, it's all a learning curve, lol.

  • @gsvetcos
    @gsvetcos 8 днів тому +1

    omggg congrats on your 5% coming out! I'm sure that spring break was one to remember

  • @juliangonzalez3749
    @juliangonzalez3749 24 дні тому +3

    Can’t wait for the modding community to get whole of this

    • @tiestofalljays
      @tiestofalljays 23 дні тому

      The good news is the Romans spent a decent bit of time in Britain…where this game is supposedly set(?).
      :D
      No but for real, a Rome conversion for this would be the Caesar 3 I’ve always wanted.

  • @billywhizz1656
    @billywhizz1656 28 днів тому +1

    looking forward to seeing how this city grows

  • @TheAur3lian
    @TheAur3lian 12 днів тому +1

    First, thank you so much for this video. I was having a tough time with the marketplace and it reaching everyones plots. Second, As I type this I'm trying out the same design but wider. Instead of using storehouses, I'm using logging camps. Not sure how it will work out, but with this design, I'm sure it'll look fantastic either way 😊.

  • @yazmeliayzol624
    @yazmeliayzol624 25 днів тому +1

    I may have figured out the best town layout... start with the well... put road around it... choose two opposite corners and draw straight roads off quite a way... then put a market each side of the well roads... I go 2 lock points past the junctions... making it kind of hexagonal... usually I get 14 stalls per side... then put roads around the markets joining to the main well road... on the middle side, so now 90 degrees from the well road, run two more roads out a ways from the middle of the markets... then put single home plots with workshop extensions around the markets... I go with 5 per quadrant... I turn the market road plots into 2 artisans and the well road plots into 2 chicken coops and 1 goat shed... ending with 8 workshops, 8 coops, and 4 sheds... then on the market roads past the plots on each side I put a warehouse and granary... finally off the well road I add the veggie patches in extra large double plots that wrap up behind the single plots meeting with the storages... I usually make 2 veg and 2 orchards... then put resource collection/industry where needed... typically I put most industry on the kings road side and most res/farm on the other side... stick the tavern on one end of the well road and the church on the other, and you're good to go... enjoy...

  • @abelingaw5070
    @abelingaw5070 28 днів тому +1

    I followed these designs with some modifications, since I put the structures 1st then the roads after 😂😂😂. End result was really good. Thanks.

  • @agentxsnow
    @agentxsnow 27 днів тому +1

    ur not only a gamer but a civil engenier ... 😅😅great video ty ... 👍👍👍👍👍👍

  • @wombat_pickle1674
    @wombat_pickle1674 21 день тому +2

    95% straight on the weekends

  • @jutty5556
    @jutty5556 27 днів тому +1

    I know I'm late to the party, but for the angled roads, build them from the middle, build a second on top from the outside to where you want it to end in the middle, by market. Then you can delete the road through the market. Sorry if this has been mentioned, just trying to give you the "inmteraction" you need :)

  • @HerrLindstrom
    @HerrLindstrom 23 дні тому +1

    I had a weird thought to make a village in the shape of Aegishjalmor and looking at how your set up is I can go with confidence that it may actually work. And look Viking af 😂

    • @TacticatGaming
      @TacticatGaming  23 дні тому +1

      You can for sure make great looking cities lol

  • @ChrisBnfts
    @ChrisBnfts 28 днів тому +1

    I have ocd and I'm trying my best to make it efficient and look realistic. I have been reloading so much but it's still fun

  • @eannane8712
    @eannane8712 25 днів тому +1

    I like this idea but I think the corpse pit is superior - no resources are needed so can be used infinitely for planning, and I think it's a perfect square. so making a thing like hexagons is much easier as when it snaps it creates perfect little square grids you an link roads to, and therefore also makes the corners act as anchors for diagonals as well (because its a perfect square). I like the idea of this grid system with the important places in the center. So I used this initial idea and created a bigger inner circle. with the marketplace, but plan on using the church as the true center surrounded by markets. Then I did one pit, and then a road just as almost a ruler marker, then another pit. Inner hexagon, then a bigger hexagon (2 pits), then another (3 pits).

  • @Fixatedwatcher
    @Fixatedwatcher 19 днів тому +1

    I tried this out yesterday and could not fit the church in anywhere it was supposed to go in the design. So leaving that little space Tacticat talks about is important. Although today I have been trying the sheep farm instead of the storehouse, it is just slightly wider and about 1/5 longer.

    • @TacticatGaming
      @TacticatGaming  19 днів тому +1

      Don’t be afraid to tweak the design to fit what you need

  • @michealnelsonauthor
    @michealnelsonauthor 28 днів тому +1

    THIS looks like just what I was talking about! If the program is looking for proximity connections, we can create a “NYC city grid” to work with that. Gg. Thanks.

  • @Jezato
    @Jezato 28 днів тому +1

    You can just make a pasture or field between the roads to clear the trees, it's free!

