Manor Lords Tips & Tricks I Wish I Knew Earlier

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Wintergaming

Wintergaming

Күн бұрын

Manor Lords Beginner Guide - Some basic tips I've learned after 50 hours of binging the game so far.
0:00 Roads
0:40 Housing Plots
1:50 House Upgrades
2:50 Market Basics
3:30 Backyards & Crafting
4:36 Storehouse & Market
5:10 Trade Post & Money
7:25 Information Overlay
8:10 Work Area Setting
8:45 Hitching Posts & Ox
9:20 Best Starting Map/Resources
11:20 Influence, Claims & The Baron
13:05 Army, Militia & Mercenary
14:20 Starting Food & Farming
16:10 HUGE IMPORTANT STARTING TIP
17:20 Death & Taxes
17:55 Population Growth & Approval
19:00 Development Points
19:45 Sawpits, Posts & Idle Workers
20:40 Jesus & The Church
21:45 Camera Hotkey Tips
22:10 Mining Pits
22:45 Making Ale & Bread
24:05 Farming Tips & Info
25:20 Game Breaking Tip
Manor Lords is a medieval strategy game featuring in-depth city building, large-scale tactical battles, and complex economic and social simulations. Rule your lands as a medieval lord -- the seasons pass, the weather changes, and cities rise and fall.
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Пікірлер: 423
@lildjay480
@lildjay480 24 күн бұрын
“Tip 13.1 you only need Jesus when people die” that sht had me rollin 😂
@TheRealXartaX
@TheRealXartaX 26 күн бұрын
You should be making fields of smaller size so you can let them fallow but still be constantly harvesting every year. It also reduces the... mental difficulties of the oxen. I like to make 0.3-0.5 morgen fields in sets of 3. And then I set them to "wheat, wheat, fallow", "wheat, fallow, wheat" and "fallow, wheat, wheat". This way there's always soil fertility recovering but no year of downtime. Make houses as your first buildings (besides logging camp and extra ox). It might be tempting not to, but the "homeless" morale debuff will stay around for years if you don't (even if everyone is housed). Which means you will not get new families in probably around a year. Which will f you. Generally starting out the important thing to identify is that you will need two sources of food and either leather, wool or linen (can be used for the "clothing stall supply", you don't need actual clothes). Look at the resources in your territory and plan accordingly which ones you go for. Your goal is to be able to mass upgrade tier 2 as soon as possible. Save the game before you build any workshops. You don't want workers stuck doing nothing because you can't make the materials required for the goods. For example I made a tailor expecting to be able to utilize leather there. Nope. Edit: Also, you should be making stables because 2 planks is cheaper and less labor intensive than 1 log and it's more space efficient than two posts.
@LLMCxDak
@LLMCxDak 25 күн бұрын
You can overcome it the second you get all of your people housed and have a market thats setup properly. I generally get my first family moving in around july or august
@flyingdutchman9053
@flyingdutchman9053 25 күн бұрын
Little hint for the higher difficulty. Since the citizens need church need fulfilled to stay at 50% its better to have them homeless at first untill the church is done (usually summer). Because the homless malus is just one while unfulfilled needs is 3-4 different ones.
@gunschel
@gunschel 25 күн бұрын
You can actually just upgrade the starting tent for like 1 timber and have no homeless debuff. That way your 5 starting families can continue to live there and once you build houses, you can get new pop moving in.
@LLMCxDak
@LLMCxDak 25 күн бұрын
@@gunschel hold up... you can fucking what now???! You're telling me I can just upgrade the damn thing?!?!
@Yarblocosifilitico
@Yarblocosifilitico 25 күн бұрын
@@LLMCxDak Yep, took me a while to notice that too. I think it's still gives a debuff, but much less. Once you're set up you should demolish the 'worker camp' so they move into proper burgages
@De_Wit
@De_Wit 25 күн бұрын
The absolute first thing you should do: buy a second ox. 100% efficiency increase in logistics and you have enough left for 2 vegastable gardens.
@bravoisteal
@bravoisteal 23 күн бұрын
I love vegastables
@De_Wit
@De_Wit 23 күн бұрын
@@bravoisteal I know right? Nice and salty 🤤
@CorvinoDan
@CorvinoDan 18 күн бұрын
Two plots of massive gardens that you can double up the families on and then 3 regular single family homes for level two shops.then I build 5 reg plots for whatever. But in the beginning, if you get 1 family a month, 5 to 10 homes asap will do for a year. Don't build too many homes too fast.
@Arrath777
@Arrath777 10 күн бұрын
I'm a big fan of one oxen, one veg garden, and saving the remaining starting cash for an initial trade route. Usually exporting firewood, shortly after you'll have cash for all the house extensions you want
@macobuzi
@macobuzi 25 күн бұрын
Some tips I found out after successfully building 3 towns: - Buy Ox as soon as you start the game, it helps boost up the building process and logistics. - If you need a stable income of food, don't do farming - It's too much work, too complicated for too little gain. Instead, build the burgage plot with a backyard as big as possible and plant carrots, 4 burgage plots of such can supply a town of 200 people. If you need the Ale, just import the Barley instead of trying to make them. - Setting up trade early is important, the easiest source of income is by exporting Warbows since you only need a burgage plot upgraded to Fletcher and planks to make them. Exporting raw materials such as: firewood, plank, stone,.. to earn some money early game is also good since you don't have to buy a trade route to export them, just remember to set the export limit so you won't exhaust your own resources The game is still in early access and AI players are still not available, play the game as you see fit!
@flyingdutchman9053
@flyingdutchman9053 25 күн бұрын
Apples is another insane food income boost as it does not require much labor(or any not sure) Exporting bows only works short time. Best export are pikes etc because then you dont flood the market.
@Tiger4ever89
@Tiger4ever89 24 күн бұрын
good tips! thx
@Sergiblacklist
@Sergiblacklist 24 күн бұрын
I'm on my 4 game 3 losses 1 win 🤣 I'm importing all crops for the first time it's wildly better 🤣 only needs 1 family not 8 🤣
@dustinmuller7309
@dustinmuller7309 24 күн бұрын
Are eggs worth it or am I way better off doing big backyards for veggies?
@Sergiblacklist
@Sergiblacklist 24 күн бұрын
@@dustinmuller7309 eggs are faster & they are not effected by the size. I always grab one of each and an ox straight away.
@artifixer
@artifixer 25 күн бұрын
You can trade with all the basic resources without creating a trade route. It's a bit slower than with established trade route, but this way you can get into trade without any initial funds.
@Zseventyone
@Zseventyone 25 күн бұрын
How is this done?
