These CHANGES NEED to Happen in Manor Lords
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- Опубліковано 2 чер 2024
- Manor Lords Early Access has been out for over a week and people have sunk a ton of hours into the game. In this video, I want to go over some of the systems I'd love to see improved upon within the existing content of Manor Lords! This is My List of Improvements for Manor Lords
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0:00 Intro & TL;DW
2:29 Burgage Plot Editing
4:33 Tracking the Month
6:03 Artisan Production Limits
7:51 Harvest All Capability
9:12 Setting Storage Priority
11:27 Idle Worker Notification
13:12 Managing Buildings & Upgrades
15:00 Wild Animal Repopulation
16:23 Set Production Priority
18:00 Marketplace Overlay
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#manorlords #guide #gameplay - Ігри
I'd like to add that the Log hauler's need an optimization. They seem to go on a first cut first claim basis even if that means they are traveling across the map to get it instead of Prioritizing the closest log for storage or the next building project. ESPECIALLY if you just demolished a building and want to put some thing up in that spot, you can't due to the supplies blocking the spot . They need a higher storage limit for Logs or give us the ability to store cut down logs in greater number or give us a Pasture/farm type plot system we can use to designate as log storage, I don't wanna have 10 Log cutter buildings just to store the cut down logs.
For artisan production, I would love to see a target production total, and for artisans who make multiple kinds of wares, a production cue. Take the tailor for example, if you are outfitting a militia in gambeson, you know you need 36, and when they finish that, you want your tailor to start making clothes. Exact production targets would be best, but even something like the surplus targets in the trade house would be an improvement.
I just hope they focus a lot more on diversity in resources/professions and the city building complexity before they focus on combat
Same here.
And I hope that Greg pays no attention to nonsense like that and implements his vision that brought us this far already.
Need a bigger variety of crops and animals
I hope they make training grounds
Yes. At this stage the combat is already pretty well polished, besides the bugs of course.
The Marketplace has an unlimited range. The reason the houses on the outskirts aren't getting goods is because the Market stocks each individual item to the closest houses first.
They also only seem to stock just enough at the market. Need to be stocking a surplus so when goods are distributed there is extra to catch the slack instead of havkng to get goods there to equalize again
@@Nova6432 Yes, they stock just enough to match the number of plots and have a push pull type system which causes shortages.
@@MagnesiumSulfate Drove me insane at first. I enjoy logistics and stuff like that in these games and spent so much time trying to mess with the market system. I just let it do it's thing for my own sake now haha.
I know :) I was saying more an overlay that gives the same information that hovering over a product gives.. Like the range of the houses that will get this resource is here. Anything beyond that falls into the 80-100% of coverage so.. If your resource drops to 79% coverage, houses here won't be covered. This would ideally expand as you get more plots and more resources. It's basically a visual representation of plot coverage. We already have it in the game, as mentioned, I'd just want it as an actual full overlay!
@@italianspartacus Ok, gotcha, that would be nice. More information in general would be helpful like items produced vs consumed as well as some idea how much we import/export.
it would be great to have a production of meat with the goats and sheep
not only wool
Agreed I said the same thing lol
And chickens!
I would like to see a “slaughter house” type of feature or building to make sheep farming more valuable…. So if you’re farming and breeding sheep you can harvest them for meat when you have too many
Edit: also not completely sure but I think for farms fertility only goes so high I would have to see myself if so because I haven’t noticed a difference with having the fertilizer node doing any better than just letting your farm fallow…. So if this is the case I think if you have this node the amount of sheep you have should not only recover fertility but also increase it just to make it more worth while to where you and maybe do 2 plants in a row with minimal lose of growth or harvest
As I understand it, there definitely is a maximum fertility and it's modified by the coloration and +/- symbols on the overlay. So those green "+++" areas can have a maximum fertility higher than the more yellowish "+" areas even if you've been leaving the yellow areas fallow for years. It will only get to a certain maximum percentage, the maximum percentage allowed by "+" farms as opposed to "+++" farms.