  • @cranky6988
    @cranky6988 28 днів тому +2

    The trees really bothers me sometimes, so i use market to clear it up.
    Nice video ;)

    • @dacardi916
      @dacardi916 27 днів тому

      I use fields to do the same. Also i use hunter camps with construction on pause to force the animals to where i want them.

  • @brendenramsey3989
    @brendenramsey3989 26 днів тому +1

    Really enjoyed this, feel free to go slower and show more I'm sure a lot of others would enjoy it too that's why we are here lol.

  • @frijoefrancis
    @frijoefrancis 28 днів тому +2

    Almost everything uses the Stables/Ox right right? I think we have to consider the access to the stables as a factor too

    • @TacticatGaming
      @TacticatGaming  26 днів тому

      Ox move wood - plow fields if you have the development point there

  • @IndraKatiK
    @IndraKatiK 28 днів тому +2

    If it's okay with u I'm actually just using this as a general guide on efficient building layout & placements, but i avoid the perfect modern-looking straight grid urban planning parts lol

    • @TacticatGaming
      @TacticatGaming  28 днів тому +1

      Yeah that’s great / this is a layout to teach mechanics - you can easily turn this into an organic design

  • @Trentazz
    @Trentazz 24 дні тому +1

    i cant seem to fit the church behind the market place, does it matter if i move it back one more slot?

  • @Plerion
    @Plerion 27 днів тому +1

    Where do you put the first logging camp? It didn't fit where "industries" are supposed to go, maybe I missed something?

    • @TacticatGaming
      @TacticatGaming  27 днів тому +1

      Anywhere I move it around while I build - deforest / I also put two camps on the outskirts for permanent storage - not staffed just the building for log storage

    • @Plerion
      @Plerion 27 днів тому +1

      @@TacticatGaming thanks!

  • @tripleaarcade
    @tripleaarcade 27 днів тому +1

    “Game discourages grid design” challenge accepted

    • @TacticatGaming
      @TacticatGaming  26 днів тому

      My examples are to show how mechanics interact at peak efficiency. They can easily be applied to organic design - but laying things out in this manner it’s easy to understand

  • @playerone2424
    @playerone2424 10 днів тому +1

    Love the design but I was horrified that you didn't check soil fertility!

  • @KARTMAN666
    @KARTMAN666 13 днів тому +1

    it would be easier to include your game saved file?

  • @bjaurelio
    @bjaurelio 24 дні тому +1

    I used your layout as a guide for my town. The vegetables and orchards were essential since I had terrible soil for farms. However, I found that despite having a year's supply of food with hundreds of veggies and apples plus a small supply of meat and eggs, my burgages were not being supplied well. The food was all stuck in burgages pantries and not making it to the granaries fast enough no matter how many families in assigned to them and therefore not to the market. I also had barley imports not making it to the malt house, giving constant tavern issues trying to supply beer. Despite having 90-100 families, six stables full of oxen and completely staffed was not enough to transport goods where they need to go. Any ideas how to fix the issues with goods needing transport?

    • @TacticatGaming
      @TacticatGaming  24 дні тому

      Make sure no one on the farms are Genaro or storage workers

  • @BeeWarrior_
    @BeeWarrior_ 28 днів тому +1

    How do you prevent the houses away from the markets not having food stalls? I have lots of food with plenty of choices but the houses won't go and collect from market

    • @TacticatGaming
      @TacticatGaming  28 днів тому

      There are issues with the wrong buildings opening food stalls - I highlighted this at the end of the stream last night and I’ll go over it again at the start of the stream tonight

  • @momoxh
    @momoxh 27 днів тому +1

    some of my houses all always lack of clothing, despite the fact that i do have a few type of clothes, what should i do? do i have to relocate my houses close to the market? but i don't have any spaces to fit any buildings

    • @TacticatGaming
      @TacticatGaming  26 днів тому

      You need more leather production - 1 per plot needs to be in the market

    • @momoxh
      @momoxh 26 днів тому

      @@TacticatGaming ok, so i need more clothing stalls in the market?

  • @llovet2411
    @llovet2411 28 днів тому +1

    I dont understand how do you establish your central point at the beggining... Can you explain it?

    • @TacticatGaming
      @TacticatGaming  28 днів тому

      Make a cross

    • @llovet2411
      @llovet2411 28 днів тому

      @@TacticatGaming I mean how do u select de center point of the cross?

  • @Charlie.mp4
    @Charlie.mp4 27 днів тому +1

    Worked on this for a while then realized my water source was wayyy too far away for this to work on my land

  • @robinwolstenholme6377
    @robinwolstenholme6377 13 днів тому +1

    my manor lord mod wish list
    1 wooden parths that generate passive in come
    2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right
    3 forced eviction mod
    4 calvelry men mod
    5 vilage fair mod - lasts one year then disapiers- 25 to buy mellea event
    [win one jester gives 1 happynes for 1 year]
    50 to buy cavelry joustin event [gives hero for 1 year]
    6 mariage mod for lord and tier 3 famalys
    7 convert well into pond mod fish stoke cost 100 and lasts 3 years
    8 JUISTING FIELD REAGANAL FAIR MOD
    9 orcherd mod
    10 list of tradeing famlys mod
    11 turn well into pond mod [cost 50 to stock with fisg for 3 years]

  • @rockashadow777
    @rockashadow777 28 днів тому +1

    I guess that's one more unit of measurement for the imperial system, the storehouse

  • @0xANIMAx0
    @0xANIMAx0 25 днів тому +1

    13:32 problem ist you cant upgrade the house in this size to + 1 person more that lives in

  • @trolishtrololol2111
    @trolishtrololol2111 25 днів тому +1

    bro the church and tavern dont fit in that little triangle, what should i do?

