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PapaFrank
Romania
เข้าร่วมเมื่อ 15 ธ.ค. 2020
Doing some cool gaming stuff for entertainment...
How to CORRECTLY build a walled village in Manor Lords?
Create a walled city in Manor Lords using this full guide covering mechanics and common bugs, avoiding the mistakes I made in my playthroughs.
Small Fortress Design - th-cam.com/users/liveECK51cnp9C0
Smallest Large Town Showcase - th-cam.com/users/liveOXlN2jXMK58
Tiny Village 10 Houses Showcase - th-cam.com/users/livevpTaOCicLf4
Stay tuned, Subscribe!
Join this channel and get access to perks:
www.youtube.com/@papafranklive/join
0:00 Greg's Announcement (Developer)
0:50 Summary
1:08 The Correct Setup
5:41 Very Important Tip
5:54 Avoid the 1st Common Bug
6:32 Avoid the 2nd Common Bug
7:33 Avoid the 3rd Common Bug
8:44 Avoid the 4th Common Bug
9:50 Small Fortress Design Series
10:15 Subscribe for more Manor Lords!
Join the fun on:
TH-cam - www.youtube.com/@papafranklive
Twitch - www.twitch.tv/PapaFrankLIVE
Twitter/X - PapaFrankLIVE
Small Fortress Design - th-cam.com/users/liveECK51cnp9C0
Smallest Large Town Showcase - th-cam.com/users/liveOXlN2jXMK58
Tiny Village 10 Houses Showcase - th-cam.com/users/livevpTaOCicLf4
Stay tuned, Subscribe!
Join this channel and get access to perks:
www.youtube.com/@papafranklive/join
0:00 Greg's Announcement (Developer)
0:50 Summary
1:08 The Correct Setup
5:41 Very Important Tip
5:54 Avoid the 1st Common Bug
6:32 Avoid the 2nd Common Bug
7:33 Avoid the 3rd Common Bug
8:44 Avoid the 4th Common Bug
9:50 Small Fortress Design Series
10:15 Subscribe for more Manor Lords!
Join the fun on:
TH-cam - www.youtube.com/@papafranklive
Twitch - www.twitch.tv/PapaFrankLIVE
Twitter/X - PapaFrankLIVE
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Manor Lords Burgage Plot Upgrades Tips
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Essential tips for upgrading Burgage plots in Manor Lords patch 0.7.972. A comprehensive list of tips on optimizing your Burgage plot upgrades, including the best strategies, key upgrades to prioritize, and effective methods for maximizing your progress. Stay up to date with detailed insights and advice from a guy who spent 500 hours mining them. Smallest Large Town Showcase - th-cam.com/users/...
Manor Lords Development Tier List
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We're exploring the latest development tier list for Manor Lords in patch 0.7.972; diving deep into detailed guides on the best development builds, including which perks to take, when, and why. Finally, I am ranking them based on effectiveness and usability in the newest update, ensuring you have the most comprehensive insights for your gameplay. Most of the arguments used in this tier list are...
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I love the bastion fort design
I wish more creators would give us a in the field view of the stuff that is going on, like when the wall was being built i would of loved to have seen the process from a lower point of view as if we were there, more emercive.
Really wish ppl that were creating character would do a step by step tutorial instead of speed running the looks.
Is this a mod or a official crossover im stupid lol
PF I notice you have Borderless on, how are you able to keep and save your resolution set at 4k? every time I turn off borderless and set resolution to 4k then turn it back on it reverts back to 1280x720 once I leave that screen. It will not save the settings even if I leave the borderless off and set, exit the game and return it's defaulted back to 1280x720, I cannot for the life of me keep it set at 4k no matter what I do, making changes in the ini file does nothing as far as the resolution goes. I read a post in a forum that the resolution setting has no bearing as the game will render what ever your desktop is set at no matter what? I'm not sure if this is true. hence if my desktop is set at 3840x2160 the game will set at that resolution no matter if 1280x720 is displayed in the game.
So what if I have enough families to where they’re not building stalls, yet my citizens needs still aren’t being met? This is the issue I’m currently having. I have multiple families whose needs aren’t being met, but have enough families assigned to those jobs where they’re not building any more stalls. Which tells me I’m meeting the demand, but still have families going without.