@@johnteixeira6405 I thought so… so yea I would love the sheep fertilizer to increase that cap because as of rn it seems pointless since they only fertilize during fallow period which feels counterproductive if it doesn’t increase the max of it you know
Same for goat homes...how can you skin them, but not get any meat??
The +++ green areas can give 100% fertility for rye. It also looks like fertiliser is going to be a thing, you can see it along with dung in one of the resource lists when you hover over it at the top.
Would be nice if unlocking that Tech would allow Chickens and Goats to also Passively add meats. Id like to have the Pasture Sheep Multiplying work for Ox / Cows too, Milk and Cheese could be an option too.
I've now taken 3 regions, seems like once you start in another region its just like starting the game again? There doesn't seem to be any benifits carried over from your 1st region and they are dis-connected? Even progress points arn't carried over. I'll like to see maybe the border taken away so it seems your actually expanding and no just repeating stuff over again? ( possibly 6 or 7 times)
You can build trade posts and export goods between regions. I apologise if you know this already 😊
You only have 6 points per region so the idea is to specialize each region and then trade between them
@@finishynpii7196 problem is trading with each owned region is only done through the barter system. Unless I am missing something?
@@Jacobarch1981 You can either use pack stations to send goods or oversupply the market with one village so the other village can buy the goods for cheap. But yeah the pack station are very slow in my experience and the trade station will bug out and stop working if you have a lot of trade routes and speed up the game. So the system definitely needs some work.
Pretty much, you can trade between regions so there is a bit of carry over, but you have to offer something in return for what you're getting. So they do have to be relatively self sufficient.
A cattle product pipeline is need for beef and dairy production. Another thing I think would be a good thing to implement is the ability to do a one time set number population move from one settlement to another.
A feature that I've never seen in a city builder that utilizes the "idle builders" mechanic, but could be very useful in Manor Lords would be a worker prioritization function. Something that you could program a secondary or even a third job for someone.
Like say I build 4 houses near my farm house, then I manually assign the families living in those houses to the farm house. Then I can choose from a drop down menu those families secondary job of, say, woodcutters. So when their first profession is idle, they automatically revert to their secondary job.
I would even include "builder" in this list. So say I build a new building, my iron mine worker that has a secondary job of builder will leave the iron mine and help build until the job is done, then automatically go back to the iron mine.
The most tedious part of micro-ing the workers is making sure that when I pull them off a job for something else, manually assigning them back to their location-based full time job.
For balancing, you could still make your artisans stick to their one craft, but your general workers could maybe have multiple target jobs.
Depending on how "broad" of an interpretation you take on the genre "city-builder," Rimworld and Dwarf Fortress do what you're talking about if I understand you correctly, and it works really well for them so it'd be cool to see that here too.
I'm glad you brought up the plots, that was my first thought is just let me drag one of the 4 points
Yea Seems Intuitive that you should be able to grab and drag the corners of the plots, was frustrated that it didn't, Id also like a Shift Option to make corners 90 degrees.
Greg seems to have decided that most production buildings will only make one type of good for now. Except the hunter's camp.
I would love for the future of the game to have more production buildings and backyard extensions producing two or three different items at the same time.
The hunter currently is the only one that produces meat.
However, our burgage plots can raise chickens for eggs and goats for hides. Why not also produce meat in the process? Why can't the goats also produce milk, that can then be made into cheese at a new "dairy" backyard extension?
Same goes for sheep. At the moment they only produce wool. Why not also milk for cheese? Why not also meat?
Cows and pigs are still missing from the game, either. Both were historically domesticated for their meat, primarily. The cows also for their milk and cheese.
+1 for dairies
I would like to see that the farmhouse needs to be occupied by at least one family year round. They would be responsible for weeding, equipment repair, and field maintenance. Not that they need to be added to the game, but in reality someone would have to do it on a farm. Also, being able to select that workers,such as a logger, tanner, miners etc. have a secondary responsibility for planting and harvest.
The secondary responsibility would really change the game. It would finally make it sensible to have farming in more than one region. Right now it is smarter to just avoid farming and just use large vegetable and apple plots
Great recommendations. The game is so good for being early access. Just a few quality of life improvements it's a contender for GOTY.
