BEST Tips & Advice after 350+ Hours In Manor Lords

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Strat Gaming Guides

Strat Gaming Guides

Күн бұрын

Did you know I have 3 gaming channels? Check them out for MORE content!
Strat Gaming (Heavily Edited, Crazy Challenge Videos) - / @strat-gaming
Strat Gaming Guides (Guides, Updates & Clips) - / @strat-guides
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Tacticat's Channel: / @tacticatgaming
0:00:00 - Intro
0:00:20 - Market Stalls: How They Actually Work
0:02:49 - Market Stalls: How To CORRECTLY Place Them
0:09:06 - Market Stalls: How To Fix "Less Than 100% Coverage" BUG
0:13:43 - Market Stalls: How To Place Them In LARGE Towns
0:16:01 - Food: How Food Actually Works
0:16:33 - Food: Meat Production
0:22:01 - Food: Berry Production
0:25:30 - Food: Vegetable Production
0:26:15 - Bonus Tip: How To Make ANY Shape Plots
0:28:48 - Food: Egg Production
0:29:30 - Food: Apple Production
0:31:39 - Food: Honey Production
0:32:51 - Food: Bread Production
0:35:22 - Food: Which Foods You Should Prioritize & When
0:38:55 - Starting Build Order - Default Settings
0:50:31 - Starting Build Order - MAX Difficulty (Experts Only)
0:53:13 - Optimization: Where To Place Production Buildings
0:57:32 - Optimization: How To Setup Infinite Automated Wood Production
1:00:00 - Optimization: Burgage Plot Extensions
1:01:19 - Optimization: Infinite Mining Operations
1:02:45 - Optimization: Trading Posts & Storehouse/Granary
1:04:48 - Optimization: Keeping Tavern Stocked With Ale
1:06:06 - Optimization: Single Family Plots Vs. Two Family Plots
1:10:16 - Optimization: Perk Explanations and Which To Pick
1:12:34 - NEW: King's Annual Tax Explained
1:15:49 - Optimization: Rest Of Perk Explanations
1:21:51 - Making Money: Bandit Camps
1:25:11 - Making Money: Early Game Passive Trade Routes Using King's Road
1:28:55 - Making Money: Mid & Late Game Paid Trade Routes For Massive Wealth
1:35:32 - Making Money: Burgage Plot Passive Income For Level 2 & 3 Plots
1:36:59 - Making Money: How To Turn Regional Wealth Into Personal Treasury
1:39:27 - Bonus Tip: How To Gain Influence Through Donating Food
1:40:46 - How To Specialize Each Region Based On Rich Resources Present
1:44:36 - Farming: How To Setup Fully Automated Farming
1:47:29 - Farming: How To Use Manual Farming For MASSIVE Crop Yields
1:56:30 - Late Game Issues: How To Manage Multiple Towns
2:09:21 - How To Use The Pack Station To Move Goods Between Regions (It Works!)

Пікірлер: 465
@salionshatterstar
@salionshatterstar 15 күн бұрын
I’ve been experimenting with Forager layouts. A normal deposit produces 440 berries per season, generated in 11 ticks from mid-March through mid-June. A rich deposit yields twice as much - 880 berries per season, spread between the same 11 ticks. If placed just right, 3 total workers staffed at two forager huts and one granary can fully harvest a normal node; 6 workers with their own buildings can fully harvest a rich node (again, if placed just right). The berry specialization perk only doubles the internal storage limit within the berry patch, it doesn’t actually produce more berries.
@hybralisk
@hybralisk 15 күн бұрын
Excellent info, thanks for sharing!!!
@Strat-Guides
@Strat-Guides 15 күн бұрын
Thanks for the info!!
@augustoluna5577
@augustoluna5577 15 күн бұрын
So.... If you have 3 or 6 dedicated families (according to if it is or not a rich deposit) the Berry specialization perk is just a point wasted?
@artifixer
@artifixer 15 күн бұрын
@@augustoluna5577 Required workers may depend on some other factors. In current stable patch, I have a reach berries region with 3 forager huts, two of them full and one half-full. And I almost never see berries go to 0 while it's season. Not sure I would get the same result with only 6 workers, but I'll try.)
@youwalrus123
@youwalrus123 15 күн бұрын
Idk how people struggle, after 40 hours the game is too easy even on the hardest difficulty, early battles can just be cheesed as you run around in circles and have the baron deal with the bandit attacks.
@Cp0455
@Cp0455 15 күн бұрын
We need more control over who builds a stall. I have plenty of supplies and plenty of stall locations available but they won’t build them, while all 8+ of my granary workers run a stall with barely anything in them.
@pgzimermann
@pgzimermann 7 күн бұрын
Last experimental patch fixed this thankfully, now I hope we can actually control which types of stalls we can get at determined places.
@vincent999vx
@vincent999vx 15 күн бұрын
Market places bugged me so when everyone under the sun wanted to open their own stalls. Now I cap the area to only allow 10 stalls (2 firewood, 3 clothing & 5 food) with all the owners being granary or storehouse. That setup is enough to satisfy 40ish burgage plots, and is obviously scalable. So many headaches saved once I just limited how many can spawn and of what type (all about mathing out how many resources you actually need). Ever since I've never had any marketplace issues nor productivity loss from everyone wanting to peddle 😅
@hybralisk
@hybralisk 15 күн бұрын
Another tip I'd give for early game money. Make dyes with any surplus of berries you have, and sell the dyes without opening a trade route. If you still have a big surplus of berries even while making dye throughout the year, go ahead and sell a bunch of berries without a paid route too. Dye sells for 4 each. It does take a dedicated worker family to run the dye station, but I've found that this family can often work as the food stall owner too. Provided there isn't much other food collecting needing to happen and the food stall/granary is super close to the dye station. This effectively lets one free up the granary worker and still gets production done as well as the food stall worked all at once. A win, win, win win! Oh and this works great even with a tiny sized village and normal berry node. 200-400 berries allows for year round dye production and double sales including berries, so long as other food is forthcoming.
@Strat-Guides
@Strat-Guides 15 күн бұрын
That's a great point! That would effectively double the volume you can offload and increase profit by double (plus 1 more for dyes). I missed that and will add it to my list :)
@hybralisk
@hybralisk 15 күн бұрын
@@Strat-Guides splendid! Yeah I think it's super duper effective. It even gives one the opportunity to have a desired stockpile ready to go for cloaks and clothes when needed. ^^
@hybralisk
@hybralisk 15 күн бұрын
Oh and as I sort of mentioned in this comment, it's really best to have all related buildings hyper close to each other with little else obstructing them if possible. Including the trade route. In case you missed my other comment related to trade posts, this could help. @Strat-Guides to the best of my knowledge, trade posts do not need to be built upon the king's road to get access to any of the 4 types of $trade: free merchants, big merchant carts, and one's own walky merchants and useless carts (provided the horses are still bugged?) .Rather simply it must be connected in some way TO the king's road. I've had no problems getting all types of trade to work with posts being anywhere I've chosen in the region so far. It's probably going to increase income to have the trading post closer to the spawn point of the off map nodes. Though with that being nerfed in the beta, not sure how much of and impact it would have to have it close to the off map points. What will likely help with labor is having all related buildings as close as possible to the trade post. Any warehouse, granary, or production building with the goods one is trading away should substantially benefit from nearby placement to said trading post. This would have a similar benefit for any visiting packing station workers/mule folks too. A "trade hub" if you will. I'm not sure this is always worth building one's city around? I posit that having the workers that run all related buildings as close as possible and doing nothing other than running said trade hub will likely have a positive effect on efficiency for the whole endeavor.