The free carts are F tier. I don't know what you're thinking calling them A tier. They cost -1 silver per week from what I calculate. Most new towns have no income until the trading post has 1 trade route which is level 3. They quickly bankrupt my new town. Once that occurs, they become abandoned. Once my town is large enough, you have no use for the perk.
I am not too happy with level 3 backyards on weapons. I can't seem to sell weapons even with a trade route. Question: when I pause a level 3 burgage plot extension, why don't I see the workers get added to my workforce. It seems they just sit there waiting- all 3-4 families are wasted.
That's cause it's actually how it works right now, though I guess it'll change down the road.
my food and fuel stay fine until i make a marketplace, once i make one my recourses will slowly deplete to 0 and everyone will starve. What am i doing wrong
Thanks for the tips 👍
First playtest for you?
Yup.
You don't even have to build walls to create that "dead blocked zone of the manor". Any separate fortification buildings become points of the perimeter of such zone. For example, build a Manor House, a Garrison Tower and a fortification tower without any walls. The 3 structures will form a triangular blocked zone.
Concerning the bug that the Castle Planner charges you the entire material costs including the already built fortifications when you try just to add something little like one tower. Once I noticed that after such second-stage addition I had lots of leftovers of construction materials, piled up in the territory of the fortified area. Maybe, the bug indicates wrong quantities of materials required, and won't allow you to start building your addition until you accumulate those numbers, but it doesn't actually use all of them. Like people bring and pile all those materials to the construction site, but actually they use only what is needed to build your little addition. Unfortunately, I didn't count and calculate the exact numbers, but it seemed like that.
A worker with a heavy plow is around 20x faster than a worker plowing by hand. If you aren't farming, it is obviously useless. If you are, it is huge.
Thanks, this works well :)
I can almost never get vegetable gardens to produce enough to make it worth taking. I have gotten a large yield from apples but it takes 3-5 years to get full production yields.
Vege gardens produce 3X the amount of apples in the same space in a shorter amount of time at 1/4 the cost.
Kool design! I would like the ability to make perfect circles with the road tool. Design possibilities are endless 😊
so, manor, then all village, then walls?
Yup.
@@papafranklive if you do that can you access the stuff inside
@@jointgib yes.
i was really busy today i missed your stream, as for the bread situation with a bread cart on the market is they take it and put it in your granary you have to disable bread in your granary, omg thank you for the shoutout and you got the colours correct for my character, great video :)
How do you have a walled town?
I have a playlist with fortress builds on my channel, you can check it out. It has multiple fortress designs.
I understand the inspiration taken from star fortresses but the reason those extended bits worked and made sense within a star fortress is because they were close to the straight lines of the wall as well as close on both sides to the other protruding bits. As well as those areas were so heavily fortified that you needed the dude that originally designed them to show everyone how to break them. A small village especially one that is in its sprawl stage is much better fortified having one or two somewhat circular walls with equally spread out towers as for the most part it wouldn't have to defend the whole circle and if they did they wouldn't be able to anyway. Or perhaps a well fortified 80% coverage while a small bit would be intentionally left less fortified area within which you slowly tighten the gap that allows the intruder in, creating a situation where a smaller force with more options of projectiles can succesfully fend of a larger invading force at least for long enough for the kingdom to respond to the invasion. If anything connecting those extended bits into another wall and then connecting the insides adding another archer tower to them at those points would make far more sense. Just saw the incoming force and yeah as a defending force here you would love some skirmishers on horses to pick off specific targets and then simply retreat behind the walls and throw every chair, arrow or diseased pidgeon you might have within your holding while you wait for military help (Yes I realise the game doesn't have this but it would be a great future addition, especially the pidgeons).
Yo what a great build! Thanks 😊 i recently completed the mercenaries only achievement on challenging difficulty, only difficult because you run out of mercs to hire so you have to make enough money to keep them around once you hire them. I had three mercs and cheesed the game by using the diplomacy bug and limiting the baron to two provinces until i had enough influence to claim both regions, claimed both at once to fight one battle only, and cheesed the battle by moving the battleground around the map to drag all the battles together to my home region and wrecked his army with my fortress on the cliff. Pretty epic but would feel better not to cheese it. I find it hard not to cheese when it allows you to... 😅
Well, you can always just save and reload. That way the baron's armies get stuck and you can camp the battle circle for free. Easiest cheese ever. 😂
@@papafranklive 🤣🤣 now I can't unknow that... lol
HI, i have a question, is it possible to change the walls? If you need to build the walls on different place, can i delete/destroy the old ones?