@Patrick-zr8tv
@Patrick-zr8tv 25 күн бұрын
​@@Zseventyone at the trade post, set the resource type to export or full trade and then set the required surplus (how much excess of the resource you would like to keep/not sell). If a resource is set to export or full trade and the number of items of that resource is above the requested surplus, you will begin to sell that resource.
@Zseventyone
@Zseventyone 25 күн бұрын
@@Patrick-zr8tv thx!
@wormfood83
@wormfood83 25 күн бұрын
@@Patrick-zr8tv ^This. It's a bit slow since the person assigned to it only carries a few in a backpack and walks to the trade post off map. So it takes some time and they only sell a few at a time. Buying a horse speeds them up a bit and lets them carry more.
@weekendthreat5576
@weekendthreat5576 21 күн бұрын
@@wormfood83 oh that's what the horse is for lol
@ogjoep677
@ogjoep677 24 күн бұрын
Tip 16.3 if you just have 1 ale in the tavern that will fulfill the needs of multiple houses. So you could pause it there and upgrade multiple houses if you’re running low on ale
@Maatell
@Maatell 23 күн бұрын
Another tip: not fulfilling the need for ale in the next month is more dangerous than you think. Families that had access to ale and later do not, are much more pissed than those who never had access in the beginning so it hit you harder.
@RF-qy8vr
@RF-qy8vr 20 күн бұрын
​@@Maatell those get addicted quickly😂
@addynaruto1221
@addynaruto1221 25 күн бұрын
Legend says the man is still givin out tips 😂
@Boss-Possum
@Boss-Possum 25 күн бұрын
My game changing tip: You can click on your church and change the sound of the bell. 🙂
@unbearifiedbear1885
@unbearifiedbear1885 25 күн бұрын
If you press "Escape" it brings up the pause menu 👍🏻 Best i could do
@Tiger4ever89
@Tiger4ever89 24 күн бұрын
i messed so much there! like a little kid
@viarnay
@viarnay 22 күн бұрын
You can upgrade the campsite to get home for 5 families and get a 50% approval..
@royvelden1685
@royvelden1685 20 күн бұрын
If you press alt, f4 you get extra bonus
@Boss-Possum
@Boss-Possum 20 күн бұрын
My actual tip. If you get to a huge population like I did and the game starts to freeze your PC on a black screen, launch both steam and the game as admin through compatibility mode and it will be fixed. I don't know why it worked but my game also runs a lot smoother.
@Bloodtiger001
@Bloodtiger001 21 күн бұрын
Wait,... what Tutorial? xD
@saintsword23
@saintsword23 25 күн бұрын
Your hitching posts should be close to sawpits and lumber camps. You can't just put them anywhere. It's particularly important to put them next to sawpits given the quirks of that building.
@tiestofalljays
@tiestofalljays 22 күн бұрын
I believe sawpits also have an option to dedicate 1x animal per building. I’ve found it’s worth toggling that. Just click on the sawpit and go through its menu.
@saintsword23
@saintsword23 22 күн бұрын
@@tiestofalljays And also make sure the villagers working it live in a Burgage right next door, and hopefully the church and water pump very nearby them too.
@ddjay1363
@ddjay1363 21 күн бұрын
Yeh, the Sawpit does like to randomly just stop producing for not-easily indentifiable reasons! ;-)
@phineasgage8252
@phineasgage8252 19 күн бұрын
The sawpit is such a stupid building, why the hell did they set the limit to 1 timber? that is such a bottleneck, because then the pit is without input like 80+% of the time, and then the worker have to walk there when the timber arrives. so annoying...
@BirkAxarberi
@BirkAxarberi 17 күн бұрын
@@phineasgage8252 I only have 1 mod and that mod increase the timber storage to 5.
@karruza
@karruza 25 күн бұрын
Just started this game and absolutely love your tips, they're quick, direct and you start with the most essential tips first and goes to the more advance tips. Subscribed and greetings from Indonesia!
@cathulionetharn5139
@cathulionetharn5139 26 күн бұрын
warning about tier3 houses, double artisan families make way too much currently I have 4 trade goods: warbows, small shields, tools, roof tiles Single families already produce so much of these goods I easily crash the market on them and have to cycle exports 15:49 about this size apple orchards are also really good, and it costs 1 dev point which you may want to spend anyway on your way to rye
@HenriqueRJchiki
@HenriqueRJchiki 25 күн бұрын
Small shields 22/m per family, uses Planks 1:1 Warbows 22/m per family, uses Planks 1:1 Tools 38/m per family, uses Iron Slab 1:1 Large Shields 20/m per family, uses planks 2:1 etc etc... Just scale your production accordingly and you'll be fine
@cathulionetharn5139
@cathulionetharn5139 25 күн бұрын
@@HenriqueRJchiki oh scaling the production up isn't an issue. The issue is I have hundreds of surplus of these because I can only trade 1 or 2 at a time without going oversupply and dropping profits HARD.
@spamfilter32
@spamfilter32 25 күн бұрын
​@HenriqueRJchiki excellent info. Do you know how much eggs a chicken coop produces? How many hides do the goats produce?
@HenriqueRJchiki
@HenriqueRJchiki 25 күн бұрын
@@spamfilter32 chicken coops produce 1 egg a month regardless of plot size and family size, goats produce 2 hides a month.
@spamfilter32
@spamfilter32 25 күн бұрын
@@HenriqueRJchiki chicken coops must produce more than 1 egg/mo otherwise you would never get eggs in the market. 2 hides/mo explains why I had a never ending supply of leather with my 4 goat extensions in my last village!
@unbearifiedbear1885
@unbearifiedbear1885 25 күн бұрын
*New Start Tip:* Assigning a pop to your Ox when building your first structures is more efficient than just letting pops use the Ox ad-hoc. Once you've established your early game homes and stores etc though, you can unassign
@baf_mcnab3065
@baf_mcnab3065 20 күн бұрын
Great video full of important information. For anyone wondering how he increased/decreased the size of the circle to designate areas for the woodcutters to work etc, hold down control and use the mouse wheel.
@PolarfuchsGaming
@PolarfuchsGaming 22 күн бұрын
Just a tip… you don’t need to open a trade route for exporting “minor trades.” Like carrots, if you’re a carrot mogul. You just have to wait until someone comes by. It’s just non-dedicated trade.