@salionshatterstar
@salionshatterstar 15 күн бұрын
@@hybralisk Oh, right, now that you mention it, I do recall hearing that the idea to build trading posts directly on the King's Road came about to circumvent a bug in the pre-release version. That bug may be fixed now, so perhaps we can take more liberties with our trading post locations.
@coltoncyr2283
@coltoncyr2283 14 күн бұрын
@@salionshatterstar and its just as effective to keep the TP a good distance from where the trades come and go (edge of map) considering the QTY that gets put into the TP and the time it takes, if you look at the categories, the people in the TP will fill empty spaces from left-to-right, then in each category, top-to bottom. so bigger items like weapons, restock way longer, etc etc. so you need time for merchants to get to you, and time to restock.
@Ascaron1337
@Ascaron1337 15 күн бұрын
Market stall pro tipp: You can MOVE stalls from one Marketplace to another! Pause the game, raise a new marketplace and move the stall via move button after clicking on it. Much easier than the destroy and rebuild from the beginning in this video
@salionshatterstar
@salionshatterstar 15 күн бұрын
When I move market stalls, it leads to a second family setting up market stall overlapping the one I moved, clipping through as if the space was empty. I’m curious if anyone else has experienced that?
@1TheDocter1
@1TheDocter1 15 күн бұрын
​@@salionshatterstar yes i experienced the same.. I had 4 stalls on a marketplace with only 2 spots
@Strat-Guides
@Strat-Guides 15 күн бұрын
Just be careful with this one - I decided not to include it because it's very buggy. Often times the stall moves but it won't hold any goods and you can go way over the market stall cap by doing this (I had a single stall market plot have like 5 stalls by doing this and none of them worked lol). When it does work though, it's pretty cool :)
@Ascaron1337
@Ascaron1337 15 күн бұрын
​@Strat-Guides Oi, didn't have the problem, yet. But good to know! 😊
@hybralisk
@hybralisk 15 күн бұрын
Yeah any time I've ever tried using the move stall option so far, it seems to only create what I have come to call a ghost stall at that location. The game just refuses to use it and it sits empty in my experience. It would be super cool and useful if it did work tho, especially if it kept the goods safe from the elements while doing the transfer!!!
@devinden
@devinden 14 күн бұрын
You can actually place 3 mining pits in a iron/clay deposit after the beta patch. Just place them in a triangle shape with the edge of the first one on top of the deposit but taking as little space as possible.
@genghistron7035
@genghistron7035 15 күн бұрын
A lot of scientists, professors, mathematicians, and researchers in the comments; who needs a tutorial when we've got an info pool and community such as this! Thanks for your efforts, fellow Lords; and to Strat and Cat for leading the charge.
@ryanreichardt518
@ryanreichardt518 5 сағат бұрын
My sucking at Manor Lords makes it fun to me. My first play run I lasted all of 5 minutes. Built 5 plots and spent all the regional wealth within seconds on eggs. Quicky learned how bad that plan was. I have utilized several of your tips.
@hybralisk
@hybralisk 15 күн бұрын
The other nice thing with multiple forager huts is that that they can all each be upgraded to grow herbs. These herbs slightly slow down the berry picking during the berry growing season. However, the herbs can be picked any time of the year that they have finished growing, which doesn't need to be in this berry growing window of time. I have to test to see if the herbs can be picked in the winter. I know I have picked them in the summer and autumn at least! Even in this berry growth season, the herb picking barely slows down the berry pickin' imho. For anyone unfamiliar with the herbs in Manor Lords, they just act like an on demand healing item. People that get sick will automatically use them and thus recover to working status quicker. I have not yet tested to see if anyone actually goes to pick up the herbs or if they magically get teleported to the sick person as they are resting. Although the herbs don't sell for a lot, they can be nice to have to send out to other fledgling expansions. I hope the mechanics for doing such trades/sharing will be improved and bugs fixed. It feels bad to have mules that are even more stubborn than in real life!!!
@yadda360
@yadda360 15 күн бұрын
I really wish you had more control over who owned stalls. There should be options for each industrial building/storage building to "add market stall" and it will only be opened by one of the workers within that building.
@josephThaPimp
@josephThaPimp 15 күн бұрын
If anything, it would further add to realism as you would need a license to even think of selling a good you produced. Market stalls are really a heache that require tweaking. In my opinion, a tutorial campaign would open market stalls for you to show you they exist, then display a pop up explaining how to open one yourself
@Strat-Guides
@Strat-Guides 15 күн бұрын
Agreed - I suspect that mechanic will be changed in the near future lol
@James26285
@James26285 15 күн бұрын
​@@josephThaPimpthat's a great idea to flesh out tax system!
@neofromthewarnerbrothersic145
@neofromthewarnerbrothersic145 15 күн бұрын
This is what i keep saying. If it's going to be so picky about it, we need to have more control. Right now it's just confusing and frustrating to deal with.
@qd5683
@qd5683 15 күн бұрын
Only you and tacticat have up to date info. Invaluable advice. Great content.
@Strat-Guides
@Strat-Guides 15 күн бұрын
Oh shoot that reminds me, I forgot to add his channel in the description! Thanks for the reminder lol yeah he's great!
@EthanDyTioco
@EthanDyTioco 15 күн бұрын
Nothing like youtubers who have the word 'tactics' and 'strategy' incorporated in their names 😎😎
@thomaslenzmeier183
@thomaslenzmeier183 15 күн бұрын
They are my sources of truth too.
@hybralisk
@hybralisk 15 күн бұрын
100% agreed! Top notch stuff from the both of them.
@salionshatterstar
@salionshatterstar 15 күн бұрын
@@EthanDyTioco Oh man, too bad this isn't a multiplayer game. I'd love to see a tactics vs strategy competition! We could put Sun Tzu's quote to the test ;-)
@DeanGuitarist
@DeanGuitarist 15 күн бұрын
You missed the source reason it is bugged in the section between 9min to 12min. The reason is because each Marketplace (no matter how many stalls it contains), start from 0 to distribute goods to the house for the variety sake thing. That means, as soon as you need more than 1 stall of one type (let's say food), let's say for simplicity sake, we only have lvl 1 burgage, so 2 food needed per house. if you have only 1 market place containing enough stalls, stalls 1 will do the 25 closest houses and then stalls 2 will do the 25 next for a 100% coverage. If you have 2 marketplace (near each other), with each 1 food stall.. the 1st food stall will populate the 25 closest house, but food stalls #2 will populate these same houses that were already covered by the other stalls, because they are in an independant market place. You can somwhat fix this by having a design where stalls are in the middle of a scallable section, and always prioritize (by distance), the houses that are not already covered by other stalls, but the more you scale that, the more it become impossible to reach 100% as you cannot choose which stalls will get filled first. so you'll always have a spot where it's not covered because of that. I have a cool plans for a scallable city, where I can scales squares of 300pop infinitly, with just enough stalls (food / cloth and firewood) in the very middle of each of those. but because of that, I can't make this happen, if they fix it so different marketplace doesn't overlap each other, this will be possible to use different marketplace with the same type of stalls. Right now the only way to get 100% is to have maximum 1 marketplace (containing enough stalls) per type of goods (so either 1 big with all 3, or 1 per type (clothing, firewood, food). In your example at min 11 where you rebuild the marketplace, I you rebuild these 3 food stalls in a different marketplace, (still side by side), you still won't have 100% coverage. Because of my explanation
@DeanGuitarist
@DeanGuitarist 15 күн бұрын
TLDR: Don't do more than 1 marketplace per type of good (Food / Clothing / Firewood), until it gets fixed
@scullywully1604
@scullywully1604 15 күн бұрын
Omg I think you just solved my problem. I used a second market to scale up because I didn't want to deal with all the supplies on the ground from destroying my market and rebuilding it. Before I added the second market it was fine until the population got too high and I needed more stalls. Then building the second market did nothing. This must be why I'm not able to cover all my plots. Thank you!!!