Ask away anytime, no problem man! Also, to answer your question: It's somewhat janky redoing/modifying walls, there's a bug where every time you want to modify something you would have to rebuild everything inside the Manor so I'd recommend only walling off your city after you're pretty sure you won't want to modify anything within the village - like if you move onto another region and you only use soldiers/retinue from the first one.
you need brewery to make ale from malt you get brewery from upgrading a burgage to lvl 2 and do the brewery attachment
Yes, that would be ideal, but in this challenge you can't afford the families to do that, run a malt house, farm barley and run a tavern so we need to import it in order to keep people happy. 👍
Very interesting video, thanks for taking the time to create this and put it up. I can't say that I agree 100% with everything you say, but the differences in my opinions are minor, and in some cases you may be 'more correct' than me. One thing I would say to new players is to not dismiss Archers out of hand. They are the easiest units to create early in the game and are perfect for looting bandit camps once the bandits are distracted by the Baron's men. Since they are fast and not weighed down, you can even use them to 'kite' the bandits to the Baron's guys and loop back around to loot. You don't even have to build a fletcher if you don't want to 'waste' a plot on bows, you can buy 5 easily. Personally my 6 militia are two archers,. two spears and one each of the others. I get to the battle ground as early as possible and find the high ground. Once I know what direction the enemy are coming from, archers go to the front to fire a volley or two enfilade, behind them I have the two spear set to 'stand ground' and the Retinue(s) directly behind the spears. One of the other two militia have a charge bonus, so they are off to one side ready to flank around and charge enemy archers. I move archers back behind the Retinue as soon as necessary and if the ground is good/high enough, they can now fire 'defilade'. Once my spears have received the enemy charge, my retinue push forward through the line. Archers can go round to one side and fire at will, As for the question of whether to build single or double plots, that one intrigues me. At the start of every game my first plots are 6 duplexes though I don't build the extra accommodation until at least the first 5/6 plots have a family in them. But I did think that maybe single plots are best for eggs since 12 single plots can produce 12 eggs per cycle whereas 6 double plots can only produce 6. As I say, very interesting video and one which I will no doubt watch again, Best wishes,
Well, I not only did I read but I also appreciate the fact that you took time to put together this reply! You raised very good beginner friendly points and I agree with them so, thank you too!
Hello, Are Vegetables burgages counted as crop growth when u pick haunting grounds policy? I mean does the policy affect the growth of your vegetables in your backyard or it affects only your fields?
It only affects your fields as I'm aware.
Bro played frostpunk too much
I haven't yet, but I am planning on it!
can you still click on the settlements inside the walls? are they still functional?
Yes, they are! There's a bug, but I also explained how to work around it within the stream.
Nice tier list and well explained. I'd just like to share some other perspectives from my game experience: 1. Rye increases the yearly yield of grains, as it is hard to find a totally green area for emmer. It is not game-breaking, but I wouldn't put it in an F-tier if you play in a fertile region and go for bread. 2. Traps + skinning is arguably an S-Tier if you have a rich deposit and the hunting ground policy. Moreover if playing more cities: you can produce enough meat and leather to supply 2 other cities with barter. Pelt extraction is not really needed though. 3. I think deep mining is overrated. Useful, but not an S-tier, even with a rich iron deposit. By the time you deplete a rich deposit, you should already have a flowing economy that allows you to just import ore and keep selling finished products like weapons for profit. I take it only if I have a rich deposit of both iron and clay and I go full mining because I have another agricultural city supplying food. 4. Helmets are ok, but chain mail is almost as worthless as plate mail, currently. Like you said, only people from level 3 burgage plots can wear them. If you get to a point where you have enough tier 3 villagers to fill up 6 battalions, it means you already have a massive amount of money and you can simply buy the armor you need. As for trading them, you're better off trading weapons for zero development points. 5. With the latest patch, villagers grab food from a random source, which means that the more variety you have, the more a source will last (including berries that can be used for dye). If I have a rich berry deposit, I found out that going forest management + honey + apples is a very good combo for both food and dye production. As for the builds, I go: Universal/Mandatory: logistics + better deals Rich wild animals deposit: traps + skinning (with hunting ground policy) Rich berry deposit: forest management + orchardry + apiary and go full dye and clothing Rich iron and clay: deep mining + helmets only if multi-town and conquest or raiding scenario Fertile: orchardry + rye. Remaining points: If not taken already, I always take charcoal, orchrardry and sheep breeding in this order. Sheep breeding is currently a little bugged but still profitable.