@mattperks9426
@mattperks9426 24 күн бұрын
Just want to let you know, you changed the way I looked at this game. You put everything into perfect prospective....It is a different game now. I almost gave up playing until I watched this video. I really enjoy games like this and couldn't understand why I was stand-offish? It was I did not under stand the complexity of the smallest decision. Thank you for presenting this in a way that clicked for me. Now that I truly see it for the masterpiece that it it. This will be a game developers copy moving forward. Early Access with a Masterpiece, and someone to explain tips and tricks. Well done all.
@Paintballerz100
@Paintballerz100 25 күн бұрын
What a great help this video is! I jumped into Manor Lords without watching any informative videos on it beforehand. Which was a big mistake 😂. But I’m glad I found this and I’m looking forward to starting a new settlement.
@richard1493
@richard1493 25 күн бұрын
As of release, food is consumed in one unit per burgage plot each month, not one unit per family. This makes multi family burgage plots particularly advantageous as you can have families that cost no food maintenance. This is assuming that the tooltip is correct, however.
@Cabelius
@Cabelius 21 күн бұрын
What does this mean? "This is assuming that the tooltip is correct, however."
@leshinar
@leshinar 21 күн бұрын
​@@CabeliusHe means that the actual food consumption could have been changed but the dev forgot to adjust the ingame tooltip
@tobingj
@tobingj 17 күн бұрын
So it is possible to have 4 families in one Burgage. Fed with one unit of food. That's would lead to skinny families. 🤪
@greg_snow2090
@greg_snow2090 19 күн бұрын
I'm literally making a new game save everytime I get to like year 1 because I've either messed up or wanna do something better lol. I love this game
@noakessimon
@noakessimon 25 күн бұрын
Thanks, this was enormously helpful! I'm going to restart and get down a nice big vegetable garden!
@spamfilter32
@spamfilter32 25 күн бұрын
Just be aware that larger vegetable gardens require more work hours from the family that grows it. If you want really big gardens, then make the plot wide enough to accommodate a side house, too, so there are 2 families to work it.
@ThePrimeMinisterOfTheBlock
@ThePrimeMinisterOfTheBlock 25 күн бұрын
@@spamfilter32 or just give them to a family that doesn't have to work much throughout the year .. like farmers
@spamfilter32
@spamfilter32 25 күн бұрын
@@ThePrimeMinisterOfTheBlock except that the gardens need work at the same time as farms. Early spring and late fall. Farms and gardens both harvest at the same time.
@ThePrimeMinisterOfTheBlock
@ThePrimeMinisterOfTheBlock 25 күн бұрын
@@spamfilter32 farms don't need work in early spring, and gardens harvest in August, not September
@Kinzarr4ever
@Kinzarr4ever 25 күн бұрын
Subscribed after watching! Love your dry sense of humor and your chilled out, mellow, meandering delivery, that's how my brain works too. When people get ale they need more ale. Too true. Tip number... next. Those had me grinning =D
@christophersreef7644
@christophersreef7644 25 күн бұрын
I’m so glad I watched this after my first two saves… great tips but there’s something about exploring a new game 👍
@blackpanda1247
@blackpanda1247 24 күн бұрын
Communal oven is just like an open oven where everyone can come and put his dough in it, so no professional. We reopened one in our village some years ago (dont know if still a thing). It was just a little happening few times a year. But yeah its not very efficient compared to a bakery. At least if you compare it to a daily output. So it makes sense :D
@louie2519
@louie2519 23 күн бұрын
Thank you for this bro! This was by far the most helpful quick tip quide for me I've seen 👊
@StackinCash420
@StackinCash420 24 күн бұрын
KZfaq Autoplayed this video and as soon as I heard your voice I instantly flashed back 10 years to SC2! Glad to see you still kicking around!
@danielanzelmganszky2075
@danielanzelmganszky2075 25 күн бұрын
This is incredibly useful! Thank you Master Winter!
@alamnaboss1404
@alamnaboss1404 25 күн бұрын
It is quite frustrating on trading. There should be an "active trades" tab rather than manually searching for the specific goods you're trading
@2KXMKR
@2KXMKR 24 күн бұрын
I always re-roll for a region with rich wildlife and rich iron or clay deposits. The wildlife guarantees you a constant supply of meat and hides and the iron or clay gives you something to trade - tools or roof tiles. I've found that makes the best starting area. As you say, you only need enough stone to build your church, storage and manor, so exhaust the deposit you have. I invest my skill points (or whatever) into hunting and deep mining in my first region. Selling boots, war bows, tools and/or roof tiles makes you a fortune, so the more expensive trade routes won't matter. It's not worth investing a point just to get cheaper routes early on. And always have a street full of tiny homes with two families in each with no backyard. These will become your storehouse and granary worker homes that won't do anything for themselves but will run around your town moving and building stuff. Make sure to build these after you build your backyard garden homes that will provide your town with food.
@bravoisteal
@bravoisteal 23 күн бұрын
Iron is more valuable than clay because you can make multiple things out of it (even though it uses more families), whereas clay can only make clay tiles. Once you sell too many clay tiles you'll be stuck selling them for 1 a piece for a long time, or with a large stock of them.
@kindlin
@kindlin 20 күн бұрын
I don't think you ever want to build non-backyard homes, if nothing else, you can plop eggs or hides on there for free passive food and clothing (once you get some income coming in, which as this comment section readily points out, is not the hard part).
@kruseda
@kruseda 15 күн бұрын
Thank you for your tips and tricks! I purchased this game earlier and watching videos before I start my first game and this has been the most helpful :)
@kruseda
@kruseda 15 күн бұрын
and I subbed!
@martapfahl940
@martapfahl940 18 күн бұрын
FINALLY a video on advanced tips and tricks. The tip with the policy on double breed was really helpful, thanks!
@SetUSMC
@SetUSMC 25 күн бұрын
Good tips, thanks, subbed. I had such a problem keeping planks in stock midgame. I guess I have to rotate the work area or something.
@EithorGames
@EithorGames 22 күн бұрын
I love how people are bashing the game for not having a tutorial when most things are pretty self explanatory and there is a whole codex ingame that explains every work chain...All people need to do is read the tool-tips 😂 Sure there are 'tips' not in the game such as making long housing plots for veggie gardens for lots of yeild but it's all trial and error really. One tip I can give people though is that your markets don't need to be near your houses (At least in the current launch build), the goods get used up without your villagers ever needing to interact with a market stall; just make sure that the markets are instead near your storage buildings (Granary and Storehouse) so that the workers in those buildings can stock their market stalls faster for better efficiency.
@willeatpants7691
@willeatpants7691 26 күн бұрын
Fun fact. Everyone need ale 😊
@domja9389
@domja9389 25 күн бұрын
The most difficult thing I’ve ran into is a good barley plot…
@B.D.E.