Honestly this single guy deserves all the money he's been given by us.
Makes you wonder how a single dev can create a great game while huge triple A teams can barely make a functional bare bones game.
@@austin9809damn right I’ve been waiting for a game like this since empire 2 and didn’t even hesitate to buy once I heard it was finally coming out lol
Besides his dedication and hard work I think it also speaks volumes on how good Unreal Engine 5 is and how it it has really opened up so many possibilities for small devs to create excellent games. @@austin9809
MARKETPLACE SUPPLY AND DEMAND REALLY DRIVES ME CRAZY HAHAHAHA
The heavy clicking is a big problem, automation and rotation targeting certain limits for the not especialized workers is a must. Especially when you have to start over with a new village. Not only should we be able to set quantity we should be able to define when certain resource should be harvest by the time of the year. If it's early spring go for berrirs, almost summer? Focus on farm. Winter? Cut wood and fire wood. Also The administrative build should be the building that not only set the limits for the tax but should be the one that set limits for the production of goods and allocate the workers so you have a tab for all things production and logistics related. It would be a balance thing too. A new city should be your focus on early stages but at certain point you should laid-back and watch the systems you put in place make it grow. Right now my cities are planed for easy location/clicking not really by better production.
Playing on moderate difficulty the first round, the first 5 years were BRUTAL. After I stabilized and expanded to 3 quadrants of the map with a total of 800 pop, the game feels a bit too easy now that I can just auto sell/buy at the market to reduce micromanagement. I feel like the game needs more dramatic end game events to challenge me. The other lord throwing 180 troops at me is kind of a joke
Maybe the harder modes will be like that, I'd just hate to restart this far in lol
The game literally just came out though. Crazy endgame challenges are not coming any time soon
Thanks for getting straight to it and not wasting people's time. You understand time is value, and I liked the video and commented just because of that.
Good take on some changes in the game. I've enjoyed it thus far but would like to be able to see the enemies home base rather than them appearing on a map when it's time for war. Maybe create a small stealthy unit that can move faster and report back in a few days travel or just leave the ability to see their base on.
To piggyback off the idea of indicating when workers are idle. What about worker scheduling? For example, those who work on the farm will automatically transition to cutting wood after all farming is done. Or they will automatically process farmed goods after harvesting. Knowing they will automatically go back to farming during the designated months, etc.
As others mentioned, marketplace has no limit. What we need is additional inventory that the marketplace area to hold, just like reserving fuels in some manufacturing buildings. Currently stalls hold only the exact amount that makes sub 100% consumption
I know :) I was saying more an overlay that gives the same information that hovering over a product gives.. Like the range of the houses that will get this resource is here. Anything beyond that falls into the 80-100% of coverage so.. If your resource drops to 79% coverage, houses here won't be covered. This would ideally expand as you get more plots and more resources. It's basically a visual representation of plot coverage. We already have it in the game, as mentioned, I'd just want it as an actual full overlay!
1 thing - Modding Support. The Dev can focus on the base game and Modders can add in the good QOL and other changes that the community wants.
This has already happened. There are a bunch of mods for it that change and tweak things over on Nexus Mods. Most are new banner designs and characters for walking around on the ground (in classic "gamer" fashion the first mod was to play as a bunny girl, because of course it was). There are some that change the size of your retinue, storage size, unlock extra development points etc. Official support would be nice though, I'm not sure how much extra work it is to get it all working across the multiple platforms though.
@@TalesOfWar I mean for the steam workshop and support inside the game, not for an external site that can have downloads with unwanted things attached to files.
@@thomasechols8834 Steam Workshop will only work on Steam though. It's also on Epic Game Store and GamePass. They'd need to have something separate from these platforms that also integrated into the game. It's doable, just not something you can just tack on. They'd probably have to host it themselves like they're doing with Cities Skyline 2.
Actually also i really really dont like starting from 0 when i take a new region. Seems crazy that 2 regions owned by me cant have a single resource bar and share resources.