Thanks for taking the time to write your reply! You had great points!
Nice video I just kept yelling "construction reserves" 😂
😂
How many eggs are created when your burgage plot is level 2/3 ?
Same just 1.
Imagine moving in to these homes just to be used in a youtube video.
I'm waiting to Walls.🔥
Just imagine the cool designs we'll be able to do then! Ouhhh baby...🔥
FYI droughts are in the game, one just happened to me and nuked my yield. Not sure if irrigation works or not as I didn’t have the perk.
That's good to know, haven't really happened to me yet. If anything, this would be another reason why farming overall is lower in the tier list. There's literally nothing that could compete with the consistency you get from a rich iron deposit and 3 deep mines on top of it - I think this is going to change down the road, Greg might implement some idk 'mines are flooded' weather event if lets say it'd rain heavily or smth... but right now it's just the best source of income and overall village stability through exporting crafted goods/importing the food you require. One fun fact: People were laughing at me when I put down two farmhouses and I started importing wheat and rye instead of having any farmlands - and I was on fertile soil btw. Haha... Seeing some people's reactions in the comments here (I don't delete comments cause I don't censor opinions) I think people are more upset with the fact that I'm right rather than the tier list itself.
Good guide. Thank you
Glad you enjoyed it!
Once you get multiple regions, some will have fertile grounds, some will have terrible grounds. Some will have rich iron deposits for deep mines and some will not. It makes sense to do heavy farming on the fertile regions to feed the non fertile ones, and then it makes sense to get the bakery upgrade to double your bread production. Unfertile regions may benefit from apple orchards to get enough food options.
upgrading the level 2 workshops to level 3 is still worthwhile cause only the level 3 family can use chin armor which is really the game changer, plus the extra family still can provide man power to militia.
We're on the same page here, totally agree! Not only is it worthwhile, but it's also meta for efficiency builds - like you see in the tiny village showcase or the one I mostly recorded the video in.
Bakery extension has double yield. 1 flour = 2 bread. Which is quite significant as you’ll need 1/2 the amount of fields producing wheat. A as well as the ploughing/sowing/harvesting. I only ever grab them for fertile regions as I already grab the plowing perk.
It wastes 4 families and 2 perks. It' better to plant more wheat.
@@geoffwitt4227 No the amount of families you need to harvest 2x the wheat fields is way more than the small bakery investment. Don't waste 4 families just have it be a 1 family affair until they can't process all the wheat in a year.
interesting, keep the masses happy and then we can support an upper crust
Honestly even with one region apples is OP, whether you have fertile land or rich berries/hunting or not. Building a lot of large vegetable and apple burgages mean you are guaranteed to have a surplus of food at all times which you can sell. Skip both trading development points as the first one is F tier for sure (even on the most extreme difficulty the trading route prices are not an obstacle in buying every route you need in the first year), and if you don't need to import food because of the orchards the only import you could conceivably need is barley (if your fertility is low, but you can overcome this by designing your city around the poor patches so you can use it all) or iron ore (if you don't have a rich iron deposite, which you really don't need because supplying your entire army using imports to counter the shortage is also very doable if this is your only import). The most succesful single city playthroughs i've had - and i've only done this with every setting on hardest - were almost all with development points in orchard, berries and charcoal. If it was fertile i'd do plows and ovens, if it had rich ore i'd do deep mines and the last point really wouldn't matter. I've not had a single playthrough where the first trade development point was useful at all if you ran your economy properly, especially not mid-end game. Even on extreme settings you can build a manor quick enough (before the end of march, so within 4 months) and use the 5 retinue to beat the bandits by allowing them to charge the Baron's army while you run and charge them from behind (while they are being shot at by the Baron's archers, which ALWAYS happens). Take the money and don't put it in your treasury; give it to your town and buy trading routes straight away. Then use all the money you earn the first year by trade on trading routes, and keep the all the other money from the subsequent bandits to your treasury. The only slight downside is not having the reduced import tarrif, but even on barren land without rich mines it works on extreme difficulty... but I have not beaten a game on extreme with 2 developments spent on trading - it's much harder. tldr: trading development points are a waste, that's my experience playing exclusively with all settings on hardest (including winter start and approval penalty, max bandit camps).