@B.D.E. 25 күн бұрын
Farming is bugged rn ​@@domja9389
@fearan9406
@fearan9406 25 күн бұрын
Tier 1 don't no?😅
@CptCudlScoops
@CptCudlScoops 25 күн бұрын
It seems like everyone drinks it so fast, I can barely keep it stocked in the tavern and every things streamlined and next to each other. As soon as some gets put in the tavern its gone in no time.
@domja9389
@domja9389 25 күн бұрын
@@CptCudlScoops I imported 30 ale and it crushed my regional wealth and lasted a month or two lol. Game is very fun though.
@BavarianHobbit
@BavarianHobbit 25 күн бұрын
The way to stop the enemy lord from taking all territory is quite easy: First when the enemy lord starts a claim you click "Resolve this claim on the battlefield" Don't raise any militia. You won't be fighting at all. Second you go into diplomacy, negotiations tab and use "I can make it worthwile if you drop all your claims" and send it. The enemy lord ALWAYS accepts. You will lose zero troops and it will cost you nothing. I made a 47 second long video about it to prove this method works in case people don't believe me. Also, loot bandit camps while the enemy lord deals with the brigands and you will have enough wealth to get several oxen and upgrade dozens of plots by early year 2.
@Ahkomaton
@Ahkomaton 25 күн бұрын
Did you name your town Ludwig? LOL
@Khambalia22
@Khambalia22 8 күн бұрын
I did that: I spent all my money. I raided a Bandit camp and carried on. I demolished my logging camp and ran out of logs! So I demolished the church I was building to have logs to build another Logging camp! It has been a struggle but it's great to succeed!
@KeepinItSteezyy
@KeepinItSteezyy 20 күн бұрын
I'm only on market basics so far but this video has already provided the most helpful stuff and I can tell just based on the type of things that the rest is going to be good. This is exactly the type of stuff we need to know. I decided to restart completely because my first town just became a mess. It's worth really planning and taking your time.
@henryzignego3073
@henryzignego3073 21 күн бұрын
Thank you for the tips!!! Was extremely helpful.
@geomod6850
@geomod6850 19 күн бұрын
Super helpful tips! Thank you. Subscribed!
@kelmco
@kelmco 24 күн бұрын
wahahaha, cool vid mate! the way you explain is dope! keep it up
@valcan321
@valcan321 24 күн бұрын
This was a great help. Thanks man.
@dem-aphobe
@dem-aphobe 25 күн бұрын
Doesn't matter where market is at as long as it's closest to granary and granary is the closest to food source.Since market supplies- ie- food magically goes to houses every cycle. Store house same way.. Ie clothes,bows ect ect. Noone from houses comes and gets supplies from market so for in the game market doesn't go door to door to deliver individually house, its technically telaported from market to houses. It's all about distance Longer the walk to collect food,supplies longer the wait. It's all about getting food from like a farm,egg chicken coop,berry deposit so on, to granary to market.
@VampiroGaming
@VampiroGaming 25 күн бұрын
True, but (probably only since release patch) there is now an invisible radius around the market. If plots are too far away they won't be magically supplied anymore (fun fact: the first firewood is carried manually, even outside the radius). In thay case you need to set up stalls in closer proximity. It says so in the faq and I also confirmed it by trying it out.
@jonasqueiroga5106
@jonasqueiroga5106 23 күн бұрын
@@VampiroGamingI do have houses far away and still get 100% market coverage. The distance from the market is about the priority to receive the goods. If you do not get 100% you need to increase your production. What is a good tip is to upgrade first the houses near the market, because this will likely be satisfied.
@VampiroGaming
@VampiroGaming 23 күн бұрын
@@jonasqueiroga5106 That is very weird. I tested it with varying distances and had fully stocked stalls (for all the plots) for several montbs but the only good arriving was the manually carried firewood. Also, according to the official faq there is a radius. This is very weird. I am pretty sure you played with release version, too?
@tomsharman3136
@tomsharman3136 24 күн бұрын
Brilliant video mate, thank you!
@retro2405
@retro2405 25 күн бұрын
Thx for the helpful tips!
@harambe4267
@harambe4267 21 күн бұрын
Honestly, the biggest tip for me was that you can scale the designated work area. I was getting annoyed with foresters constantly seeding only around their hut or this super tiny focused area, had no idea you could scale it up, didn't even try figuring out if you can.
@ddjay1363
@ddjay1363 21 күн бұрын
Good tips. You do need to be aware of the quirks and bugs that are present however as the game is still early access after all. The tailor shop bug: The workers of the the shop will collect yarn (from your storehouse/weaver) , take it to the shop then immediately take it to the market stalls and NOT use it to make cloaks for example. So no cloaks will be prodcued at all and the workers will do nothing. The Sawpit bug/quirk: The Sawpit will just stop producing planks for no indentifiable reason when at times it works fine. Assigning it a dedicated oxen guide sometimes helps as does having dedicated oxen guides from the stable/hitching post, but it does work fine at times without. The Building Upgrade/Construction quirk/bug: Sometimes a building you set to build or upgrade will just cease construction for no apparent reason even if you set it to 'highest' priority. There's a few more no doubt but these are ones that I have noticed that happen quite often. I did save and re-load the game and sometimes this 'fixed' the issue and sometimes not but as I mentioned above, this game is still in Early-Access development so there will inevitably be issues. The game is lovely though and is still a pleasure to play. It can only get better. 🙂
@MrAaDdRr
@MrAaDdRr 24 күн бұрын
By far the most legit tips vid in manor lords!! although im pretty sure theyre all same tips or whatnot this one ill say is the most complete for me.
@Reithan
@Reithan 25 күн бұрын
You only need to open a trade route to import/export certain good. "Minor" goods don't require it. However, paying for the trade route for any good ALSO spawns an NPC trader that auto-trades that good, so it's a huge accelerator. But you DON'T need to open a trade route to export many goods.
@PaulPhillabaum
@PaulPhillabaum 25 күн бұрын
Best 17.2.1-next tip video ever for any game.
@njalsen
@njalsen 22 күн бұрын
Tip# - YES This was great, thank you.
@geomod6850
@geomod6850 19 күн бұрын
Great tips. Very helpful. Thank you.
@spamfilter32
@spamfilter32 25 күн бұрын
You don't actually need to purchase a trade route to trade commodities. Only certain commodities require a dedicated trade route. In my 1st playthrough, I sold enough planks at the trade house that by the end of year 2, I couldn't spend it all on plot extensions and oxen. And it only took that long because I didn't get the early ox, so I had a bottleneck. You only need the dedicated trade routes for high value commodities like leather, weapons, and anything with metel. Hides are one of the things you can trade without paying for a trade route, and they sell for 4 silver apiece. And you don't need to do anything with the hides until you are ready to start upgrading to lvl 2 dwellings. The only reason I sold planks instead of hides was my hunting ground was so far away from my starter village.