( i dont count the barter station, it barely functions )
Anyone think the Castle Planner could be expanded and be much more custom to become an actual Castle? I think it would be really fun to build up a massive badass Castle over 10 to 20 years. Would stand as a sign of your city 's power and abilities. They could even provide options replicating actual historical castles. Not sure the functional aspect of this yet, but again this could be inspired from actual historical uses of castles.
I would like to build a wall around my village but don’t want to go through the pain of put down a million towers to expand so I agree with this
i'm certain that feature is already in the works. Greg has states as much. Also, there will be a proper city wall in the future.
I'm pretty sure that's the plan, when you use the planner it says it's work in progress after all.
It's coming
A Problem I've seen is even if I have a Ton of Firewood and I want the Wood cutter to stop production by pausing it. It then stops them from manning their Marketplace Stall. Like wait, I have 150 Firewood, I just want you to stop producing it for now, but don't stop selling it at your Stall!
just decrease harvest area to a smaller size then the tree limit will limit firewood production
I would like to see some type of seasonal work to more easily transfer workers to the farms.
I "completed" the early access, and very excited by what I see. Some excellent points in this video, I cannot wait to see how it develops.
I would like a way to manage where each animal in your village go, when you order livestock you cannot transfer them from pastures or stable slots. Once you order them, they live there. It need to be changed because it leads to bugs where early game you can have ordered a extra one and not realise why the pop up stayed and then you end up losing it even if you build another post with logs before you realise how to make planks because the sawmill is bugged and you also don't know that the sawmill needed a oxen assigned to the post until you googled why your sawmill isn't working.
This game NEEDS a Jump To option. Or at the very least tell you how many of a certain building you have.
You you are controlling more than 2 regions it gets very confusing and not being able to know how many if any certain building is insane.
I love this game but not knowing if you have a tannery or how many storage houses you have in a region is just nuts
I think a really easy way to implement something to help with this while keeping it quick and easy enough to implement so that other things can be worked on as well would be to just add an icon for the buildings to the Tab overlay. We already have indicators over all the work buildings to show how many workers are in them, just change the cog icon to a unique icon for that building and viola you've got a simple stop-gap measure to give you what you're asking for, kinda, while keeping it easy to implement.
awlays build your storage houses near your marketplace is the best efficient way for yur village people
I’ve also been having an issue with identifying who works where I would like something (not exactly sure what) but maybe like a settlement manager in the manor where if I have a family with a vegetable farm not work in certain places … I noticed that that was slowing down my productivity as well and I spent like 30 minutes trying to track down every family with a vegetable farm and put them in a job that wouldn’t hinder their crop growing or job production as much
Oh we also should have estimated time for production and expected overall production for the amount of workers allocated, live stock and current supply of goods. I never know how much should I sell or buy things.
I would like to have the ability to assign a specific ox or horse to a hitching post, and choose which animal works at a trading post or farmhouse. My farmhouse seems to choose the ox that is the farthest away, rather than the one that is at the hitch that I built right next to it.
This frustrated me too, setting everything up only to realize the ox I assigned to my farm was being pulled from the hitching post near my lumber, not the hitching post directly next to the farm lol.
the game will notify you about workers that have nothing in stock for their building. but it is SUPER easy to miss as it comes p in same place as the "Construction Complete" area.
The Sawpit keeps triggering the "generic storage is full" alert whenever it gets a log ready to be chopped, and this is despite it having plenty of space in general storage.
If you could implement scheduled work that would be great -- automating it so I dont have to keep track of every single family and their frequent placement/constantly have to tune the delegation manually.
Beyond that, implementing ceremonies, more diversity in buildings and structures, the addition of gardens with different flowers and features. Being able to select the plot types for a set fitme t of a set intended plot style. The addition of waterways would be great as well.
I am a sailor. It would be really cool to establish shipyards and ports with Naval fleets, fishing, trade. More ores and things to create. More resource types.
More cliffs and mountains. More politics foreign policy, etc
I agree with all the suggestions you made in this video.
Also I think it might be a good idea for the DEV to provide us with a filter option panel so that we can select any artisan, or any portion in the village that would instantly highlight for us.