@hybralisk
@hybralisk 15 күн бұрын
Oooo super interesting! I wonder how large one could make a zero stall locations marketplace. As someone else has commented on using zero stalls and a big marketplace together. They mentioned using this big market to catch incoming stalls and then place them on a zero market stall space, then deleting the big catch all market. I have yet to test this strategy myself. I do wonder if it could overlap with what you have suggested here tho!!! Perhaps a big ring around the city so that one could move the stalls to wherever they thought best? I keep having trouble with moving market stalls tho, in my experience they just become "ghost stalls". Hmmm!
@charlzwerth69
@charlzwerth69 15 күн бұрын
Yes this! Spread the word once I realised what was happening all my issues with the game went away, it would be nice to have multiple markets for organic looking towns but I'm just happy to finally understand and sit on 100% supply the whole game now.
@neofromthewarnerbrothersic145
@neofromthewarnerbrothersic145 15 күн бұрын
@hybralisk That will probably work when thr bugs are fixed, but for now when you move market stalls, the new market doesn't recognize them, and just sets up another stall overlapping the one you moved. So a market with only 3 slots can have 4, 5, 6+ stalls on top of each other. Doesn't necessarily always happen, but happens often enough that you can't rely on moving stalls as a solution for anything.
@SallyParis1
@SallyParis1 15 күн бұрын
This was the best video I have watched from you I think ... well explained, very straightforward and easy to understand! thank you for all the effort you put into your videos :) I really enjoy watching all your manor lords content! keep em coming, thanks for keeping me company each day :)
@tiestofalljays
@tiestofalljays 15 күн бұрын
Still have yet to find any better Manor Lords videos out there. Yours are always the most informative/have the most actual testing + data. Sick stuff.
@KG-1
@KG-1 15 күн бұрын
Very, very helpful and I've watched less than half of this. I'm convinced on the default build order. Don't worry about granary, storehouse first - logging, housing. Don't chase the extra unit by waiting on the Manor build. Corpse pit: use 1 of these with a road around it to survey for a perfect 3xsingle plot w/bkyd extension, for the first 3 houses on default build, another one for the next 3 and so on. TactiCat recommends 2 Corpse pit long rectangle for the duplex single plot farm, bearing in mind inefficiency identified in this guide. get the bkyd extension line as close to the houses as possible to shorten the walking distance.
@qd5683
@qd5683 14 күн бұрын
1:01:34 You can actually still cram 3 iron mines on to a node on the new patch - one on bottom, 2 on top - if anyone is interested for their weapon and armour trade empire.
@Strat-Guides
@Strat-Guides 14 күн бұрын
Interesting, I'll have to fiddle with it! I tried for a while and couldn't figure it out - although I suspect the hill was causing me some issue as well. Thanks for the info!
@qd5683
@qd5683 14 күн бұрын
@@Strat-Guides It probably was the hill. I’ve had games where I had to restart because the slope prohibited the placement of even 1 mine.
@DieuwedeBoer
@DieuwedeBoer 15 күн бұрын
Just finished my first game of Restoring the Peace on standard settings, and your channel has been great to help me keep going and understanding the workarounds for bugs. Thanks! This is going to help me slowly work my way through getting all the achievements.
@mvarbanoff
@mvarbanoff 14 күн бұрын
50:31 Tip for max difficulty + no berries and meat achievement 1. Build a woodcutter 2. Build a saw mill and employ with one 3. Build a wood-chopper and employ it with one 4. Build two houses + chicken coop (that's two eggs a month) 5. Keep building 3 more. One of them goes for goats later 6. Get the honey development and stop sawing you should be having enough planks for apiaries and church by this point. 7. Build a church asap, this is crucial as people may die of starvation the first and second month , but families must stay at all cost and approval must be 25%+ 8. Then build a trade post (not earlier) and sell planks and extra firewood, to get the money for more coops and goats. *Build everything close to each other to reduce travel building time. *Play with the first 5 families wisely. No more than 5 leathers as a start. Sell the hides after. *If you manage to build and get ready one veggie farm the first year - you are good to go.
@ckhenson
@ckhenson 15 күн бұрын
The micro-management of the market stalls is enough to make you walk away from this game.
@BNRmatt
@BNRmatt 11 күн бұрын
I feel you
@Sparticulous
@Sparticulous 11 күн бұрын
It is annoying
@JvP000
@JvP000 5 күн бұрын
It's being updated through the latest patch, but not perfect. This is what it means to be in early access.
@rodmucio255
@rodmucio255 15 күн бұрын
Amazing advice on optimization, marketplace, development points and even trading. Thank you for helping the Manor Lords community. Tacticat brought me over to you. Cheers mate!
@Strat-Guides
@Strat-Guides 15 күн бұрын
Thanks for watching! He's good people for sure and I happily plug his content all the time as well :)
@DavidKnight33
@DavidKnight33 15 күн бұрын
Good content on the marketplace. I will have to watch again. I did the demolish and rebuild to get to 100 percent coverage on 400 pop. It took 10 years of game time to figure it out.
@olddangfool
@olddangfool 7 күн бұрын
I find it incredibly useful to return here when I'm working on a particular problem and find the timestamp that might help. Thanks!
@theoldfart6404
@theoldfart6404 14 күн бұрын
Outstanding guide to the game in Beta. Comprehensive and extremely helpful in explaining all the game mechanics. Many thanks for the effort you put into this.
@grobarBijeljina
@grobarBijeljina 15 күн бұрын
Its great to hear that I am not crazy, and there could be issue with game about market stalls. And thank you for clearing that distance between house and market stall is not an issue. I will just demolish and create market stalls again
@salionshatterstar
@salionshatterstar 15 күн бұрын
I didn’t realize rebuilding the market stalls would bypass the supply bug. Really, I hadn’t realized it was a bug - I thought there was some mechanic I was failing to grasp. Thanks! My cold and hungry people will no longer stare longingly at those full market stalls right outside their window.
@Strat-Guides
@Strat-Guides 15 күн бұрын
Yeah that's a pretty nasty bug that I think got a lot of people to stop playing. They had the right setup, but couldn't figure out their issue was a bug :(
@hybralisk
@hybralisk 15 күн бұрын
@@Strat-Guides I have restarted dozens of times due to this bug tbh. I'm still struggling with it even with destroying and rebuilding the markets. Endlessly frustrating!!!
@charlzwerth69
@charlzwerth69 15 күн бұрын
@@Strat-Guides Its not a bug!! Well kinda but you seem to miss the point on what fixed it because you did change something! You went from 3 marketplaces with 1 stall each to 1 marketplace with 3. Markplace supply the closest burgages, even if another marketplace is already supplying them. So 2 different marketplace right next to each other both with food stalls and both with 15 bread supply the same 15 closest houses twice instead of all 30. Basically all your food stalls needs to be in one marketplace for perfect coverage which is what you ended up with.