@Dagre7
@Dagre7 25 күн бұрын
I think it just sells an awful lot slower, since there's no 'dedicated' trader.
@unbearifiedbear1885
@unbearifiedbear1885 25 күн бұрын
Yeah I think it's more of a "buff" than an overt "ability" - seems to just speed things up (which would be inkeeping with the rest of the gameplay loop).. like assigning a pop to the hitching post early game
@TheGodHand291
@TheGodHand291 25 күн бұрын
do you think it could be a good tactic to get a bunch of goats and sell their hide as a good steady income ?
@spamfilter32
@spamfilter32 24 күн бұрын
@TheGodHand291 it's hard to say. I was told that the goats produce 2 hides per moth. They cost 40 silver to buy. If that holds up, it takes 5 months to pay back the goat pen. By the time you have the money to get a few of them, it is probably better to turn the hides into leather. The deer herds, though... that first year, you can't use the hides your hunters get from them, so you can sell them. For income within the 1st couple of months. The ox is just 2 valuable to pass up as the first purchase. Having only 1 ox is a huge bottleneck in the early game. Ox and 2 vegetable gardens. Hunt down to 10 deer in the herd, gives you another 40 silver. That is almost enough to buy 2 chicken coops, but by that time you should also be selling planks so 3 veggie gardens and 2 chicken coops plus hunting and berries gives you more than enough food for early game and with room for growth. Once your town starts to grow, the goats are a good source of hides for leather. Better than the deer herds. So they are something to get once your trade income is solid.
@Mittens_Gaming
@Mittens_Gaming 25 күн бұрын
You don't need many roof tiles early, and usually have 200 clay, which is good for nothing but roof tiles. You can sell like 50 planks early on, buy a horse and the roof tile route, then sell like 100 roof tiles for roughly 800 regional wealth, and be able to afford all your backyard chickens and veggies for your next 50ish houses at about 18 months in, game time. Farming for wheat kinda sucks, and I have found more success with backyard gardens. Really only farm for barley for beer, and maybe flax if you don't buy some sheep, though buying sheep to make clothes is much easier, though you have to buy the sheep.
@nemesisfaust
@nemesisfaust 11 күн бұрын
maping out fetial lands for flax and barley is good using builder tools at the first thing you should do. so you are aware of where the building points are late region if you decide to use crops. this helps you determine if the region needs trades/trades and crops/ or just crops. the next thing to do is access where berries are, and build somewhat near the berries because they do not spring up all over the map. and do not want time delays for market resources. the next thing to do is access where the wild animals are. and determine if they are too far away or if they need to be relocated. and 70% of the time if you build on the opposite side of the direction you want the herd to move they will migrate the opposite way from what you build into their region. then this takes care of the basics. as for roads. it is good to build 2 circles around the wild animals parimiter, 2 cubic appart, meaning you could build a house there if you wanted but you dont want too this is just for distance guaging and to make sure there is enough forrest to allow animal repopulations. and from the dirrection of the town center. build a single road connecting, this way any point of travel using roads to get to a further point will always access the outside road. then threw the berries and threw the wild animals innar circle. draw a fork of 3 expanding out by 60 degree each. giving your harvesters fast travel on the roads to the point of resource pickup. as for starting with chikens. this is not so good. even if you make sure each house has 3 coops and pasture space for 8 animals per zone that is still only 6 eggs per year. and getting up to a decent resource gain to sustain any populations is a gather amount of 20-45. which is 4 perfectly medium size plots too 8 perfectly sized medium plots. 4x25 =100. and 8x25 = 200 local regional wealth. either scenario this is not enough money to open and establish trades with a profitable food resource gain. so starting and focusing chickens is a bad start tip. where berries or wild animal meat is sometimes redacted opening trades for berries or wild meat will only produce 6 months of harvest and only 2 months of sellable ladder on. meanwhile keeping the trade route open will cost you every month. so selling berries and meat is not recommended. especially since berries and meat are the primary and secondary food consumption on the ladder. but if you look at veggies. they cost 12 to start. and if you map 4 dots required to build a house face against a street. and 6 for a double house surfance. then 8 for 2 houses. 8 face is the size you want against the street. so 8x32 cubic is 4.5 aux of veggies from 1 house. maxium yeild. it is also very long and can split zones between flax and barley farms for split farm use if desired. keep the house face close to the towns people. where with 100starting local region silver wealth. you can buy 2 large plots of 8x32. for 9 aux harvest after the first year. producing between 48 and72 veggies on those 2 plots alone. where because of food order being berries, meat, eggs, then veggies... a tinny village needs is 20, medium town is 32, and a large village is 48. so 2 plots of veggies is plenty to carry you threw 3 years of trades and developments. establishing profitable income for 2 years + on veggies alone. of an average of 48-60 units of veggies per year for those 2 plots 9 months long. x2 = silver per trade. = 96-120 silver per month from 1st year on from 2 plots costing 12+12, +12 for a trade route. being 36 gold cost with an average of 100silver per month for 9 months of the year. and it leaves you with 64 silver at start. where leaving the first ox at the first hitching post is good. for managing some of those items at that locations. and to reduce plank cost for making stables. build 2 more hitching posts only costing wood. and buy 2 more ox, 1 for each hitching post. as now you have expended 0 tallen points, have a 100silver per month income from 2 plots, and a 1 to 3 efficient work load. as this is the best possible start for all manor regions of development paths. from there, i suggest building more houses for people, with enough room to encompass 16 outer region houses with 4x8's for maxamixed chickens. but pause 4, and only do 4 chickens. where when you build grainery and stock house you gain enough to gather 20 pole arm militia. then build 6 center houses 3 for brewery, 2 for bread or other, and 1 for thechers so you start to gain bows. by near end of 1st year those 6 houses should be level 2 and ready to build into thechers to make archers to fire from behind the polearm units. and not building stables allows you to build a basic manor to gain the regient arms units. where with 100 silver a month, that is enough to start taxations for if you need mercenaries, and then build church after. keeping housing small reduces fire and food consumptions which keeps those 2 veggies units in large trades. and you can expand those externial 4 chicken spots, and open 2nd trade for eggs to help income grow better for purchasing things like the brewery, armorsmith, the tailors, and the coblers. where tailor and cobler should come 2nd after the theachers(the bow makers) but you will have 5 manor guards, 20 polearms men, and 16 archers. which is a suffient troop to manage any first strike by an enemy opponents. which is usually 36x2 