Another thing I would like to see added in the game or actually change in the game is the way we assign work areas especially when it comes to the farm. Instead of giving us a circle to define the work area. Why not give us the ability to select the area like the farm plot to tell the workers where they need to go since if you don't do it that way circles tend to overlap and your workers get confused.
Another thing I'd like to see, is the ability to turn off the snapping of burgage plot or farm field corner points.
Many great suggestions. Double clicking fields should select all fields with the same crop!
One thing they need to fix, without even watching this video:
Forcing by snap into duplex housing AND having the mismatch that stall cap goes up by burgage, not by families in the burgage.
Chaps my ass to no end - all I want is a god-damned single and a backyard, but NOOH, can't have that.
Damn corner selector snaps all the ways you don't want, whether the road box is checked or not.
Had demo some roads to get the plot size configuration I wanted and then put the roads back in.
Like to see them do like Ostriv, where you can move the camp if want to. AND add in ability to rotate it just like every other building placement.
Fix the trade perks 1 & 2 to a discount instead of a cap, or flat discount - so the start item value framework with remains intact.
The best would make these settings for easy, medium and hard - especially during early access to crowd-test with the likes of you IS and the data Sorcerer Strat Gaming testing the game out and putting out these guides.
It would be cool to have a family level system so they would get faster at their jobs and you could scroll through and see what family has been working on what
I would like if you had a pop up that showed up when you hovered over the families (unsagined, assigned) on the top left and would tell you basic stuff like where they are assigned to, a little bit like the ones for total population but that would tell you how many fam are assigned to what industries or gathering etc.
Streamlining the market would be great like being able to assign pops that sell multiple items.
They can try to make the burgage plots customizable like in Ostriv, when you make a village house with a garden.
Yes artisan management. I hate trying to click back through to remember who makes what. Maybe because I’m older it’s irritating keeping up with which house is doing what or where I have places my hitching posts. It would be amazing to click on a button that shows me where things are.
All this suggestions are spot on 👏
I’d like to see a barracks that you can set an amount of time/ week the militia trains to gain experience and increase stats
A way to prioritize which house a new family will move into, and a way to pick which town receives the bandit camp loot would be nice
something should be changed about the trading post, you should get notified if you set a trade route and the merchant gets there but you forgot to put a worker there (or never even thought of doing it because your learning, and then you spend the first couple years wondering why the trade post isn't working) it should give you a notification and tell you the storage of the trade post is empty every time the merchant gets there's from the blue point on the map.
Ability to set seasonal labor too, I.e. to designate a family to work some months in one location and another few months by calendar in another location, I.e. in winter I want a family to work in the hunting grounds and then automatically move to the farmhouse in March
The changes/additions I want to see are simple ones: add more models for the manor lord which match their actual character profiles and the ability to jump while in the walking third person view.
Interesting that your malt idea is how vegetables are working right now when pnly excess goes to granary but ppl complain and want the extra step, they dont want veggies go straight to market
01:46 Never saw those policies before. I hope they will be implemented soon!
I would like the option to make a single trip caravan with people and goods to sent to an other region. This way they would not feel so disconnected. An option for a direct trade route would also be welcome, the pack stations did not seem to be very efficient
You sound just like Todd Standing, the Big Foot guy. Can't help but notice the similarities :D
id like to eventually see terrain to be modifiable, and enemy owned territory have their own villages
Great things that you mentioned here, i agree with all of them, i hope they add stagecoach for trading faster
I'm not sure they were a thing in this time period, at least they weren't common.
if we can have if-else, sensor and notification in Oxygen not included style in this game It'll be massively easier to manage multiple region effectively. or at least building priority as you said would be great.
There needs to be an option to raise a militia without spears and shields. Arms come pretty late in the game and you’re just defensless until then if you don’t start with the weapons shipment
An ability in the setting to have the game pause at the start of the month would be helpful
Markets. The radius system for coverage should be for "low" priority dwellings (as the default). But say anywhere within your county/region you want a building to have priority you should be able to set it to medium, high, very high, highest, just like the construction que.
instead of 4 points we can have custom shapes....
also a point --- that ""work area" thing can also use the 4/multi point selection instead of a circle i mean farms are odd shaped most of the time
Burgage lvl 2 upgrades should cost a tool, and should consume 1 tool per year, representing the blacksmithing and specialized tool artisans need for their work. It would make having a blacksmith an essential part of each village, just as they would be.