@kickassinc.9658
@kickassinc.9658 13 күн бұрын
This guide is well structured, easily explained with great information.. I have come back to this several times now and I am not even out of my first year. This one gets bookmarked, thank you.
@Strat-Guides
@Strat-Guides 13 күн бұрын
Glad it helped!
@pepsi4798
@pepsi4798 14 күн бұрын
Nice tip bro and congrats on getting your 100k subscribers been watching since Bannerlord perk guide happy to see your channel grow
@Strat-Guides
@Strat-Guides 14 күн бұрын
Thanks, I appreciate it!!
@lowrider6419
@lowrider6419 6 күн бұрын
I started my game yesterday. Never played this type of games. Opened trade route for stone, set 30% tax, established a barley field in October and after snow there is nothing left (crops died? lol), enemy AI baron captured all other regions, set double family home as tailors without any flax, and so on. But I learned a lot from your video, 🙏 big thanks
@eannane8712
@eannane8712 14 күн бұрын
Unbelievable video as always. I actually strangelt found the starting out section which I wasn't even expecting the most helpful. But everything g was pure gold.
@Strat-Guides
@Strat-Guides 14 күн бұрын
Glad it helped!
@Michi508
@Michi508 15 күн бұрын
Awsome guide! Helps a lot. Thank you so much.
@whyamihere3150
@whyamihere3150 13 күн бұрын
Nah, just say "Oh, shoot, I forgot I have a doctors appointment to go to, bye , I got to go...".
@cato_heresy
@cato_heresy 8 күн бұрын
The early game tip to sell items on the Kings Road (without a trade route) is HUGE!
@tdotfun
@tdotfun 15 күн бұрын
Awesome!! Wow!!!! Soooo much great info!!!! Thank you!!!!!!! Will need to play more 🙂 Farming: 4) would love to see how you started up that farming town. Like a clip from your stream. Build order and stuff like that. How to transition from 5 people to 15 and when to put farmhouse and size of fields, etc. etc. I find it easy if I build up a small town (20+ families to start a militia, etc.), then start-up farming; but I think there's probably a faster more efficient way.
@briters0576
@briters0576 15 күн бұрын
This was so informative. Thank you!
@rikkvalkorion
@rikkvalkorion 10 күн бұрын
Super awesome and helpful, thank you!
@hybralisk
@hybralisk 15 күн бұрын
A note about the hunting limit. I would advocate to set the limit to at least 10 (the default), or possibly 11. I keep seeing hunters bring the number of animals down to 6 or 7 sometimes, even if I have the limit set to 10. If ever going for multiple hunting camps and many families set to them, I'd suggest setting the limit even higher. Maybe even 15 on a normal node! They seem to not update when it's ok to hunt after they decide to do it. So multiple people can get their bloodlust on and all of a sudden the remaining number of animals dips dangerously low! This is even more so the case with a rich animals node snd with all the hunting related dev points and perk. I'd suggest setting the limit to 20 or so to be safe if using 10-20 hunting families (5-10 full camps etc). The dangers of dipping below the limit will be deminished with this scenario tho since the people going out to trap will be chaotically spread out all over the place, lessening the likelyhood of over hunting the actual node.
@KazuhiraMiller46
@KazuhiraMiller46 14 күн бұрын
This video along with the comment section is very informative! Both answer a lot of questions anyone might have about this game.
@Saucychemist
@Saucychemist 15 күн бұрын
Nice video thanks! The best way I've found to get the exact market stalls being run by the exact family I want, particularly once your town starts getting big, is to pick a spot of land off to the side and layout a grid of temporary single stall markets. Everyone who wants to build a stall will do so, and you can check to see who is running each one. Once you've found the families you want, delete all the unused single market spots from the grid, then layout where you want your targeted market stalls to be. One by one, delete the temporary stalls of the families you want and remove the grid Market space they were in. The family will setup a new stall in the targeted market space. Repeat until everyone is where you want them to be, then delete your temporary market grid. It's a bit of a PITA, but it works.
@scullywully1604
@scullywully1604 15 күн бұрын
How do you keep unwanted families from building on the targeted market space while you are doing this?
@Saucychemist
@Saucychemist 15 күн бұрын
@@scullywully1604 that's why you build your temporary grid of markets. Make it multiple single stall markets, and make enough that everyone who wants to build a stall, does build a stall. You make sure the temporary market is built FIRST before you place down your desired real market. Then you only delete the temporary stall of the family that want in your actual market, and then delete the temporary market grid slot they were in. This makes them the only viable builder for your actual market, so they will be the only one that builds there. Keep doing this until everyone you want in your market is there, then you can get rid of your temporary grid of single stall markets. It is a bit tedious but it goes relatively fast and always works.
@salionshatterstar
@salionshatterstar 15 күн бұрын
@@scullywully1604 The unwanted families will have already set up a stall in the temporary market plots.
@scullywully1604
@scullywully1604 13 күн бұрын
@@salionshatterstar Okay, I thought that when you said to delete the unused single spots, you meant the stalls of those unwanted families. What did you mean by that then?
@salionshatterstar
@salionshatterstar 13 күн бұрын
@@scullywully1604 I think to paraphrase Saucychemist: 1) Create a bunch of temporary marketplace areas, each with room for exactly 1 stall. Ensure that you have enough marketplace areas for every eligible family who wishes to build a stall. 2) Wait for families to construct stalls. 3) Delete any empty marketplace areas which weren’t used. 4) Designate the real marketplace area(s) you wish to permanently keep. 5) Find the stalls of the families who you wish to keep assigned to stalls. Delete their temporary marketplace areas (the marketplace area, not just the stall). They will build new stalls in your real marketplace. 6) Delete all the other temporary marketplace areas.
@AdamonXC
@AdamonXC 14 күн бұрын
Thanks! the market supply and production of goods helped me the most
@Strat-Guides
@Strat-Guides 14 күн бұрын
Thank you for the support!! I really appreciate it. Glad to hear the video was helpful :)
@jcc019
@jcc019 13 күн бұрын
Some of the profit margins on trade don't make sense to me. A lot of the more refined items export for either a loss or just break even. Swords, for example, require two iron slabs (each worth 4 gold) and only sell for 8 total. Linen and dyes export for 4, but clothes only export for 6 (net loss of 2). It seems better to sell the mid-tier items rather than waste labor and logistics that seem to add little if any value.
@StealthFB22
@StealthFB22 14 күн бұрын
Thank you so much for the tips around markets! I’ve been having trouble with them 😅
@Strat-Guides
@Strat-Guides 14 күн бұрын
Happy to help!
@HypaxBE
@HypaxBE 15 күн бұрын
Oof you have saved me a lot of time on the markets. It's surprising how little market stalls you actually need for a pretty decent sized town.
@James26285
@James26285 15 күн бұрын
Right? I kept making enough for 30-50 as "future proofing" when maximum I'll probably need is like 20 and that's late game lol
@debram8829
@debram8829 3 күн бұрын
This is so useful....thank you....I've been failing miserably on challenging settings - will definitely try your start up strategy. Market stalls was also critical info...now I understand ;) (.965)
@68bdbd86
@68bdbd86 15 күн бұрын
Hey Strat, Awesome video as always! Great work man! Quick question I hope to get an answer to: In 2 of my 3 playthroughs I had a "jackpot" of a rich clay and rich metal province, I immediately set up a build around those two resources to bring in the money (following some of your previous tips ofc ;) ) However, when I reach the point when I need to convert to the deepmine something happens (probably a bug) that the warehouse workers do not come to pick up the iron anymore and workers need to carry it out one at a time In both of my playthroughs this happened. Had an issue like that? Seen that you focus your industry around the resource so I guess that is one way to work around it - but in my "esthetic" villages I had a smithy and smelter share an allocated plot with a warehouse a bit away from the deepmine but for sure in an optimal walking distance Keep up the good work man!
