Just finished this, fantastic guide. I actually watched all of your Manor Lords content, which has had great pacing, and this last video brought it all together. I've been playing a decent amount and consuming a lot of content to learn, but your format and thinking provides easy checkpoints for a playthrough that can help you succeed innately. Great stuff
I really appreciate this! Thank you so much for the support. I have a few more guides planned for manor lords, I’ve been enjoying this game a ton. Thanks for checking out the channel
Very helpful. I like the planning/structure of the village. Also great tip for the sawmill...didn't realise that's what it did. One thing I have found helpful as you grow your population. What I found is that those first families, esp in the veg plots, also take the first jobs i.e. the log/sawmill etc. But...they will have to plough, sow and harvest their veg plots...I used to be sitting waiting on wood/planks and nothing was coming through...then realised the family is preoccupied, so click on the work place, see which family is linked to it, check their plot, and if they are a veg plot...move them to something else e.g. managing a store house or something less critical. Good guide :)
Yeah! I saw that with my timber plot. I figured the head of household would work on the timber camp, and the other two would work plots. Doesn’t seem like that’s what happens. Thanks for the support !
Pro tip: place a building on top of the animal habitat to make them migrate closer to your town or closer to your berries that way you improve efficiency by having those 2 resources closer which = less travel time for your granary workers and population in general, just place down the building (without fully constructing it) then demolish until you have them migrate where you want them. Also if you have a rich animal deposit habitat, the perk after trapping is really powerful for meat/hides when paired with the policy hunting grounds, activate the policy during the winter (during the winter because this policy reduces crop growth by 50% which doesn’t matter during the winter anyways and animals will breed twice as fast which means double the meat/hides gathered) then when winter is over cancel the policy so that your farms, but most importantly l, your vegetable plots don’t suffer from the 50% growth rate hit from the policy. I had a surplus of 2K meat and hides using this policy this way making the absolute most of a rich animal deposit.
Awesome tips. I haven’t tested the animal relocation a lot. I’ve accidentally had loggers push them around but I didn’t know you could control it ! Sounds like a great way to collect tons of meat and hide early game too. Because usually you’re not doing much farming then anyways, I’ll have to test that next playthrough! Thanks for the tips and thanks for checking out the video
I'm curious - with so many market stalls, do you find that your burgage plots become stocked more reliably? I've been finding that even if my market stalls are topped up, my burgage plots don't all receive food, and wonder if this may be a solution. And on the flip side, with so much of the population running stalls (roughly 1 in 3 people, I guess?), does your production take a dramatic hit?
So you’re on the right track, every family you have “working” on something that has a market stall, they have a dedicated family member that works the market. So you don’t lose any production. Having more stalls (even for the same product) means more chances for your houses to get “supplied”. Every day your market “delivers” to every house based on distance from the stall. So yes, more stalls = more plots satisfied. I’ve found that fully manning your storehouse and granary, helps a ton with getting items out to your town.
@@kodstergames Well, I mean, that third family member who's running the stall would otherwise be helping at the family workplace. (e.g. all 3 members of my charcoal family will sit in front of the kilns.) But it seems like I have sufficient production of everything atm, so I'll try allowing some more area for market stalls.
Just finished this, fantastic guide. I actually watched all of your Manor Lords content, which has had great pacing, and this last video brought it all together. I've been playing a decent amount and consuming a lot of content to learn, but your format and thinking provides easy checkpoints for a playthrough that can help you succeed innately. Great stuff
I really appreciate this! Thank you so much for the support. I have a few more guides planned for manor lords, I’ve been enjoying this game a ton. Thanks for checking out the channel
Very helpful. I like the planning/structure of the village. Also great tip for the sawmill...didn't realise that's what it did. One thing I have found helpful as you grow your population. What I found is that those first families, esp in the veg plots, also take the first jobs i.e. the log/sawmill etc. But...they will have to plough, sow and harvest their veg plots...I used to be sitting waiting on wood/planks and nothing was coming through...then realised the family is preoccupied, so click on the work place, see which family is linked to it, check their plot, and if they are a veg plot...move them to something else e.g. managing a store house or something less critical. Good guide :)
Yeah! I saw that with my timber plot. I figured the head of household would work on the timber camp, and the other two would work plots. Doesn’t seem like that’s what happens. Thanks for the support !
People go get water also. So it being closer to your main population is good also.
Spent the last two days just playing and trying to figure it out myself. Your vid helped me ALOT lol
Thank you so much! I appreciate you stopping by to watch the video!
Another strong video. Love the little extra tips too. You've made me really enjoy this game a lot more. Now it's easier :D
I’m glad to hear that ! Thanks for the support
Pro tip: place a building on top of the animal habitat to make them migrate closer to your town or closer to your berries that way you improve efficiency by having those 2 resources closer which = less travel time for your granary workers and population in general, just place down the building (without fully constructing it) then demolish until you have them migrate where you want them. Also if you have a rich animal deposit habitat, the perk after trapping is really powerful for meat/hides when paired with the policy hunting grounds, activate the policy during the winter (during the winter because this policy reduces crop growth by 50% which doesn’t matter during the winter anyways and animals will breed twice as fast which means double the meat/hides gathered) then when winter is over cancel the policy so that your farms, but most importantly l, your vegetable plots don’t suffer from the 50% growth rate hit from the policy. I had a surplus of 2K meat and hides using this policy this way making the absolute most of a rich animal deposit.
Awesome tips. I haven’t tested the animal relocation a lot. I’ve accidentally had loggers push them around but I didn’t know you could control it ! Sounds like a great way to collect tons of meat and hide early game too. Because usually you’re not doing much farming then anyways, I’ll have to test that next playthrough! Thanks for the tips and thanks for checking out the video
how did you even start like this?
I can only make a start under scenario where I have 0 coins and a homeless camp
Great guide👍
Thanks for the support !
all I see when I start are homeless people tents, no upgrade availability for that
I'm curious - with so many market stalls, do you find that your burgage plots become stocked more reliably? I've been finding that even if my market stalls are topped up, my burgage plots don't all receive food, and wonder if this may be a solution.
And on the flip side, with so much of the population running stalls (roughly 1 in 3 people, I guess?), does your production take a dramatic hit?
So you’re on the right track, every family you have “working” on something that has a market stall, they have a dedicated family member that works the market. So you don’t lose any production.
Having more stalls (even for the same product) means more chances for your houses to get “supplied”. Every day your market “delivers” to every house based on distance from the stall.
So yes, more stalls = more plots satisfied.
I’ve found that fully manning your storehouse and granary, helps a ton with getting items out to your town.
@@kodstergames Well, I mean, that third family member who's running the stall would otherwise be helping at the family workplace. (e.g. all 3 members of my charcoal family will sit in front of the kilns.) But it seems like I have sufficient production of everything atm, so I'll try allowing some more area for market stalls.