If you make 100k regional wealth in ten years and trade logistics saves you 2k or so on your routes, how do you justify taking trade logistics? Can take some other food variety perks instead. Unless you're planning on just importing everything; which you need better deals for, so getting better deals is the only reason to take trade logistics?. 😮 not a bad reason, but it itself is not worth a lot unless you are rushing mercenaries maybe? If you want to import food, how about just getting the foreign suppliers perk instead of both trading perks, foreign suppliers is a much better deal than importing bread, 4 vs 9 silver, and you can make charcol and export the firewood so that is importing at one and selling at ten, so even if you make a lot of firewood its ok to have the foreign suppliers perk because it is profitable at 1 per firewood. Taking foreign suppliers as a cheap version of better deals saves you a perk if you need an extra one. Maybe could use perk for honey or apples and fill out your food requirements that way. Can still use bakeries if you like to go bakeries, if you sell enough bread you will oversupply market and be buying bread at your stall for even less! 😉 selling for less too tho... Ale is still an issue tho... maybe taking policy reducing ale consumption is meta idk... I was thinking just make one region a barley region and oversupply market with ale and all other regions will have cheap ale import.
I see lots of reason behind your comment and I agree with you from a general perspective. I usually go for the trade logistics to rush setting up dedicated trade routes, it's not about the price, but about having at least 1 dedicated off-map trader getting stuff from your Trade Post. Early game families and money are scarce, so if you want to have everything set up in the shortest time and sell lots of items early with only 1 family in the Trade Post, Trade Logistics becomes top tier just for the fact that every trade route you buy gives you one additional off-map trader (it's almost like having an additional family on trading). That is definitely something I forgot to mention in the video, and I see reason why people might be confused about some of my ranking. Hope this answered your dilemma! I am happy to see you and so many others taking the time to have a discussion about this!❤️
@papafranklive thanks for the thoughtful reply! I see your point. Especially trying to do a merc only run. Getting money fast is super important. Rich stone deposit is actually good for this as the route is cheap and you can get a quick 1k. What do you think if you have iron and clay, what do you think the best first trade route is, I mean the one you would purchase first.? Hides is pretty good but you need more development. Helmets is good return but need a bit of work to get there. Charcoal is really good but need two points if you wait for trade logistics perk, still, more I think charcoal is best return and easiest to get early. Plus you need that branch anyway if you have mines. One question I had was how much firewood comes from one log? Is it one to one? I still don't know...
The game doesn't have a guide or manual, and the tips it gives you are currently completely misleading in the current patch. You have to test for your self how the mechanics work. Honey can be a viable fourth food with multiple apiaries for example which gives it much more value than the tooltip suggests. Berries can all be harvested without the forest management which makes it virtually completely worthless and a waste of a perk.
Idk but maybe can use clothing variety to cheese approval rating as well but it looks like you don't really need to do that you get 96 percent with no ale pretty amazing. If you get all 6 clothing it is supposed to give higher approval.? That is the rumor.
I'll check out that rumor and see if it helps. Thanks!
I need help to beat the 2 hardest achievements in-game, restore the peace on hardest difficulty and use mercenaries only you got any tips ? love the videos very helpful tips
If it doesn't sound corny, I am literally going live in 2m here on TH-cam and can have a chat with you about that, otherwise I'll reply probably later this evening.