@zoroff8980
@zoroff8980 15 күн бұрын
I did really need a tip for market stalls thanks you ❤
@bugritall
@bugritall 9 күн бұрын
Thank you for all the info and advice, Strat. Thank you, too, all my fellow Lords, for helping me make my builds run so much more efficiently. Great stuff, everybody!
@ScottiMac0007
@ScottiMac0007 15 күн бұрын
This is the best Manor Lords video yet, the only video someone needs to start playing, well done.
@ScottiMac0007
@ScottiMac0007 15 күн бұрын
Have you found a way to make sure you can house each ox/horse in the stable of your choice?
@smrack
@smrack 14 күн бұрын
At 2:09:22 right at the very end, is my favourite part. NOW I know why sending pack stations to my startup villages drains them of all their coin! Pack stations should be placed on the smaller economies side, despite the opportunity cost ;) of using a human resource at the smaller pop centre.
@Strat-Guides
@Strat-Guides 14 күн бұрын
This will be fixed at some point, hang in there! But yeah it's a pretty annoying bug lol
@thedude7450
@thedude7450 16 сағат бұрын
I want to love this game so much. I have about 40 hours into it but the amount of micro-management involved is just insane.
@MagnesiumSulfate
@MagnesiumSulfate 10 күн бұрын
I did hours of testing on the Trading Post and concluded that the order they are stocked is based on the order in which the items were changed to exporting, not the tab order. I even reset them all and selected in reverse order and the stocking followed that pattern. Also the Trading Post does not need to be on the King's Road, it only needs to be on a road connected to it.
@Strat-Guides
@Strat-Guides 10 күн бұрын
Interesting - I guess it would follow that order since that's usually the order I set the exports to. I'll have to run some tests on the most recent patch that went live today to see if it was changed or not. I appreciate the heads up!!
@NeoJE201
@NeoJE201 15 күн бұрын
I really needed a video like this
@_shogun_gaming_
@_shogun_gaming_ 15 күн бұрын
awesome tips my man :) my main issue is making a prety layout, im really bad at designing things like this and i usually end up making a mess and everything is just plopped down randomly
@James26285
@James26285 15 күн бұрын
Me too! Great thing about it, is that you can take your time and turn off combat or make it infrequent if you just mostly want to play the city building part
@_shogun_gaming_
@_shogun_gaming_ 15 күн бұрын
@@James26285 i usually play without raiders cause i dont care much for the combat, and also because im still learning how to build it right and in the right order etc
@hybralisk
@hybralisk 15 күн бұрын
The first tip about market stalls is great of course, but the example started to unravel towards the end of it. In my experience if one wants to get a market stall worked by a specific family/work station, that station must have at least one of the resource for the desired stall for the family to auto work it. At the end of your example, the food stall by the hunting camp still wasn't being worked by that family even after you were switching them. My best guess is that at the time you were attempting to force it, that building did not have food in it's inventory. Must have just been picked up or something right before you paused I suppose?
@Ascaron1337
@Ascaron1337 15 күн бұрын
I have made the same experience.
@Strat-Guides
@Strat-Guides 15 күн бұрын
I haven't quite narrowed it down yet and frankly gave up trying to figure out why families can start a stall - I've seen corpse pit workers and church workers open stalls by they don't have production at those buildings lol. Maybe they have items in their burgage plot that allows it? Who knows... My goal with that section was to show how it actually works in game and how to manipulate it until you get what you want. It's a very messy mechanic, but it can still be manipulated in the end so we get what we want :)
@hybralisk
@hybralisk 15 күн бұрын
@@Strat-Guides totally gotcha and no worries! I just wanted to bring up stuff to get it out in the open and discussed more. We as a collective playerbase can help each other understand it more. Hopefully figure out a work around or solution too! My guess as to folks that automatically pick to work the stalls on their own are doing so as a fail safe. I assume it was programmed in such a way that SOMEone needs to work on the stalls. If it can't find anyone with a related building, it will start to branch out to find anyone it can due to the importance of having the stalls worked. My point about the resources being in the building was in the case of manually attempting to get a family to take over a stall. I haven't been able to do so unless the building has the aligned resource type. Anyone else randomly taking it over from other professions should be fired!!!!
@James26285
@James26285 15 күн бұрын
​@@Strat-Guides Either way, thanks for all the tips and help. It'd be nice if markets could be set to auto populate, or manual population, that way none of these issues would have to happen and you wouldn't have to do tedious annoying work around. I know it's EA but it's frustrating that one of the VERY core mechanics doesn't work properly/very inefficient, which causes cascading effects of unhappiness and progress stoppage, and most people are not doing the testing you are doing and so will just quit.
@salionshatterstar
@salionshatterstar 15 күн бұрын
@@Strat-Guides Each time I've noticed this so far, it's been with food stalls, and the owner of the mismatched market stall has been a burgage owner with veggies or eggs in their inventory. So I think this probably is the eligibility trigger. However, I don't particularly desire to devote time towards rigorously testing said theory ;-)
@McYavelli
@McYavelli 13 күн бұрын
One possible correction / clarification: in setting limited work areas for farming, it appears to me that they only farm fields if their centre (where the harvest gets piled up) is inside the defined work area.
@Sylphou
@Sylphou 14 күн бұрын
Hi, I played long time too. You're right, this game isn't too hard at all. In fact, it's kinda easy, with no surprises when you know mechanics. Thanks to share for the casu/newbies, that will help the dev to create an awesome game.
@theorixlux2605
@theorixlux2605 15 күн бұрын
Great thumbnail! xD not sure if insulting your audience is the preferred strategy in your industry, but yourr the bossman ! /J Am so hype for stone ramparts and fortifications
@Strat-Guides
@Strat-Guides 15 күн бұрын
Lol that wasn't my intention! I got a lot of comments from people saying "I suck at the game and game up" so it was more targeted towards them :)
@Ghall2708
@Ghall2708 3 күн бұрын
One thing is that it doesn’t matter where the trade post is. As long as u attach a road to it and that said road is also connected to the kings road it will work.
@Strat-Guides
@Strat-Guides 3 күн бұрын
That's a bug actually - it's going to be fixed soon. You're supposed to be on the King's road to get the passive trade. Right now, traders just wonder across the map, clip through buildings, etc. lol but that will be fixed :)
@RebelSyntax
@RebelSyntax 15 күн бұрын
Make a 0 stall market zone as your primary market zone. When you want a new stall, build a 1 stall zone next to it. Move whatever gets built in there into the 0 stall zone. Keep doing that until you get the one you want. Then get rid of the 1 stall zone and whatever stalls in the 0 market zone you dont want.
@deanzaremba4242
@deanzaremba4242 13 күн бұрын
You made me think of something. I think the market place bug is when you delete plots while you are building others. I think the market places loses count of the total plots and this and starts spewing sub 100% numbers and a total delete and rebuild of the market place is what resets the plot count correct. And thus fixes the problem.
@maj.kingkong3004
@maj.kingkong3004 15 күн бұрын
Love your stuff. Learn a lot every time. I’m trying to figure out how to deal with the Baron and claiming his territory.
