hey egg! great looking settlement! just fyi, the marketplaces are now populated exclusively by the granaries and storehouses (buildings like foragers hut or hunting camp don’t set up market stalls anymore). this means you have to place more workers into the granaries and storehouses to increase the marketplace size and capacity of supply. at a certain point building an extra storehouse or granary might be needed too. that’s why the marketplace hasn’t grown more and why some houses are complaining about food stall availability. the marketplace has an info panel with “demand bars” that you can consult
Nice Video. One suggestion. The apiaries make perfect sense in the little spots between the orchards as this is also how they are placed in real live. They will work in symbiosis with the bees pollinating the trees.
Really enjoyed this episode. The layout of the town is coming along really well. Love the pauses you take for the ambiance and strolls with the Lord. This is one of the few games that I truly enjoy and appreciate the weather changes with the rain and snow. Just beautiful and I don't feel like it interferes at all with my building. Can't stand the rain in Planet Zoo or Planet Coaster.
You don't need LARGER food bearing plots (they probably won't be fully harvested) but just more... and some of the smaller plots for eggs and livestock. Town square really starting to pop.
Hey Egg, in case you don't know (because never see you look at it) next to the dev tree tab is a trade tab, shows your import and export... just helps balance your trade so you not importing more than you can buy. My wife also is telling you to place more forages huts. Very concerned about the cims not having berries. You'd make her super happy if you placed a couple more. More huts means more storage when picking and more collected overall. Loving the series. When life gives you apples, you ask why can't you make mead.
@OVERCHARGEDEGG All good, we're learning together. Jumped back in myself and realised that production buildings no longer have market stalls, thought i was going blind till my partner said you have to stack the storehouse now.
Hey EGG, thanks for "not focussing on effectiveness", BUT: heed the good tips in the comments about apiary workers (one is enough), making large plots for Orchards and Veggies only so big they can be harvested, small plots with no extensions for artisans except if you want four families blacksmithing for export. have a look at the great advise from Tacticat, like you do in CS looking at CPP or Biffa.
Fire exists now: I've had my church burn down to rubble twice since playing with this patch, once within months after upgrading it to a stone church, and had to rebuild it in a hurry since everybody was unhappy ang couldn't be upgraded. Both times it was started by a lightning strike in rainy weather.
I stopped putting my church on the hill because of this (even though it's historically more accurate) and so far it's survived, instead both houses of my orchard burgage burned down - luckily the orchard looks undamaged, but after the houses were rebuilt it took a while for new families to move in there. On the other hand, I was lucky to have two empty houses for the burnt-out folks to move into and avoid a homeless disapproval minus. I would like to be able to 'pause' an empty built burgage, so I can make the next family move into the specific empty house where I need them first (in this case, to harvest the orchard)!
Oh man, thank you for bringing the game in to my life egg!!! I'm so in love with it. You are very good at teaching this, just like cities skylines, which brought me to your videos. My cities are so much better because of your videos!
Is it efficient to make your vegetable plots that big? Is it too much harvestable area for only 2 households to get the harvest in? Seems like splitting it between 2-4 medium sized burgages instead of one massive one would give you more harvesters, not to mention extra families = more soldiers.
It could be, but really I'm going for volume here, I don't plan to employ these families so if two homesteads on one plot are working the fields, I guess we'll see come harvest!
Hey Egg, great build, I love watching your videos in general, but being big Manor Lords fanboi, this is like a dream come true. My favorite creator playing my favorite game. Please inform yourself more about apiary mechanics, I think you are losing a lot of workforce inefficiently on limited resource. Also, goats and chickens need lot less space to produce, like artisans too. Bigger lots are for veggies and orchards. Also, don't spend money on mercenaries if you don't need them, they are expensive af. Anyway, keep up the good work. Can't wait for you to play Manor Lords as perfect as you do Cities.
In most buildings, if you go to the "advanced" tab, you can set a production limit and not have to even mess with pausing and unpausing yourself. To my knowledge, the only ones you can't are the raw resources. Logging, fishing, berries, hunters, miners.
Care to respond to the accusations now that you've become a farmer, Egg? If you see a lovely field, with a family having a picnic, and there's a nice pond in it; you fill in the pond with concrete, you plow the family into the field, you blow up the tree, and you use the leaves to make a dress for your wife, who's also your brother. I don't know what to believe, but I want to give you the platform to respond. That platform being Radio Norwich, East Anglia's premier radio station.
Drawing a field around your berry patch works well too, to protect it from woodcutters and loggers. Leave it set on fallow and you won't risk sheep getting in and eating the bushes (I don't know if they would but it does seem likely).
@@bibrazil32it's about the walking distance from the ends of the plot to the storage at the house, since they walk each carrot to the storage before walking out to get the next. So something like a fan shape should work most efficiently, even if it's not historically accurate?
I truly do hope that Manor Lords gets a truly procedural map system. There's something awesome about going through map seeds and finding those golden maps. This might be my inner hipster talking, but when you have fixed maps, and a good spot (like a hill within the inner curve of a river being a 10/10 spot for a burgh), it doesn't feel that special, as I know every other player is going to build the same kind of thing that I am. When it's a procedural map, I know there's a good shot that I'm the only player to find that spot.