I'd agree with you for level 3 but not for level 2, level 2's look almost the exact same as level 1's I can't really see them taking that much more maintenance to upkeep but the level 3's are substantially more fancy and well made, I could understand it for them. You'd almost certainly need to alter the numbers around iron mining and smithing tools in order to keep up with the much increased demand later on, but it could be an interesting change.
i love those first two points!
I think you hit the nail on the head with the blacksmith (pun intended) idea, I would like to see it as a Command and Conquer style build queue.
You can either have an infinite of one item or say 10 , 15 of item two and once it completes your list they stop crafting.
Hopefully we can also get meat from goats in the future.
As you said market coverage is based on supply an demand, range come into play only when you dont have enough supply so I dont get it why you need a range indicator for when your supply suck. If you have enough supply you can cover the whole regon
Granary and storage workers need to prioritise stocking the market stalls over transporting goods.
Or better yet, market stalls should be able to overstock instead of simply having the exact amount equal to the number of plots.
Think agree with just about everything here. Just wish there were more resources, as an example maybe some more agriculture options.
Stonecutter needs to be able to "make" something. Hunter > Tanner = Leather. Forager > Dyer = Dyes, Iron Mine > Bloomery = Metal, Bloomery > Smithy = Tools, Stonecutter > ...... Rocks, you get rocks... that's all. It should be the blocks that you can trade and sell for.
There is an icon for blocks in the game, not sure if it is a place holder?
Seems to be already planned since there are stone blocks, probably for walls and stuff later on.
@@scipiovp921 I can see the stone blocks being used for the castle builder menu, maybe a tier 4 or higher burgage plot too that looks more fancy and substantial.
I would like to set a limit as well on production. Especially for the early game when every person in the village matters. Id like them to hit an amount and it throws a flag to tell me that production is finished at the site so i can move those people to a secondary job or help with other production elsewhere. Id also really love to know how much “production” my given site is capable of producing per month so i can plan industry buildings downstream to produce and set up trader knowing that the items i want to trade are going to be kept in stock.
Wow, I now feel like dummy. I never noticed the + sign when placing my houses! OMFG 2:50
I'd like to be able to move livestock around and assign them to posts or fields of my choosing. I'd also like a production cap. So instead of just keep building an unlimited amount of boots, I'd like it to be able to stop it at let's say 100. If it dips below that they start working again. I'd also like the ability to stop production of the artisans.
I hope for a increase in resources on the map, like have the current 6 points, berries, deer, stone, clay, iron and fertility and add an additional random resource point and increase the "high" resources from 2 to 3, that would really increase the variety of cities I can build, currently there is mainly mining, farming and something in between with main point trading.
Trading in between regions should be easier and faster, that one is a pain currently.
Focus points should get a little rework as well but that has more time since the tech tree is a bit underdeveloped right now.
Raider and Soldier Spawn should be reworked as well, already lost 2 starting towns, since once the raiders spawned more or less at the boundaries of the city and once the baron with his minions thought it was a good idea to directly march into the region he is fighting for and instantly start pillaging my second village with the 5 starting families on challenging difficulty.
If you lose all the families in a region it should reset said region. You can currently lose regions completely and resettling is a no generally -.-
change the extensions into upgrades to plots it would help with designating workforce plus could give a more pleasing aesthetic forester house add ons farm workers could be coops so on just a little idea
I'd like the storage priority to work similar to Rimworld.