@Strat-Guides
@Strat-Guides 15 күн бұрын
I'll probably do a short campaign for that to help out - I'm doing a test run right now that's going very well and I'll share it soon!
@HerrLindstrom
@HerrLindstrom 15 күн бұрын
Ok heres something I think nobody has talked about and that's using Manor forts for combat. How the hell do you use guard towers on the walls? Can you man them with archer units? What's the most effective way of building a forts walls (Round vs Boxy)? How does enemy AI handle having 1 maybe 2 entrances can they cheese and clip through the wall? Can the player cheese the system and make bigger forts/walled cities without mods?
@Strat-Guides
@Strat-Guides 15 күн бұрын
They aren't in the game yet - the stuff in the manor house is cosmetic at the moment and your troops won't use them :(
@ergor1007
@ergor1007 15 күн бұрын
Great video, good job.
@aijokker
@aijokker 14 күн бұрын
Finaly really useful guide explaining basics
@vs-yy5cx
@vs-yy5cx 14 күн бұрын
Really good video! Thank you! Do you have any idea when the new patch level will be available to users at Steam, and/or what fixes/improvements the dev is working on next?
@Strat-Guides
@Strat-Guides 14 күн бұрын
I'm not sure, but I do know he's working hard on it! (I'm under NDA so can't say much beyond that, sorry!)
@vs-yy5cx
@vs-yy5cx 14 күн бұрын
@@Strat-Guides Ah, NDA, I didn't know about the cloak and dagger. Thats fine, I wouldn't want you subjected to some medieval punishment like the ordeal by fire!
@mickieg1994
@mickieg1994 15 күн бұрын
Only managed to play 10hrs in the last 2 weeks, but really enjoying the game so far and excited to see where its going
@hybralisk
@hybralisk 15 күн бұрын
Ok so about the traps development point. Traps themselves are set randomly somewhere on the map. I thought it was just that specific region but I recently saw a video where someone watched their trappers wander out into another nearby region to trap. Furthermore, some of those trappers ended up taking extremely poor pathing back and walked all the way around to the nearest roads, usually the king's road. This was able to be worked around a bit by having some extensive roads in whatever region one could build in, allowing such wayward trappers to have an easier journey back. The main reason I wanted to talk more about traps is to refute your claim made in the video. You said that once the trap is set that the food income is passive. This is not the case, any such set trap must be harvested from at some point after it's set. It seems to be able to be harvested by any hunter, so not specifically the ones that set the traps originally. With this fact, and given the amount of distance we are talking to set them in the first place, I think it's a pretty horrible loss to one's early production to take this dev point. Later on it might be not as harmful, but I can't see wanting to have it right off the bat. Just watch them as they go out to set or run back to harvest. It's painful how far they go!!! All that being said, I still want to test traps further myself. If one can set the work limit on the camps and have the hunters stick to desireable and designated areas, this could be an incredible source of meat. All I know is that at one point when I was testing it around the third year or so, I found something interesting. I had wanted to see what would happen with multiple fully assigned hunting camps and I was astonished to find that 5 camps gathered like 200-300+ meat from one "hunting session". I hadn't been able to find any info on the timing for traps, so I just waited until the local deer had repopulated to max before sending the wave of hunters out. Mind you, this was with both the traps and the extra meat development points, and the double growth rate from the one policy. Not sure it would be worth all that investment tbh. Anyways, I hope some of my rambling is helpful. Sorry to be that "well actually" guy, but I think it should have been made clearer for folks. ^_^
@HansWurst1569
@HansWurst1569 15 күн бұрын
Yeah this, I felt the same way. I think since meat isnt too exepensive but takes quite a few perks/policies its never worth it in my head. especially since you can get so much bread it will come out of your ears with just 2 perks. Or even 0 if you micro your farming/baking a bit more.
@hybralisk
@hybralisk 15 күн бұрын
@@HansWurst1569 too true! Although I do really like the idea of having a baby region dedicated to mass hunting and trapping. Imagine what 50+ families could bring in with all the meat related things! I wonder if there's any kind of build in limit to traps. What if like 500... or 1,000 families were set to hunt and get food from traps I wonder!!!!?
@Strat-Guides
@Strat-Guides 15 күн бұрын
So I did a 5 year test with 2 hunting camps and 2 families and from what I observed, they would go to very remote parts to place the trap and then I never saw them go back to collect at later times. They basically set it and forget it. It's possible the town I was using for the test was bugged, but from the math I got after adding the trapping perk and the lack of them revisiting the traps later (and the wording on the Perk itself) it did seem to be a passive drip of meat. Here was my testing setup - single town, original 5 families, 1 firewood worker, 1 Berry picker, 1 log cutter, 2 hunters each with their own hunting camp. As soon as the animals are reduced to 10 or whatever you set the limit too, they just go idle and I definitely didn't see anyone going to the traps for the entire year. It's possible that my starter town was bugged as I didn't test it on any other town, but I'll keep an eye out next time a run a hunting region. That's for the info!
@hybralisk
@hybralisk 15 күн бұрын
@@Strat-Guides You are most welcome! I greatly admire and respect the testing work you put into this and other games. Kudos to thee! In my observations thus far, it seems that anytime a family is assigned to a hunting camp after the traps dev point is picked, it adds two new behaviors. As in, if they can set a trap but haven't yet, they will always go to set a trap. If a trap is ready after they have set a trap, they will proceed to go and harvest it and return it to the camp. Actually not sure if they return it to the camp or a granary, I'll have to test again to see where they go. All I know is I see that they are "harvesting", and actually wandering off out in the middle of nowhere. They really go to some wacky place to set/harvest traps!!!
@lucasriley874
@lucasriley874 15 күн бұрын
​@@Strat-Guides You could probably try force selecting a work area to limit the randomness of trap placement but I haven't tried it myself.
@Indignation211
@Indignation211 14 күн бұрын
Something i havent seen mentioned is that getting double pop growth requires having >75% approval at the START of the month, when all the current month approval modifiers have reset to 0. As far as i can tell you can only get double pop growth when your "previous" modifiers have accumulated to at least +25-26
@Strat-Guides
@Strat-Guides 14 күн бұрын
Yeah it seems like you need to carry the approval for the whole of the month to actually get the 2nd person. If you have it at 75% for half the month, you won't get both.
@Kukezh
@Kukezh 14 күн бұрын
Great vid, thanks. Had some questions along the vid but you covered those later on, so good job. The only thing I'm kinda interesting is animal farming/trading. Is it not worth it? Still, any hints there? PS also, why no grow emmer?
@Strat-Guides
@Strat-Guides 14 күн бұрын
Thanks! I didn't really touch animal farming much because I know how broken it is lol So once they get that sorted a bit better, I'll be sure to cover it. It's definitely worth it, but it's a bit too OP I think
@rian222
@rian222 15 күн бұрын
@strat-guides at 32:56 you mention that 1 grain->2 flour and 1 flour->1 bread. But I think using bakeries instead of communal ovens it transforms 1 flour->2 bread, which is much more efficient at the cost of not being able to re-assign the baker families.
@Strat-Guides
@Strat-Guides 15 күн бұрын
Did I say that wrong? Shoot, I thought I was careful for that part. Yeah without bakery it's 1 grain = 2 bread and with bakery it's 1 grain = 4 bread
@mikebelanger8172
@mikebelanger8172 15 күн бұрын
In regards to Max difficulty, I've actually found it more helpful to build 2 family plots because they require less resources (firewood) to maintain and are easily upgradeable.