For sheep pasture, make them small & not large like you did. Also try to avoid making anything over any other resource, like you did with stone deposit, it affects their production/number.
More apiaries should not lead to more honey, its just collected quicker but then would run out quicker - like with better but then without visible supply
When you placed the original apiaries there was some limit you said you misunderstood. Here, you establish many jore apiaries. So, what was the limit that you misunderstod?
My Lord, thou looks a little damp, may I suggest it is time for an invention known as the towel, a marvellous idea I chanced upon in another territory one fine day whilst foraging for nettles to go towards our daily soup ration.
Wait, why do you keep putting apiary's down in one region? You do know that each region has a honey-production cap, right? One region can only support two Apiary's worth of honey production. By putting more Apiary's down, you're still producing the same amount of honey, you're just spreading it between more and more Apiary's. You'd be better off deleting all the Apiary's back to two, and then putting all of your beekeepers into those instead of making more. You'd be saving more space that way, and your carrier's wouldn't be needing to run everywhere to collect it all.
hey egg! great looking settlement! just fyi, the marketplaces are now populated exclusively by the granaries and storehouses (buildings like foragers hut or hunting camp don’t set up market stalls anymore). this means you have to place more workers into the granaries and storehouses to increase the marketplace size and capacity of supply. at a certain point building an extra storehouse or granary might be needed too. that’s why the marketplace hasn’t grown more and why some houses are complaining about food stall availability. the marketplace has an info panel with “demand bars” that you can consult
Thanks for that! Grea tip!
I’d never have known either. Finally getting to play again ❤
Nice Video. One suggestion. The apiaries make perfect sense in the little spots between the orchards as this is also how they are placed in real live. They will work in symbiosis with the bees pollinating the trees.
Really enjoyed this episode. The layout of the town is coming along really well. Love the pauses you take for the ambiance and strolls with the Lord. This is one of the few games that I truly enjoy and appreciate the weather changes with the rain and snow. Just beautiful and I don't feel like it interferes at all with my building. Can't stand the rain in Planet Zoo or Planet Coaster.
You don't need LARGER food bearing plots (they probably won't be fully harvested) but just more... and some of the smaller plots for eggs and livestock.
Town square really starting to pop.
Hey Egg, in case you don't know (because never see you look at it) next to the dev tree tab is a trade tab, shows your import and export... just helps balance your trade so you not importing more than you can buy.
My wife also is telling you to place more forages huts. Very concerned about the cims not having berries. You'd make her super happy if you placed a couple more. More huts means more storage when picking and more collected overall.
Loving the series.
When life gives you apples, you ask why can't you make mead.
@@mrskinny8555 thanks mate! Been looking for that!
@OVERCHARGEDEGG All good, we're learning together. Jumped back in myself and realised that production buildings no longer have market stalls, thought i was going blind till my partner said you have to stack the storehouse now.
I didnt expect to like this as much as i did, but i'm absolutely hooked. great vid!
chuffed with all this fresh Manor Lords content. good to get a preview of the new features and spotlight some of the bugs.
keep it up, lad!!
Hey EGG, thanks for "not focussing on effectiveness", BUT: heed the good tips in the comments about apiary workers (one is enough), making large plots for Orchards and Veggies only so big they can be harvested, small plots with no extensions for artisans except if you want four families blacksmithing for export. have a look at the great advise from Tacticat, like you do in CS looking at CPP or Biffa.
Fire exists now: I've had my church burn down to rubble twice since playing with this patch, once within months after upgrading it to a stone church, and had to rebuild it in a hurry since everybody was unhappy ang couldn't be upgraded.
Both times it was started by a lightning strike in rainy weather.
Once is unlucky, twice is god telling you he doesn't want that church there lol
I stopped putting my church on the hill because of this (even though it's historically more accurate) and so far it's survived, instead both houses of my orchard burgage burned down - luckily the orchard looks undamaged, but after the houses were rebuilt it took a while for new families to move in there. On the other hand, I was lucky to have two empty houses for the burnt-out folks to move into and avoid a homeless disapproval minus.
I would like to be able to 'pause' an empty built burgage, so I can make the next family move into the specific empty house where I need them first (in this case, to harvest the orchard)!
Beautiful ending shot there with the orchards!!! Love the battle at the bridge. Such a bottleneck to get the enemies killed! More please🤩
Need more of this series!! Just watched all of the episodes and can't wait for the next
Oh man, thank you for bringing the game in to my life egg!!! I'm so in love with it. You are very good at teaching this, just like cities skylines, which brought me to your videos. My cities are so much better because of your videos!
Wow! what prosperous and beautiful settlements! Love how you play this with chill ambiance and great game strategy.
Bravo!