the apples got a buff in beta and going forwards, was 1 apple per 3 trees every month after 3 years and very very nice. now its 1 per tree after 3 years. which is very nice. sheep were also over powered and gota a mega nerf. it was 3 sheep produce 2 sheep every month, and now 2 sheep produce 1 sheep every 3 months. would have to check the notes i dont remember. but thats like 30% less ontop 66% less so 95% nerf or something total to sheep. also veggie plot times and size got slight fix. and the economy got a small over haul. where i dont like the starting trade cost of berries being 30 vs 12 what it use to be, and the trade return rates are still too low to keep up with ai builds for 1st year. where after year 3 the kings tax seems ok but starts to grow exponentially. making it more and more expensive and difficult to stabilize a region. past 6/7 years. also wheat is 3to1 flour, and rye is 3to2 flour, so slight nerf to rye. and 2 wheat to 2 flour and 3 rye to 2 flour makes for an interesting contrast between the 2. so rye is a little bit faster but not much faster and practically the same and only interests is if its pure lime to dark green furtility. and one of the best changes is that furtility for flax and barley nolonger requires off seasonal degradations of fields. so you can run flax or barley in the same field for 2 years stright for no change then ferlow the ground and get 13% total recovery for the 12% loss gaining 1% furtility for 2 years of 3 with flax and barley. again giving more building options for crop type and placements instead of everything being the same. where even with bad furtility, can run fields with 2 years ferlow and 1 year crop to collect barley and have 22% increase in furtility. i really really like the beta build, except for aparies. because even with a full 4 guys working the aparies, the honey yeild is very very small. instead of having 4 guys per aparies, i wish they would limit the family work limit to 1 from 4 and expand the productivity of buildings from 2 to 8. and that the aparies would also gain benifit for 3 reasons of logic; 1 aparies is close to berries, 2 aparies is close to veggies or flax, 3 aparies is close to T2 chruch with flowers. so in the beta build i completely ignore candles and honey, because there just isnt enough production in the units so i always resort to importing them even if i had them. so aparies need location bonus + base production altered or buffed way way up. another thing sort of upsetting is the deep mines. i wish if you chose to put a mine over a rock pit it wouldnt remove the quantity of the rocks, and if on a rich deposit it would allow upgrading rock pit to a deep mine as well. i also wish regons would have more than 1 resource of each type guaranteed. even as essencial as clay is, i would much prefer having a region missing some resources for chance to gain double of others and that they were all randomized. making it more crucial for trade investments or expanding regions for localized trade of other goods. like double wild animals and no iron. or double berries and no clay, and the rich deposits would still be randomized. just think it would be a lot more cool if all resource points were randomized.
I read everything you wrote and I agree with some of the improvements you'd make.
As always, if you have any questions, feedback or suggestions feel free to let me know and I'll be sure to reply!
Man, this video was painful to watch. I disagree with most of your opinions. I wonder how you play the game and if it is much different from me. It does seem so.
Feel free to check out some of the tiny village or 2000 pops challenges I did on my channel. I'd be curious too if you could share a few bullet points on how you play it differently or what do you prioritize over what I said in the video?
@papafranklive I'm thinking of small villages. I try to specialize small villages to the max and only have one big one. That is mostly because of my rig. The more my populatin grows, the worse the game runs for me. That said, I don't reroll either. I believe any given situation is interesting, and all are playable. Just need to adapt your plans. I am not terribly fond of the META of just put your points at trading, as I don't think that is the spirit of the game. I will do it in one of the villages, preferably the largest one, but large for me means 150 houses. If I get over that, the game starts crashing and gets real slow. Given that I will pinpoint some of my disagreements, and you can see what I mean
@papafranklive first off, let's see what I agree. The hunting tree is the hidden synergy tree. It is excellent and doesn't take many people for you to supply the whole map with meat, leather and shoes. That one should be over emphasized, as many people don't know it, though I prefer to spam hunting camps and have a single family in each. 6 camps will give you thousands of meat and hides in a short time.
@papafranklive another thing I must say, when I play I have to rush for a money generation commodity, anyone will do, whatever you have available. The reason for that is to stabilize a small village generating money enough for a manor with a full upgraded retinue and some extra to start a new region. That is about 2000 gold in my purse, it can be done with half a retinue as well, but its harder. that depends on the first region.once you get that, you are good to defend against the first wave of raiders and hunt all the bandits you can before the baron. For that, I need to rush the first region to 10 houses and get those people moving in, for the first militia. I can even disband them after the first retinue.
@papafranklive now I have to remember points in your video that I watched 4 hours ago... 😀 Let's see. First off, you praised the berries' development and lowered the apples. Those are backwards. Berries is a waste of a development point. With 6 forragers very close to the berries you can generate almost 300 berries on a regular berry bush in 6 months. They don't even need to work all year, just March till June. That is a lot of berries. Doubling the reserves, does not double the growth of the berries, so it does not ammount to a big increase on production, as you are mostly producing in the growing months. In a year an a regular Bush, a dev point will only get you 64 extra berries and only if you are not picking them all up as they grow. In a rich one that goes up to 128. That is a wasted dev point in my book. If you are struggling because of 128 berries you must be doing something wrong.