  • @Charlie.mp4
    @Charlie.mp4 27 днів тому +1

    Where does the manor come into play later?

  • @cikbast1988
    @cikbast1988 28 днів тому +3

    Over 600 views and a handful of comments; I'm grateful, and with others were as much.

  • @LM43243
    @LM43243 24 дні тому +2

    Found this video and now I don't feel like learning the game, just feels so complex. I just want to play blindly, but it seems like you need to follow some kind of structure to progress, or am I reading this wrong?

    • @TacticatGaming
      @TacticatGaming  24 дні тому

      Nah it’s way easier I have a 15 plot city that can hit near 200 - this is just a fun thing to do

    • @LM43243
      @LM43243 24 дні тому

      @@TacticatGaming Alright! I'm playing blind now, just placing things as I go. Don't like too much planning because it takes away from the chill coziness for me. Will that work in the long run do you think, or will I need some kind of planning ahead? I'm playing without enemy AI (but with bandits). Cheers!

  • @clarkh4133
    @clarkh4133 28 днів тому +3

    Can we get a Tacticat tshirt with your face, two thumbs up saying “alright!”

  • @DarthVader-dc5ef
    @DarthVader-dc5ef 23 дні тому +1

    .....You sound like the guy from BapKat.... is Noelle participating?

  • @Sparticulous
    @Sparticulous 28 днів тому +2

    These are awesome. This game does need some sort of measuring tool, but it should Definetly be in store house lengths
    Also this does show that hexagons are bestagons

  • @wowgoldwing
    @wowgoldwing 13 днів тому +1

    The dev is laughing his butt off with this min-maxing.

  • @michaelharing204
    @michaelharing204 28 днів тому +1

    you could just play Anno 1800 before forcing manor lord cities in a grid design lol

  • @veritate8955
    @veritate8955 27 днів тому +1

    are you a freemason? cause you plan your town like one xD

  • @Snutze
    @Snutze 28 днів тому +1

    Did my comment disappear ?

    • @TacticatGaming
      @TacticatGaming  28 днів тому

      ?

    • @Snutze
      @Snutze 28 днів тому +2

      @@TacticatGaming sorry not sure I left a lengthy post and it disappeared.
      I was just sharing 2 tips with you, I used to make process easier :) (cause I love your design great videos)
      1) You can use the fertility view markers to makes your first 2 road (horizontal + vertical) - Place a small road centered on market at bottom do same on top and liink them
      2) to create the second road or the initial grid you can place 2 storehouse facing opposite side at top and bottom and create the second road
      Doing that I can get full starting quadrant to be full squared and align on map within 2 min :) I made a visual doc on gdrive but dont know how to share it as it doesnt seems like link are permitted in comments

    • @Snutze
      @Snutze 28 днів тому +1

      @@TacticatGaming for reference docs.google.com/drawings/d/1jm7Xa7iXFErSNLZOhc4HQ1gsneLDqnu40PFVKnXbDJA/edit

    • @TacticatGaming
      @TacticatGaming  27 днів тому +1

      Oh damn very cool

  • @iulian3335
    @iulian3335 28 днів тому +2

    They should add a measurement tool or show numbers when placing roads

  • @unstablenecrophage278
    @unstablenecrophage278 28 днів тому +3

    I really dont like the market system.
    There has to be a better way.

    • @TacticatGaming
      @TacticatGaming  28 днів тому +1

      I feel it will get patched soon

    • @chumpapii
      @chumpapii 14 днів тому

      I'm almost at end game and I'm having market issues now. Some houses just won't get supplied by the market. Hopefully next patch will fix this as I'm really loving the layout.

  • @potroti
    @potroti 26 днів тому +1

    How to tell you are from American withou telling me you are from America. I am from Europe and I refuse to build like that.

    • @TacticatGaming
      @TacticatGaming  26 днів тому +1

      Cool story ?

    • @tiestofalljays
      @tiestofalljays 23 дні тому

      America doesn’t build like this either. They use grids, which are incredible for farmland in Iowa/Kansas/Nebraska, etc.
      With the way towns are laid out, you can drive down the main road and, as long as you keep the speed limit, you will never have to stop at a red light.

    • @tiestofalljays
      @tiestofalljays 23 дні тому

      Additional comment - many, many, many towns do not use grids or straight lines.
      In some towns, it looks like whoever designed the roads just let cows wander around and then put roads where the cows walked lololol. So convoluted.