I will add one: workshop in home area need to be more Visual clear. Or on Tab press workshop need to be more clear write.
the idle worker notification could be fixed if you could choose 2 workplaces for them when winter cmes they can move to a different job no grain go do something else
market problem make only granaries and store house make markets
Edit. what if the farmers could go on to the mill then on to the oven like a production chain work force
Am I crazy for thinking storehouse workers should be able to use a handcart to supply larger quantities of resources to construction projects? For example the manor takes so long to get built when they have to haul all of those resources one at a time. Especially if you find a spot you want to put it but it’s a long ways away from the storehouse
Or maybe you could have a system where one of your artisans can make extra handcarts so that people constructing can use handcarts too? Idk just spitballing. Having to supply those big construction projects bit by bit really just annoys me.
The stalls just need to stock more than "enough". Two or three 5/50 fuel stalls for 5 plots is a waste and requires more family members than necessary. One Storehouse worker can run a stall that can fuel 10 plots for 5 months simply by filling it.
It's almost better if he does away with the market and has plots collect fuel and food from the nearest storehouse and granary, that way you can designate these relative to your plots and limit them to food, fuel and clothing storage
My only solution is to trade for charcoal, since homes only require 1 fuel source, if you import say 5 charcoal, then you'll have 5 "buffer" fuel that will be used whenever your markets run out of Firewood until they restock the Firewood.
@@snootchie3341 You don't have to use a development point, just buy it.
The Market Stalls need tweaking for sure. I have thousands of items/food and each Stall has like 1 item in it. Loads of filled Granaries with full families but no stock in the Market.
This should be top priority honestly cuz its extremely irritating and has a big effect on the gameplay
Hear hear! Completely agree!
I actually want one notification to go away, that being the one where is says your sawmill storage is full because has a raw log in storage.
Cheese. We want goat cheese
Yes. I think it is strange that the goats only produce hides... They just throw away the milk and meat?
I actually wanted meat lol but cheese is nice too lol
@@lildjay480 Technically we have meat, it just only comes from deer lol.
@@lildjay480 meat is for rich people. Everyone needs cheese
I'd like to be able to set a maximum limit on producing goods. It would take a lot of the micro managing out if i don't have to constantly add and remove families from jobs to stop their never-ending production. That or a button to turn off production in a building, especially burgages, which will just keep going and going until you remove the workshop. Besides those changes in production, I'd like a rebalance on marketplaces so all houses can get a consistent supply of goods instead of the closest get everything and the furthest get nothing. Lastly, a rebalance on archers would be great because right now they're useless and just a waste of men and money which couldn't be farther from the real world where archers were devastating.
I use the granary and storage to run my stalls once i get enough people in
i want a button to allow or disb stalls on workshops granary or other buildings
The tech tree is a huge issue. Why is the tech tree reset when we open a new region it makes it really hard to complete a tech tree line and little to no incentive to expand with an army cap. Regions are taken by AI too quickly. Why doesn't the AI have villages in other regions which you can capture and field armies. Maintaining level 2 and especially level 3 plots to unlock tech tree too demanding on resources especially food variety. Their should be option to avoid farms all together or buff their benefits, as they are far too labour intensive. The game is great for maybe 20 to 30 hours but now its a bit boring, and no incentive to start a new game. Trade penalties for exports and imports with price rises and drops are too high and should be non existant. Their is a milita path finding bug where my drops go the opposite way in which i am telling them and lose cohesion. PVP should be considered but will need to cut out a lot of micro management for this, I think age of empires does PVP very well. Also the one developer line is untrue, freelancers were hired to work on the game as well for development and slavic magic was the main guy with his concept but it was not just all him. Hopefully he will build a team that can get the fixes this game needs. Itss a good game, but needs a fair amount of work for longevity. 👌
The tech tree is to specialize your regions
@@ShadowCider regions will be specialised based on resources available less than tech available its almost impossible to complete a tech tree line or two in one region. To tech up is veru difficult and a slow process
Look at the game Ostriv to see a lot of good ideas that could and should be part of manor lords. Seasonal hiring, control of market stall items, breeding and feeding livestock, dairy farms.
thank u!
I did one game that took me 41 hours. That was enough for me for now. If the game leaves gamepass I'll just buy it on steam and try it in a year or something. The game is great, I just think there needs to be more variation (plus bugfixes) and I'm sure that's what the dev is going to give us over the next coming months.