It's interesting how different folks can play this game and how each can make it their own. Watching creators has opened my eyes to playing differently and trying new strategies. I'm not 100 that I'd rate each development the same way. To me, it all depends on the region and what I want to build it out as. This entails a multi region play, which is indeed challenging. The most regions I've settled in was 3, with my main region being over 300 pop, which isn't a lot compared to other players. My other regions are specialized with only a small number of burgages. I look forward to what and how this game will grow and add new things.
You're right, there are so many approaches to this, from challenges to where I went for 2000 population to challenges where I made the tiniest village in which I had to fit in all of my production, things can vary a lot. The rating of the village developments aren't a good or bad, it's more of which is better meaning, it doesn't mean if iron mining is better that farming is flat out bad, it's just lower on the overall ranking - and I am simply treating this objectively, though some people still take it personal unfortunately.
IMO the best start is rich iron with rich soil. 1. Take these perks, in this order: plough, apples, coal, helmets, chain mail, unlimited iron. 2. First 2 burgages should be duplexes and have large veg gardens. 3. Set up fields as rectangles orientated to map edge (about 0.5 to 1 morgen each) for wheat, barley, and flax. Manually control your farms for max efficiency at the start (as opposed to crop rotation). 4. Once you get orchards build 3-4 large ones - see Tacticat videos for ‘corpse pit’ measuring system. 5. Get trading going for planks, excess veg and bread. 6. Create militia - 3 spears, 1 archer, 1 pole-arm. They will equip helmets you’ve made. 7. Make gambesons with linen to upgrade tier 2 burgages militia armour. 8. Eventually make mail armour to upgrade tier 3 burgages dwellers’ armour - you’ll have unlimited iron by now. 9. Sell all excess weapons and armour. Change joiner to make small shields as they only use 1 plank each - sell them. Be rich. 10. Now you’re ready to kill the Baron.
While I totally agree on the rich iron, I don't see any reason to look for rich soil. I would really like to understand if this list is trying to min-max a perfect start, or a perfect playthrough or whether it has an objective/aim to it? As here is my argument to some of the things you wrote: 1. You don't need heavy plow, apples or chain mail as they aren't mandatory to have a good start. Farming isn't mandatory for survival, is a bad investment if you want to export for a high income and is just volatile overall, whereas iron mining is a constant stable source of income (highest if you see the amount of items you can export just with simply having iron and planks). 2. You can make all your burgage plots duplexes less the ones that are going to be turned into workshops (I mean even those you can, since you're going to have 3 iron mines anyway on one iron deposit). 3. I don't see any reason to do farming other than only after you did your entire village build and just wish to do it for the visuals and esthetics. 4. Orchards aren't a must have but I can see a need for them if you do a hardcore money farming run, but if you want apples really, just import them. -- Also, funny fact, I've used corpse pits for measuring before tacticat mentioned it, but my usecase was to make the smallest village possible instead of apple orchards haha. 5. Trading for planks (only at the start then), shields, large shields, wooden parts, spears, swords, polearms, tools, iron ingots, iron and if you still have planks leftover, theeen you can really think about bows. 6. Just create spear militia. Bowmen are useless even with the buff, you don't need polearms for anything as you can defeat the baron's retinue with your own + 1 spear militia. 7. If this is a medium difficulty, just import/make chainmail and skip tier 2 armor, if it's hardcore you wouldn't do tier 2 burgage plots or tier 3 anyway - you'd only have a few for workshops etc. 8. This pretty much removes the need for the gambesons like you wrote. 9. Just as I mentioned... 10. You've been ready forever - you can check out my 10 burgage plot tiny village challenge where I almost did that. I was only stopped by a trading bug where my save file broke and people stopped importing food haha.
(2:31:00) You have your livestock trade on Full trade for both. So they will buy AND/OR sell to get to the number you designate that you want. You have 0 set for Oxen and 4 for Horses. That's why your oxen are being sold. (I'm still watching the video so I'm not sure if you figure this out later)
Yup, I noticed it down the road, but still I don't know how it got to 0 as by default it usually sets the number of product you have in that category so for oxen if I had 5, it should've set 5 by default instead of 0, but I might have just miss clicked. Anyway, we fixed it in the end so everything was ok afterwards!