@dorkelmaginoe
@dorkelmaginoe 6 күн бұрын
46:58 instead of waiting for the units to run all the way to town, its seems better to disband them right away when they are in your region. Then rally them again, and they will teleport to your town. Then disband again asap. This way you dont have to wait for them to run all the way to your town.
@nitrofrogg431
@nitrofrogg431 14 күн бұрын
As a brand new player this is an amazingly helpful video, thank you. In your section with the starting build order you mentioned that you just throw everything up wherever to get everything established and then move things after to better organize. When you move houses around I assume you need to delete and rebuild, do the people that lost their house automatically go and occupy the new houses?
@Strat-Guides
@Strat-Guides 14 күн бұрын
Yeah that's exactly it! I'll rebuild the houses one by one and delete the old ones. Make sure you pause the game when the new ones are built to make sure nobody else moves in before them lol Otherwise you'll have homeless issues. If you're not planning on making a massive town (500+ people) then I would just leave everything where it is and just deal with it. Smaller towns can still work very well even when not optimally placed.
@nitrofrogg431
@nitrofrogg431 14 күн бұрын
@@Strat-Guides thank you very much.
@v4lue
@v4lue 11 күн бұрын
how'd you get the spearman @ 45:31 equipped? By default you dont have any spears right?
@ashlandky62
@ashlandky62 15 күн бұрын
Thanks for you good work and hope you get the proper financial rewards. Even fun jobs take a lot of effort. Pro sports figures, actors, etc. don't just stay successful without effort. I fail to understand why people watch, and then criticise the KZfaqr or others watching because they bought the game. Early access allows one to use their brain! Keep up the good work!
@Strat-Guides
@Strat-Guides 15 күн бұрын
Thanks, I appreciate the kind words!
@macklroy2005
@macklroy2005 15 күн бұрын
Thank you ! 👍👍
@chovekb
@chovekb 14 күн бұрын
46:37 When the AI do his 1st claim in the winter before the 2nd year, one must have at least 350 treasury for the mercs to keep them for 2 months at least, and a full unit of 36 spearmen, with helmets too, cause the AI comes with two armies with 36 retinue and several other mercs in each, one in the first month and one a bit later, so you need at least 4-5 strong infantry units and probably few archers and few thugs to deal with their archers and thugs.
@jareddollen1113
@jareddollen1113 8 күн бұрын
do you leave the foragers in the forager hut during the winter? and what if you are growing Herbs.? Do you leave someone there to grow the herbs/
@Strat-Guides
@Strat-Guides 8 күн бұрын
It depends. When I'm only managing a single town, I'll typically pull everyone during winter and put them back in March. When I set a turn to be fully automated, I'll leave them permanently. I usually just upgrade one with herbs and it's enough for a large town. You only need it for people who are sick, so not that often
@o_O29866
@o_O29866 15 күн бұрын
Great video Strat! I just have only 1 question: are you sure that the markets don't have a range because it feels that the houses at the extremities of the town are having the issues. Thank you for your service!
@Strat-Guides
@Strat-Guides 15 күн бұрын
100% sure they don't have range - what's happening is each stall will sell whatever they have to the closest house first, then work their way out to the last house. If they run out of goods to distribute, then you'll have empty houses without supply. Once you get to 100% coverage, then those goods will instantly teleport to the house (once the update tick happens). Thanks for watching!!
@thereal_onelargemammal
@thereal_onelargemammal 15 күн бұрын
Now watch how many click-bait KZfaqrs chop and post this video and claim individual tips as their own. Between yourself @stratgaming and @Tacticat, NOBODY has better Manor Lords content. WELL DONE and thank you for your efforts.
@Strat-Guides
@Strat-Guides 15 күн бұрын
Lol we'll see - it wouldn't be the first time that happened :P Thanks for the kind words! And yeah Tacticat is quickly becoming a partner in my testing as we share data and talk about testing setups to make sure we aren't overlooking anything.
@bohfadeeze5329
@bohfadeeze5329 15 күн бұрын
in this video it is shown that for the automated farm rotation with 1 farmhouse and 1 worker to set 3 .6 morgan fields. any idea how big you can go per field if you have heavy plow perk and an ox stationed there? or would that cause you to add more fields since the ox will "scare" people off of the field it is working?
@Strat-Guides
@Strat-Guides 15 күн бұрын
I need to retest everything because much of it changed with the new patch. I usually try to standardize it to make it simple to expand (you'll guarantee a good harvest keeping 1 family per farmhouse on at 0.6 - 0.7 plot size), but there's definitely some benefit to have more families and a bigger plot. As soon as the next patch is firmed up, I'll start testing again!
@pgzimermann
@pgzimermann 7 күн бұрын
What a great video, even after 100h myself there is still a lot to learn. During the manual farming part, at 1:54:21, you said it is impossible to harvest during september if you don't want certain fields to get tapped. Wouldn't an option be to just decrease the priority for those fields during that specific month, so workers can go for the fields you want first and then pause production?
@Sparticulous
@Sparticulous 15 күн бұрын
Thank you strat!
@joshuaburgess4158
@joshuaburgess4158 3 күн бұрын
The issue I have with specialized granaries and storehouses is the AI completely ignoring the do not accept list and taking in random bits of bullshit. For instance I have a storehouse that is part of my logging setup set to only accept planks charcoal and firewood but will randomly fill up with leather .
@Strat-Guides
@Strat-Guides 3 күн бұрын
I recently found out that the storehouse and granary worker do follow the rules, but other people on the outside do not! So if you don't want a storehouse getting filled up with a product, make sure it's not close to the production building or they will dump all their stuff there even though it's restricted. I believe this is going to be addressed in an upcoming patch, but cannot confirm it yet!
@HansWurst1569
@HansWurst1569 15 күн бұрын
Would love to see you attempt the retinue only challenge. It seems super hard to do. and if you want to go one step more masochistic do retinue only, no trade. GOOD LUCK. I have been trying but I couldnt do it, my bottleneck is the early game. I manage with kiting the enemies but eventually I fail under the problem of the bigger bandit raid.
@VolkerStamm
@VolkerStamm 10 күн бұрын
Thanks for the great video. Much appreciated. So far, i have only minor questions left. What is the benefit of assigning a family to a stable? For selling goods via trade route: Is it sufficient to have the goods in a store house or do they have to be in the trade post? And how to get them in there? I have never seen you working on linen or wool. Is it sufficient for clothing to just have leather and shoes?
@rtleitao78
@rtleitao78 14 күн бұрын
We are all playing checkers. Strat is on a different level
@hybralisk
@hybralisk 15 күн бұрын
At around 101:30 during your mining optimization section, you mentioned that it's only possible to fit two mines and that it used to be the case that we could fit four mines. I want to point out that it's certainly possible to fit three mines rather than two at the moment. This is the case in both the live early access version and the beta test 7.960 version. While not a massive difference, I think it can be rather impactful! It's a +50% bonus compared to the income of only two mines, if we can always fit at least three. I have been trying out to see if it's possible to fit any more than three, and sadly no luck so far in my attempts. @Strat Gaming Guides
@zhshsG7
@zhshsG7 14 күн бұрын
The best guide out there. Period.