Woo~ Just finished watching the episodes before, nice timing~!🎉😆
Is it efficient to make your vegetable plots that big? Is it too much harvestable area for only 2 households to get the harvest in? Seems like splitting it between 2-4 medium sized burgages instead of one massive one would give you more harvesters, not to mention extra families = more soldiers.
It could be, but really I'm going for volume here, I don't plan to employ these families so if two homesteads on one plot are working the fields, I guess we'll see come harvest!
Guten Morgan!
I enjoy very much watching this series thank you keep up the good work 🙏🏼
1:01:45 ohhh.....what a beauty that scene is just perfect coincidence 😍
Hey Egg, great build, I love watching your videos in general, but being big Manor Lords fanboi, this is like a dream come true. My favorite creator playing my favorite game.
Please inform yourself more about apiary mechanics, I think you are losing a lot of workforce inefficiently on limited resource. Also, goats and chickens need lot less space to produce, like artisans too. Bigger lots are for veggies and orchards.
Also, don't spend money on mercenaries if you don't need them, they are expensive af.
Anyway, keep up the good work. Can't wait for you to play Manor Lords as perfect as you do Cities.
I really want this game to come out on Mac. It looks great and lots of fun
I concur
It's a boat! It's a fish! No, it's the freediving drop lord! Cape and all!
Ooh....back to back manor lords.....lesgo😁
Awesome ep, Egg. Only 1 battle, it was a bloodbath for the raiders.
Despite plummeting through a bridge, I believe Egg has found his groove. 😂
small tip/
on most job buildings there is a pause button next to demoliation. is a quicker option to just unassigning people
In most buildings, if you go to the "advanced" tab, you can set a production limit and not have to even mess with pausing and unpausing yourself. To my knowledge, the only ones you can't are the raw resources. Logging, fishing, berries, hunters, miners.
My god, your Lord's voice was hilarious!!!
Big fan of your Manor Lords series ☺♥
Care to respond to the accusations now that you've become a farmer, Egg?
If you see a lovely field, with a family having a picnic, and there's a nice pond in it; you fill in the pond with concrete, you plow the family into the field, you blow up the tree, and you use the leaves to make a dress for your wife, who's also your brother.
I don't know what to believe, but I want to give you the platform to respond. That platform being Radio Norwich, East Anglia's premier radio station.
I'll see you in Strasbourg
draw pastures around your berry and animal hunting grounds, to keep them within the enclosure, one for each!
Drawing a field around your berry patch works well too, to protect it from woodcutters and loggers. Leave it set on fallow and you won't risk sheep getting in and eating the bushes (I don't know if they would but it does seem likely).
Lovely! I'll get that pasture in next ep!
@@OVERCHARGEDEGG also saw another youtuber showing that for the veg, width is more important than lenght,,, go figure lol
@@bibrazil32it's about the walking distance from the ends of the plot to the storage at the house, since they walk each carrot to the storage before walking out to get the next. So something like a fan shape should work most efficiently, even if it's not historically accurate?
I truly do hope that Manor Lords gets a truly procedural map system. There's something awesome about going through map seeds and finding those golden maps. This might be my inner hipster talking, but when you have fixed maps, and a good spot (like a hill within the inner curve of a river being a 10/10 spot for a burgh), it doesn't feel that special, as I know every other player is going to build the same kind of thing that I am. When it's a procedural map, I know there's a good shot that I'm the only player to find that spot.
Loving manor lords. Sorry I’m slow to get through the videos!
That intro got a giggle. How cinematic 😅
I wonder if they'll ever introduce nitrogen enrichment crops alongside the fallow system in the game? It was a technique used at the time
For sheep pasture, make them small & not large like you did. Also try to avoid making anything over any other resource, like you did with stone deposit, it affects their production/number.
Part 4 whoop whoop ❤
Howdie OE, looking forward to this episode
Looks like you cut your stone supply in half with that pasture you layed on towards the end of the video.
I love this! Is it to much to ask for even more curvy roads? It's still the middle age even though the Renaissance is just around the corner
More apiaries should not lead to more honey, its just collected quicker but then would run out quicker - like with better but then without visible supply
When you placed the original apiaries there was some limit you said you misunderstood. Here, you establish many jore apiaries. So, what was the limit that you misunderstod?
Yes please
you decided to go for a swim instead of a walk OE lol
My Lord, thou looks a little damp, may I suggest it is time for an invention known as the towel, a marvellous idea I chanced upon in another territory one fine day whilst foraging for nettles to go towards our daily soup ration.
*ya mama opens up farms*
1, 2, 3, 5?
I wish you could brighten up your videos a bit more. It’s entertaining but the game seem to be so dim.
Egg stop uploading 😂😂 I can’t keep up 😅
Wait, why do you keep putting apiary's down in one region? You do know that each region has a honey-production cap, right?
One region can only support two Apiary's worth of honey production. By putting more Apiary's down, you're still producing the same amount of honey, you're just spreading it between more and more Apiary's. You'd be better off deleting all the Apiary's back to two, and then putting all of your beekeepers into those instead of making more. You'd be saving more space that way, and your carrier's wouldn't be needing to run everywhere to collect it all.