I gave this a couple tries and got steamrolled the first time, similar to your run. On the second I had 3x 100 family regions and hit an 'attempted to divide by 0' crash, happens 5 seconds after the autosave. Rip. The nerfed wood regen, even with foresters really creaps up on you in endgame. Previously after couple years they would have sprouted a new forest, but now I couldnt tell if he made a single tree and I had maybe 1 per logger/cutter. (6 total each zone) Can't wait to catch you finish this challenge!
Thanks for the stream and hunting policy answers! Any idea if the save games made on the latest experimental patch will be compatible with the full, release patch? Thanks in advance.
Hey strat enjoy the content! Found a bug for you: Dyer's workshop will open food stalls and there is no option to disallow it on the UI. This is not because the family home has a garden or orchard FYI.
A note to pass on to (Greg?) the Developer, Dye works don't have the custom limit resource button, and it also doesn't have the market stall toggle. The Dyers in my current play through all have food shops.
Most likely those workers have a burgage plot with food production. The dye workshop doesn't have a stall output, but if the people working there have chicken coop, apple orchard or veggie plot upgrades, then they could potentially end up running a stall. Go to their house and turn their ability to work in a stall off (just like production buildings)
@@Strat-Guides While this may be the case there are multiple examples where they do not have have a backyard extension in the bug reports on the Discord.
A bug I noticed with market stalls, that maybe you could test for, is that I have observed Granary workers taking food out of a market stall. Similar to the fixed bug where they were taking ale out of the Tavern.
Thanks for the stream. Wasn't able to comment live (but was watching), have you tried using road spam to flatten out hills? That might work to help get multiple mines down on hilly areas like you had.
@@ScreaM94 yeah I'm waiting for a good patch to jump back in! It's mostly been poorly thought out balancing patches lately so hopefully he gets back on track soon
I noticed you and Tacticat have been working with getting buildings in-line with the square of the map for farms / vegies etc. When you go to place any building, there is a white graphic underneath the buildings that is rows of bars. These are in-line with the map border. Hope this helps.
Allowing artisan (bakers, tailors, etc) homes to build market stalls and restricting the storage and granary from taking the goods seems very efficient now.
i have a question about troops. if i have one 36 man militia squad and i want it fully upgraded, do i just need 18 families (any 18) living in t3 houses, or do i need to figure out where my militia is living and make sure those houses are upgraded?
If you've only got the 1 militia unit, they will get picked first to serve as troops. Unless it's changed since I tested it last, it goes with the best troops first and then fills downward after that.
Fighting the AI in woods is difficult because you can't see them and it seems they can see you. Clear the woods with farms as long as you are in your own lands.
Unfortunately it does not change approval - it only checks the box for the upgrade to tier 2 plots and you can't really upgrade on max difficulty until you have everything ready or you'll get hammered by approval loss (tier 2 clothing, ale, 3rd food type - it's a lot of approval loss)
Because of the difficultly levels he is choosing and the impact of negative 'appeoval' ratings and people leaving your camp, he is only doing things that impact approval. In other words, he is doing what is most efficient for the.game. Obviously, in a real settlement, getting water and food is absolutely most important thing you can do. You love what, 3 days without water? I personally set the difficulty to a level where what I do makes sense in a role play / real life perspective. So I take normal supplies, start in the spring. I create a granary, well, log cutter first. Then after I pick up the exposed food I take the person out of the granary. I then create forage hut and hunter cabin and fuel gathering. Then I build 5 houses. Add a sixth house and a saw pit for planks and a storehouse. I turn off all but granary and storehouse to create market stalls. I put a family in granary, forage hut, timber. I cycle the timber family into wood chopping for fuel. I also cycle the Hunter back and forth initially with the storehouse. After berries fo away I put the forage hut person into a builder spot I can start growth by June or July (3-4months after start). At that point it is build 5 Double Plots for 3 Vegetable Gardens and 2 Apple Orchards.at that point I have 11 Burbage plots and room for 16 people. I have the basis for 3 foods (Berries, Vegtables, Apples). Then I go hunt for first bandits. I try to take them out as quickly as I see them after that.
I gave this a couple tries and got steamrolled the first time, similar to your run.
On the second I had 3x 100 family regions and hit an 'attempted to divide by 0' crash, happens 5 seconds after the autosave. Rip.
The nerfed wood regen, even with foresters really creaps up on you in endgame. Previously after couple years they would have sprouted a new forest, but now I couldnt tell if he made a single tree and I had maybe 1 per logger/cutter. (6 total each zone)
Can't wait to catch you finish this challenge!
Thanks for the stream and hunting policy answers! Any idea if the save games made on the latest experimental patch will be compatible with the full, release patch? Thanks in advance.
Thank you for the support! As far as I know, everything should work. Most patches I've tried old saves and they pull up no problem.
Hey strat enjoy the content! Found a bug for you: Dyer's workshop will open food stalls and there is no option to disallow it on the UI. This is not because the family home has a garden or orchard FYI.
Interesting, I'll take a look!
thanks mate, nice strats
A note to pass on to (Greg?) the Developer, Dye works don't have the custom limit resource button, and it also doesn't have the market stall toggle.
The Dyers in my current play through all have food shops.