@scullywully1604
@scullywully1604 15 күн бұрын
I've been following this market strategy also, ever since I saw you talk about it in a previous video. But, it's just not working for me. At first, it seemed to work great. But once I got to over 200 pop, it started getting really inefficient. I have 12 stalls being run by 6 granary workers and 6 storehouse workers (I built a second storehouse that I didn't need just to get the workers), I have tons of inventory, the market is directly adjacent to the granary and storehouses, but the stalls aren't filling up, and I have around 60% approval because of so many plots complaining. I have spent at least an hour deleting markets and stalls, trying to get it to work. I know I have enough stalls, because I can see there are stalls that are not even close to full. Some are even empty. I am about ready to give up on this game. This issue is infuriating.
@Strat-Guides
@Strat-Guides 15 күн бұрын
Before you give up, try 2 things - first is to start off with some math to verify you've got enough supply limit to cover. How many burgage plots do you have and how many types of goods need to be stored? So with 200 pop, you'll have roughly 67 burgage plots (assuming they are singles, much less if they are doubles). Now let's assume you have firewood but no charcoal - so you need only 2 stalls for firewood to cover (67 needed, 2 stalls at 50 storage each means 67/100). Next clothing. Let's assume you have 1 type of tier 1 and 1 type of tier 2 - that's 67 x 2 or 134 space needed or 3 stalls in total. If you have more types of goods, then you'll need more stalls (2 types of each means you'll need 268 space or 6 stalls to cover - it's a big difference). Let's say you have 4 food types, then you'll need another 6 stalls to hold all of that. So 2 firewood, 3 clothing and 6 food means you'll need at least 11 stalls in total at the base and many more if you have more clothing or food types. You say you have 12 stalls, so that means you SHOULD be okay with the base case. If that is accurate, then your stalls might be bugged - delete them, put the storehouse and granary workers on restricted area to where the stall materials will be dropped, then replace the market again and give it a month. It just occurred to me - you might have enough stall count, but maybe a bad MIX of stalls - as I stated you need 2 firewood, 3 clothing and 6 food stalls. But what if you have 3 firewood, 5 clothing, you'll only have room for 4 food stalls and you need to have 6 at least. Maybe try to delete stalls so you get the right mix??
@vikingvampire6198
@vikingvampire6198 15 күн бұрын
The best video made yet for Manor Lords.
@ob1983
@ob1983 15 күн бұрын
Brilliant vid Strat....... are goats pointless? Also, do you replant trees and how quick do they grow? Cheers 🍻
@Strat-Guides
@Strat-Guides 15 күн бұрын
Thanks! Goats have their place - typically if you're doing a lot of leather and shoe production, then goats are great to supplement the hunting hides you get. When you get into the late game, you might need more than just the hunt even if it's rich and you have all the perks - so it just depends! Yeah I replant trees - it's hard to keep moving all the buildings around so eventually I just get the forester hut to keep the trees near the wood buildings. Early game it's not a good idea though - you need the labor for other things.
@deanzaremba4242
@deanzaremba4242 15 күн бұрын
Strat, can you test something on meat? Rich deposits, all 3 perks and hunt limit all the way up to 24-26. Seems like they populate faster than you can kill. I feel this yields a ton. Spam 4-5 camps, one family each. I think this can yield well over 1000 per year but I am not as skilled as you on how to calculate. ( I have had 500 pop towns with 5k meat inventory, and this was pre beta when meat was taken first)
@Strat-Guides
@Strat-Guides 15 күн бұрын
If I get a chance this week, I'll try it out!
@deanzaremba4242
@deanzaremba4242 15 күн бұрын
@@Strat-Guides Great, thanks. Rich meat also gives so much Hyde / leather that early export booms. So, I know is a gold strategy with 3 perks, but haven’t been able to determine how much value there is without the breeding policy and / or double meat development points. Which for all 3, is costly even though it produces massive meat.
@deanzaremba4242
@deanzaremba4242 13 күн бұрын
@@Strat-Guides Yeah. Strat, you gotta check it out. My meat is at 2.4k on pop 850 on beta 7960. I have both perks, but not even using the policy that hurts farming. 4-5 camps with one worker, hunt limit at 26. They reproduce faster than you can kill. Added bonus is over $1000 / month of early game cash selling Hyde’s, leather, shoes. Rich meat might now be my favorite rich resource. From worst to first, it that OP in my opinion.
@MrAbomb234
@MrAbomb234 14 күн бұрын
350 hours already?? Man youre the grind king
@Strat-Guides
@Strat-Guides 14 күн бұрын
That includes the early access for content creators too :P
@KofiOkine
@KofiOkine 15 күн бұрын
Strat for game mechanics + tacticat for designs and cheese
@tfishr
@tfishr 15 күн бұрын
My experience has taught me this: Do not buy sheep, and do not make leather. Shoes and cloaks are militarily useless, so don't make them. Gambesons are required, therefore farm flax, make linen, clothes and gambesons. Leather competes against linen in the market, so don't make it. Just sell the hides. Also sheep are buggy and yarn competes against linen in the market anyway so making it is purely a distraction for your population, just like making leather.
@Strat-Guides
@Strat-Guides 15 күн бұрын
I'm actually a big fan of leather because of how easy it is to spam shoes - you'll have a great resource to sell AND you'll cover tier 1 and tier 2 clothing needs. If you have too many clothing types, it can flood your markets as you stated, but it does give a "variety bonus" to approval so it's not all bad :)
@salionshatterstar
@salionshatterstar 15 күн бұрын
I don't quite understand - what is meant by competing or flooding within the markets?
@krebork
@krebork 14 күн бұрын
Strat - if you cheese the mines in a pyramid shape you can fit 3 per deposit
@Jakeurb8ty82
@Jakeurb8ty82 14 күн бұрын
things i struggled with: it was not apparent i could form a militia when it was understrength - to me the red letters signified 'no.' My first day I kept forming and disbanding that first unit. The trade drop down is not obvious at all. It looks locked to the uninitiated. Should be more intuitive from a UX standpoint. The limits/totals on things like berries are deceptive. I had no idea the trading post ON the Kings Road gives you the option to trade without paying a for a route, even if its less volume. Need production limits even if its 'stop when warehouse is 1/2 full' so it feels realistic and not overly micromanag-ey. Need to be able to 'force empty' storehouses -stone nobody needed it so it did not move despite workers being assigned to the destination storehouse and the storehouse the stone was located. Just lucky I stored it alone so i just demoed the storehouse. We need a seasonal worker roster where I can have some designated workers shift around to designated buildings.
@jenniferatterton1587
@jenniferatterton1587 14 күн бұрын
Hey, Strat, I'm trying my hand at Manor Lords for the first time so am just using relaxed mode with not battles at present. Can you do a video on how you can make a prosperous town without the bandits and battles, please? I am an older player and want to get into this game fully eventually, but just need some tips for it in relaxed mode. I've watched your videos and others so know the basics, just would like to see it in action in this mode like you did so well in this video.
@Jakeurb8ty82
@Jakeurb8ty82 14 күн бұрын
ive taken to moving the source producer stalls (like the tanners) to satellite markets near them manually - it abandons but then gets reoccupied. I have the main market primarily warehouse stalls- i wish i could turn off markets for warehouses with items we need to trade - like coal. and i really hate it when a warehouse i made for a specific item gets firewood put into it for some reason and so that pure storage wearhouse becomes a firewood seller - for one piece of firewood that never sells.
@Marc79999
@Marc79999 14 күн бұрын
If you have mutiple farmhouses producing wheat, shouldn't you have a granary for wheat only right next to the windmill? For barley and flax we are out of luck, because storehouses don't pick them up (bug), but you can have a malthouse and weaver per farmhouse and then a storehouse (with malt only) next to brewery and another one close to the market and tailor (with dyes, wool, and linen).
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