for enemy regents. or, a 16x16 year 1 bandit assault. and building the manor and church with 3 work force with 3 oxen does not take 6-9 months! so you will also have region happiness above 65% very quickly like this, which helps for population gains. this is the recommended start path for every region! regardless of building timbers, reguardless of building farmers, regardless of building armory's, regardless of building sheep herders. something else i recommend... in the center of the town because everything collects from the center and has same time to region. with all your crafter primary intrests of eventual T3 buildings. as the church can go pretty much anywhere. unless you plan to build 2 aparies for honey and wax. the aparies and brewers work better next to a chruch. but build the grainery and stockhouse with enough room the manor can use planks to build walling around it and protect it. and keeping the chicken houses and goat houses at the edge of the city on the outside is ok.... and keeping them at lvl 1 is good too. not being too eager to build every house up too T2 or T3... because T1 houses have a easy purpose and that is simple happiness, which is higher town happiness. and less T2 and T3 houses is less demand for food and beer. ie if everyone consumes 5 meals a day that is 1 piece of food each where bread and meat counts as 2 meals. a population of 200 people needs 420-500 pieces of food a day. this is why meat and bread can be set to a lower trade count if you open trades for bread to export if you advance bread for double efficiency with a T2 house. as 4 houses building bread is way better then 2 communal ovens. being 16 times the bread productions. being 32 pieces of bread a day. and you can buy flour and sell bread as 1 advancement path. as berries and meat is still the primary food sources. where collecting berries and spending planks to gain herbs getting only 1-3 herbs per month is not efficient. as it is cheeper to purchase herbs, and turn off or disable herb points in later game and just buy the herbs. this way you always have a 20 count in the stockhouse for if people get sick. which would take an average of 14 months of gathering -winter and regrowth = 2 years. as this also shifts the food dynamic from berries, meat, eggs, bread, veggies, honey... to... meat, eggs, bread... and veggies are still being sold. where 2 food resources is +2 nourishment. then veggies are only a summer thing when the wild animals are out of season. but berries are still crucial and important for 1st and/or 2nd year. till you have developed proper infrastructure for bakeries. again costing planks and 5 regional wealth and being a 2nd investment path past the plow. not really caring if you have the plow. because if you trade exports for veggies. 2nd trade cost 24 for eggs, then 3rd trade for import costs 48 for flour, then 76 export for bread. by now you are at 14-16 months. can invest into skip 5th meal. then every citizen only needs 4 units of food instead of 5 per day. meat and bread. then extra bread is sold, extra veggies are sold. and you income will grow too about 495silver per month. with use of 2 tallent points. allowing the remaining 3 to go into any focus you desire. as deep mining + sheep rich iron requires rich iron then can sell/trade iron+sheep, bees+wax+sheep to make and sell sheep and candels, or deep plate armory productions if your region has fertile ground so you can harvest your own barley and instead of buying flour and barley, you can sell them in contrast. flipping the flour and barley from import to export. as you then make armor and trade to your other regions as this is a fetial land path only. and each of these paths produce about 1200silver per month, where a 10% tax latter upped to 40% tax to lower happiness to keep the region from over growth to go from 110% happiness too 55-60%, helps you fouse on new regional developments. and you should always have about 2500 influence and gold before laying claim to a new region, so you can start an advanced region and not starting from square 1 in the new region.
@n00fer
@n00fer 9 күн бұрын
Is this the same wintergaming from like.... 2015? used to play starcraft 2? If so, i still remember a night that you hosted my stream when you were done. I had just over 1000 viewers watching me and I lost ever game that night but it was such an experience that i'll never forget. Good to see you're still around and making content.
@moniqueholmes7416
@moniqueholmes7416 3 күн бұрын
This has beeen a very helpful video thank you soooo much!! Tip Next I could not stop laughing hahaha!
@nicholasr5146
@nicholasr5146 18 күн бұрын
I’m on game number 4, and for the first time I am winning against the AI using a lot of these tips i’ve heard before. Early game is by far the most important stage of the playthrough as it sets the pace for the rest of it.
@mh1593
@mh1593 25 күн бұрын
NOTE: the baron will fight the bandit camps, all you need to do is then rush your own militia in afterwards to reach the abandoned camp and claim the reward. Barons troops rarely if ever actually go to the camp and remove it.
@trevorestep4678
@trevorestep4678 25 күн бұрын
I've noticed this also, ran over to a camp not knowing he already cleared it lol. 😂
@witoldschwenke9492
@witoldschwenke9492 24 күн бұрын
That's not true. I've never had him not take the stuff. The other issue is if you let him do this he will gain influence so fast you won't get any of the regions
@trevorestep4678
@trevorestep4678 24 күн бұрын
@witoldschwenke9492 could be a bug. But you are right that you miss out on influence if you don't beat the bandits. Still get the wealth though if you pick up the camp.
@trevorestep4678
@trevorestep4678 24 күн бұрын
Update, you can join the baron in Fights against bandits and you get the same amount of influence regardless of how much damage or casualties you inflict.
@blackmage471
@blackmage471 14 күн бұрын
2:50 it's not about market zone sizes, it's about keeping stalls full - logistics. Markets have an unlimited range. This means your market could be on the complete opposite side of the region, and it will still supply all of the burgage plots. What you actually want to do is build your granaries, storehouses, and production facilities as close to your market as possible to minimize the travel time a villager has to walk to bring goods to their stalls. Having multiple markets scattered about your village can actually mess up the logistics. If a new market is far away from the granary or storehouse, you've created a long travel time. Therefore, it will not supply enough goods to fulfill the demand. Building multiple granaries or storehouses doesn't work either because the AI is not smart enough to have stalls built or operated by the closest granaries and storehouses.
@tannerwayman2094
@tannerwayman2094 24 күн бұрын
Yesssss. I started watching your SC2 content but I don’t even play SC2 I just liked your casting 😂More manor lords content!
@mesaber86
@mesaber86 20 күн бұрын
Sell ox early, get planks trade route, profit, get ox back and horse, you can now trade all minor trades without trade route. You can move planks to trade house before selling ox so you can immediately get the ox back by buying it in hitch/stable.
@Womblewobble1321
@Womblewobble1321 25 күн бұрын
From BAR to Manor Lords lets go man!
@bertreynolds8146
@bertreynolds8146 24 күн бұрын
Excellent basic tips
@nicholasjohnson6279
@nicholasjohnson6279 24 күн бұрын
very good info and funny to boot :)
@BirkAxarberi
@BirkAxarberi 17 күн бұрын
Tip 18 or whatever: Place the Trade Post near the edge of the map near the main trades. It will reduce the trade time by months.