The Barron just destroys me every time dang
I disagree on your thoughts on the marketplace and the "radius" of service. I think it's just a matter of how much time does one family have and if they hit 100% on their workload, a radius wouldn't matter. I'd like to see at minimum, a bar graph showing their workload.
Good idea's! I would also like for the AI Lord to be abit slower, shouldn't they also have to go through the building process also? At 15 months into the game he is already taking new territories and has soldiers. While I am excited to finally have Four Lvl 2 Plots and 18 Families. I am playing on Normal mode. Peace and thx for your videos.
The first update needs to focus solely on working out the bugs before adding anything. There are more than a handful
Id hope for a AI lord balancing to get added to the balance patch, feels like hes constantly cheating claiming spots and spawning massive armies all the time.
A building or development that would let pops use handcarts without having to work at a stage building
You can simply pauze the production of a item by pressing the "pauze" button of the production building. I believe its on the second or third tab..
Yes! But if you let the production go beyond a certain point now you have to sell it unless you need it.. And then that requires money since storage is relatively finite. And managing all of that constantly is tedious
@@italianspartacus I agree! I'm fairly confident devs are going to adress this issue.
Absolutely! Greg is the best! :)
Oh! I have one final thing I would like ….. a food priority system ….. meaning I would like to prioritize what food is consumed first before others because I’m tired of having 0 eggs or meat or berries and thousands of apples and carrots lol
As far as I understand it the reason you have thousands of apples and carrots is not because nobody is eating them, it's because you produce MUCH more of them, my understanding is that a plot will consume 1 of every food type it has access to, not simply just 1 food type. Important to note for instance, you only get between 1-4 eggs from a plot, depending on how many families occupy it, no matter how big you make it. But both Apple Orchards and Vegetable farms produce more the larger you make them.
I would.like to be able to get the families back for work when i pause an artisan family
Personally I would love to see custom battles as I think the RTS element tot the game is interesting
I'm gonna just let you down as easy as I can, that is almost assuredly NEVER going to happen. You can check the post the Dev put up just a few days before release, the game is NOT a total war competitor, it's a city builder with battles. I'm not all-knowing, but it seems like what you're asking for will never happen because it has nothing to do with building cities.
@@johnteixeira6405 I would say the foundations for custom battles are there already. Re total war I think the dev means the 4x strategy and continent wide scope of those games. Implementation of custom battles when you have the units and maps in place makes sense to me and would not be competing with Total War
@@user-dx6bv2pe1s "-Manor Lords is not a Total War competitor. It's a citybuilder with battles. Yes, battles are there, but not as huge or as frequent as some of you might expect. The majority of gameplay is focused on citybuilding and management."
"-It's not a Empire Management style Grand Strategy game either. The map has regions, but you won't be able to conquer the whole Europe, nor have marriages or anything like that. The game is designed to play at a much smaller scale.
"
Look dude, what you're asking for just isn't going to happen. There's a reason that battles were addressed in one comparison, to Total War, and that Grand Strategy and 4x style continent wide scope was addressed in a completely different one.
@@johnteixeira6405 I get your point but I still think it would be doable. Great game though
I wish you could set a working area for where or if a building is allowed to set up market stalls. Right now they spam stalls. Even my iron mine wants to set up market stalls. I don't even know why they would. They are supposed to be mining! And i don't want my storehouse to set up only fire wood market stalls and 4 of them at the market on the other end of the region! I obviously want it to sell both firewood and clothes at the market place right around the corner!
Yeah, farming clearly isn't working properly at the moment. And production limits for artisans are also a must. The entire beer production chain is also barely functional. Way too high consumption and despite having enough barley in the trading post, my malthouse isn't doing anything. And the barley also isn't getting transported into the granary.
Trading UI and tools, please! Rn trading is super important and prices change a lot, but UI and options to manage trading are really bad. No price limits to set, no overview on active export and import routes. Have to go to each product category, scroll up and down, and turn on and off.
Need to get rid of the separation of settlements and the corresponding need to specialize. New territories should be added to your own. I do not want to micro a bunch of settlements and send resources between them, I want one territory that grows via conquest.