Most likely those workers have a burgage plot with food production. The dye workshop doesn't have a stall output, but if the people working there have chicken coop, apple orchard or veggie plot upgrades, then they could potentially end up running a stall. Go to their house and turn their ability to work in a stall off (just like production buildings)
@@Strat-Guides While this may be the case there are multiple examples where they do not have have a backyard extension in the bug reports on the Discord.
I had no idea that pausing the farmhouse put the families back into the work-pool. So handy.
Thank you for the stream. You are tacticat are my favorite manor lord streamers. I will be excited for your new farming guide that tacticat hinted at
A bug I noticed with market stalls, that maybe you could test for, is that I have observed Granary workers taking food out of a market stall. Similar to the fixed bug where they were taking ale out of the Tavern.
Interesting, I'll take a look! Thanks for the heads up
I am so happy that inter-regional trade is now viable. This is so exciting! I know exactly what I am playtesting this weekend. 🎉
Thanks Strat, this is great advice and tips.
Thanks for the stream. Wasn't able to comment live (but was watching), have you tried using road spam to flatten out hills? That might work to help get multiple mines down on hilly areas like you had.
How do I catch the next manor lords stream!? Really appreciate the tips and advice. 👍
Are you still playing manor lords? I really enjoy your content! Would love to see the challenge continue
@@ScreaM94 yeah I'm waiting for a good patch to jump back in! It's mostly been poorly thought out balancing patches lately so hopefully he gets back on track soon
@@Strat-Guides alright good to know, im so hooked on this game for no reason lol I learned alot from your videos ty :D
Appreciate the vid!
Curious on what might be an efficient set-up for barely/beer? (including tavern consumption)
Working on that now! I'm redoing this offline but without the baron and bandits so I can focus on the towns.
I noticed you and Tacticat have been working with getting buildings in-line with the square of the map for farms / vegies etc. When you go to place any building, there is a white graphic underneath the buildings that is rows of bars. These are in-line with the map border. Hope this helps.
You can make 1,000,000 denars in Car Banseth.
Mercenary balance aside, the progression and winning/losing conditions look better paced and more granular
If you start a game with 0 initial bandit camps when do the camps usually start to spawn in? Beginning of year 2 or just random?
@@AdmiralDro I haven't measured it exactly, but less than 2 years for sure.
@@Strat-Guides Got it. I’m new to manor lords and your videos have really helped me, appreciate it
Allowing artisan (bakers, tailors, etc) homes to build market stalls and restricting the storage and granary from taking the goods seems very efficient now.
Happy belated birthday 👍🏼
If you’re taking families out of the farms in November when is it ideal to put them back in? I just leave them in with my playthrough just now
i have a question about troops. if i have one 36 man militia squad and i want it fully upgraded, do i just need 18 families (any 18) living in t3 houses, or do i need to figure out where my militia is living and make sure those houses are upgraded?
If you've only got the 1 militia unit, they will get picked first to serve as troops. Unless it's changed since I tested it last, it goes with the best troops first and then fills downward after that.
Fighting the AI in woods is difficult because you can't see them and it seems they can see you. Clear the woods with farms as long as you are in your own lands.
Getting an ad every 3 minutes in a nearly 5 hour video is brutal man.
why do you build a well so late? I prefer to put it just before houses as it's just 1 log and it influences approval
Unfortunately it does not change approval - it only checks the box for the upgrade to tier 2 plots and you can't really upgrade on max difficulty until you have everything ready or you'll get hammered by approval loss (tier 2 clothing, ale, 3rd food type - it's a lot of approval loss)
@@Strat-Guides I'm guessing he does that in case of fire?
@@mandowarrior123Yeah I look at it as insurance too. Especially when weather is set to extreme.
Because of the difficultly levels he is choosing and the impact of negative 'appeoval' ratings and people leaving your camp, he is only doing things that impact approval. In other words, he is doing what is most efficient for the.game.
Obviously, in a real settlement, getting water and food is absolutely most important thing you can do. You love what, 3 days without water? I personally set the difficulty to a level where what I do makes sense in a role play / real life perspective.
So I take normal supplies, start in the spring. I create a granary, well, log cutter first. Then after I pick up the exposed food I take the person out of the granary.
I then create forage hut and hunter cabin and fuel gathering. Then I build 5 houses.
Add a sixth house and a saw pit for planks and a storehouse.
I turn off all but granary and storehouse to create market stalls.
I put a family in granary, forage hut, timber. I cycle the timber family into wood chopping for fuel. I also cycle the Hunter back and forth initially with the storehouse. After berries fo away I put the forage hut person into a builder spot
I can start growth by June or July (3-4months after start).
At that point it is build 5 Double Plots for 3 Vegetable Gardens and 2 Apple Orchards.at that point I have 11 Burbage plots and room for 16 people. I have the basis for 3 foods (Berries, Vegtables, Apples).
Then I go hunt for first bandits. I try to take them out as quickly as I see them after that.
Why did you build 2 hunters. What is the benefit instead of building 1 hunter with 2 families?
Storage space for hides, food, and hunters huts are completely free anyway.
woppaaaaaaaa
7k+ views but only 260+likes comon ppl!
4 hours long, most are probably still watching.
Strat gaming is taticat?.. sounds like same guy... you are a good tester.. you are my go to... even if your not tacticat
Братан включи субтитры в следующий раз, спасибо
Its a stream? There aren't subtitles
How could u fail this? i was making 4-5k a tick on my first playthru on this patch, its so e z now that farming works. big lel.