@emadq8869
@emadq8869 19 күн бұрын
I'm struggling with the game and found your video is helping me understand the game more even though English is my second Language .. i like the clear and pure accent you have Lol - What trade should I start ? - Should I build many storage ? how many you suggest I have followed you .. keep the good work my friend
@gloth
@gloth 24 күн бұрын
well... I think you are wrong on a couple of tips :( you do not need multiple marketplaces. if you dont have enough, the houses closest to the marketplace will take the goods first yes, but if you have enough, even a house on the edge of the map will get the goods. Whenever you click on your marketplace and you see a house missing something, this does not mean that it is too far away. It means you need to make more of that. about the trading post, you are in control of how much you sell, unless i misunderstood you. You are being showed your surplus and you select how many surplus you want to always have. So, if you have 100 shoes surplus and you enter 10, the traders are going to sell 90 shoes. Then if you make any more, they will sell whatever you have above 10. To not overflow the market, just dont overdo it :) you have 100 shoes, select to export for a surplus of 90 (sell 10). Routes for major goods need trading routes and without the talent (25 max) it isnt always profitable to do so, do it carefully :D Also, keep in mind you can "pause" any artisan. Leaving that cobler alone, he will make shoes for as long as you are gaining leather. oxen too far away all together is not good, is it? the person needing them will need to go to the post to guide the ox and if you have them too far out, you are losing a lot of time. One near the woodchoppers is a good idea. for farming just one plus is fine, really. Make your farms even smaller. The best way to increase fertility is to not plant anything every other year. So, have lets say 6 small fields. Only 3 will be worked on each year. Use the cycle crops option and whenever you plant something select nothing on the 2nd year, and the farms that are on nothing now, pick your plant for the 2nd year. Repeat each year. Biggest tip of this game: recycle your workers based on the season. Don't build 10 new houses on sowing season. Have everyone work the farms. When winter comes, remove everyone from the farms (maybe leave just 1 to grind if needed) and make them build. rich mines need some tweaking, honestly you don't need the talent, they have so many that by the time you empty them you should have almost all the map with new mines a good tip for vegetable and apple houses is to build them as an (opposite) "L". Build 3-4 houses with a small extra space (for chickens/goats), then build another house on the edge of those and drag it behind those small extra spaces ( "L" ). You will get an extreme space - and it won't be a huge long ugly one :D The most important tip: if you are doing the battle mission -> spend your first 20 on a second ox and get 2 (large) vegetable houses. Then the moment the game gives you military gear and a bandit camp appears on the map, form a militia, go kill them and get their camp. You will get a lot of money to be able to continue adding chickens to your houses (2 large vegetable houses are plenty for the first 4-5 years). It will also gain you influence that if you don't get, the baron will, and he will get all the territories before you can do anything. I think only unassigned families will guide the oxen, not idle families. If 1 person is working the sawmill, the rest of his family will not guide the ox. So, basically treat the unassigned families as assigned to build and guide the oxen. You should always have a couple unassigned (more if you are in a building spree) You need level 2 artisans very late into the game. I usually create a new double house and level it to level 2 when I need it (when you have farming and need a tavern for level 3, or when you have all your houses at level 2 and they need extra clothes, etc) - but not upgrade to 2 families or level 3 unless i have the extra people and need the extra production.
@phineasgage8252
@phineasgage8252 19 күн бұрын
Omg how did I miss that you can pause artisans. The damn cobbler is using up all my leather and the market is already flooded.
@n3bie
@n3bie 18 күн бұрын
If you do need money early game, send your retinue to claim the money from bandit camps the Baron's men just defeated. The Baron isn't smart enough to take his spoils of war whilst he's busy building influence. On one map, I sent my personal retinue of five men behind the Baron's men to snatch up his leavings and made over 600 gold--off of the four camps I'd neglected--split between my treasury and my people, all without risking a single man. I then used that money to hire enough mercs to defeat the Baron during his next claim, even though I only had 20 men in my militia, gaining a military victory and a second territory before I had a single point of influence. I was quite jumped up.
@stevemolony9019
@stevemolony9019 25 күн бұрын
Some excellent tips
@Smiley1967
@Smiley1967 14 күн бұрын
went always fine with one big market169 had more trouble with the smaller ones because they actually need the stores to work, one big market works for the whole village and will last until you reach something like 700-800 citizens. Remember to fix your trade routes and store houses. Especially firewood can block a lot of things when allowed to store everywhere. To upgrade even further houses you just need more houses behind them what you build first will be mostly also leveled first. when you level houses focus on these with troops in it!
@Dakarn
@Dakarn 25 күн бұрын
Brendaburg, Brendaville, Brenda's Vineyard, Brendatown, Brenda Harbor, Brendavale, Brendacrest... the whole map shall be known to the world as the Nation of Brenda.
@grutzkopf6804
@grutzkopf6804 25 күн бұрын
Or maybe it comes from Brandenburg. We'll never know😅
@SBHink
@SBHink 24 күн бұрын
Otisburg???
@Kiroomi
@Kiroomi 21 күн бұрын
Thank you. Lots of help☺
@TheBatDERP
@TheBatDERP 16 күн бұрын
16:40 You don't actually need to buy a trade route to start exporting or importing minor trades, you only have to pay for the major trades, like craftables and such, raw rescources therefore are free to export. Paying for a trade route only makes people from outside your village/town come and trade regularly.
@vokez5297
@vokez5297 24 күн бұрын
Another top tip is to make use of trade logistics and better deals via the production points, then via the trading post check prices often for items selling cheap. Its possible to turn big profits by simply buying low and selling high.
@Borlays
@Borlays 17 күн бұрын
One big market can be an option very well. I have city with 600 people with only one market, just storages around basically 6 storages (3 of each) and 2 trading station close by. Fills full houses even far away. Most further one usually lacks goods because it's normal that when someone buys that goods is missing for couple seconds and further one gets last, but thats not the problem, i still have 100% approval all the time, never dropped.
@Borlays
@Borlays 17 күн бұрын
Basically for 1k city with 100% approval you want to have one big market place (split in two with street in the middle) surrounded with 8 storages (4 - 4) then closest next building would be at least 2 trading post since it acts like storage, and then start building houses in a way that most wanted resources should be as close as possible and less wanted resources further. For example vegetables should be closest ale with tavern should be close too, but later you can add second tavern further it will be fine. While apples could be further bc they don't eat apples that much (unless they will patch it) and clothes can be even further. And i believe some goods is good to trade in post with "Full Trade" option since then some goods will be placed in trading post from where it will be placed to market faster then from houses directly since for example vegetables don't go to storage very often only when house is full, but if you trade it will go to trading post which will be closer to market place than house. But it's theory that i didn't check properly. Logistics is the key here. It's better to have in one place than across the map.
@GarretGarlinger
@GarretGarlinger 22 күн бұрын
Thanks for doing this video!
@northerncrozz8449
@northerncrozz8449 26 күн бұрын
winter getting ahead of the curve with the tip videos. very nice
@GreedyCorpse
@GreedyCorpse 25 күн бұрын
seeing the dude first time watching this....and tbh it just made my dy how this could be a freestyle....its crazy...and funny...cheers man
@cameronnicholls2996
@cameronnicholls2996 25 күн бұрын
feel the same haha, subbed now!
@tobingj
@tobingj 17 күн бұрын
Well done. Good video. Lots of tips and you had fun with the numbering. Tip Jesus. 🤦 Played for 4 days before I figured out how to rotate the camera. 😁...oh middle mouse.
@johncavender4
@johncavender4 24 күн бұрын
Very informative video, thank you very much. Easy sub
@FreedomFighterEx
@FreedomFighterEx 20 күн бұрын
About the market; market stall range is region-wide but it prioritize plots near it first in case there aren't enough goods for every plots. It is better to put market near the granary, and storehouse since peddler will stock up goods from the nearest available storage. This included from production buildings. If a stall got abandon through a job being unassigned, the granary, and storehouse workers are prioritize to take over so it might be ideal to unassigned workers from a production building that currently having a stall on the market. Early on you only need 3 stalls placement for firewood, food, and clothing stall. You don't need the second stall for firewood, and clothing until the demand for those exceed 50 or you start supplying them with multiple goods of the same type. You will need the second food stall once you have over 25 plots with 2 food variety since a stall has only 50 capacity. No, two food types of 25 quantity each doesn't combine into 50 when serving a plot.
@harrisonkovitz7123
@harrisonkovitz7123 21 күн бұрын
Thank You for the tips but I have to ask. What is that ascent? It sounds like a deep south mixed with Trans-Atlantic (IE Walton Goggins in fallout mixed with Audrey Hepburn)
@sidlake5954
@sidlake5954 24 күн бұрын
How did you manage to unbind the camera rotation from the mouse wheel?
@grga1vk
@grga1vk 25 күн бұрын
Man, you know what are you talking about. Keep up the manor lords content.
@Brentan1987
@Brentan1987 25 күн бұрын
For carrots/veggies at the back of the house; does it have to be on fertile ground? Or is that more specific to that specific farming crop when you look at the layers of fertility in the UI?
@Jackel-om5bz
@Jackel-om5bz 25 күн бұрын
No it doesn't need good ground for carrots, just a long vege plot, you want great fertility for farms..
@ShanomoBro
@ShanomoBro 25 күн бұрын
I love this guys tips for the game, but enjoy more how they are organised as nonsensically as my life :)
@sverebom7069
@sverebom7069 19 күн бұрын
24:24 - long rectangular fields might speed up the heavy plow by allowing the ox to run down in long straight lines - but that also forces the farmers to walk large distances to the dead center of the field to drop the harvest and back to the far edges to pick up the rest of the harvest. So what's you again on the plow side of things you lose again when the farmers collect the harvest. just build medium sized square shaped fields on which the ox can still run ins straight lines albeit with more frequent u-turns, while that farmers walk shorter distances.
@aireol
@aireol 23 күн бұрын
You can quickly clear trees by building farm plots or pastures over them, then demolish it. The forest floor will look brown at first but grass will eventually grow and turn it into green.
@mattbrown1931
@mattbrown1931 25 күн бұрын
Thank you Cleveland.
@AlphariusOmegon69
@AlphariusOmegon69 24 күн бұрын
Also worth noting you and the Baron recruit from the same merc pool so youve gotta get in before him. Though on my current run he has 2 companies just standing around doing nothing and theyve been there for 2 years now, not sure if thats a bug or what.
@adamk284
@adamk284 20 күн бұрын
About those marketplaces.. They do not distribute from market to houses. The only movement of goods happen between granary/storehouse and market. Then it appears in houses closest to the market but 1 huge market can and will supply whole region. Placing them closer to houses is in current patch causing nothing but troubles.
@andrisurbanovics9051
@andrisurbanovics9051 25 күн бұрын
Oxford... I saw that good way is to put in every corner the stall.. or they to get it will trawler long distances and takes time.. and in storages turn off and on resourses that they dont go all the map to gether and in that moment others get full
@hausgeisttsiegsuah6666
@hausgeisttsiegsuah6666 8 күн бұрын
Nice to see you play this Game too
@jonpro9637
@jonpro9637 26 күн бұрын
Thanks winter. This game is hard af to learn
@kantalarski
@kantalarski 24 күн бұрын
The best early game extension is vegetables. Just make sure it is large and it can cover a lot of the food needs.
@lowfpsman1483
@lowfpsman1483 25 күн бұрын
1st bandit camp pretty easy. If you lure them to high ground even 10 spearman can deal with them with 0 losses most of the time.
@theaxgame
@theaxgame 22 күн бұрын
Personally I think at certain points, the size of an artisan backyard building should increase and with it, productivity too. A 12 man team (4 families) in a 120 square meter shop building will build a lot more bows/parts/clothing items than a team of 3 working in a small garage-size room. That could be a good mod/development feature down the line.
@reue100
@reue100 24 күн бұрын
tip Like and Subscribe if we get 1305 likes on this video ill make another tip video, but probably not.
@chappy48
@chappy48 24 күн бұрын
These are not really starter tips, these are more early mid-game or late-game tips, but it is valuable because you know, for instance, not to build all of your burgage plots with a huge backyard or to spend all of your money on trade routes. One point of contact is that you say to just put your ox off in the corner. It is better to keep them somewhat central to where you plan to build, because when not in use, as most of yours weren't they go back to their hitching post. If you put all of your ox off in some random corner then it will take them much longer to reach their destination to move goods/aid in construction, which isn't advantageous for a beginning player. Later you can move them off, if you need to make room for something, but early on I would definitely keep them close to storage/construction areas.
@Adam-be3my
@Adam-be3my 23 күн бұрын
16:40 it is not necessary to purchase trade route for minor trade. Your own trader will deliver the items to the nearest tradepoint for exchange.
@ViriatoII
@ViriatoII 25 күн бұрын
I just came for the hints, but boi you're hilarious
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