10 Tips to MASTER Manor Lords
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- เผยแพร่เมื่อ 4 มิ.ย. 2024
- Manor Lords is a new medieval city builder created by Slavic Magic. Its early access has captured the hearts of many. I've had the utmost joy of putting 50+ hours into this game prior to the Early Access launch, So in this video, we'll share 10 must-know tips to help you succeed in the game during early access. Whether you're a beginner or experienced player, these tips will enhance your gameplay.
Thank you to Hooded Horse for the Early Access!
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Timecodes:
00:00 - Intro
00:54 - Tip 1: Burgage Plots
01:53 - Tip 2: Specialize Your Settlements
02:41 - Tip 3: Logging Zones
03:31 - Tip 4: Dedicated Logistics Workers
04:13 - Tip 5: Crop Rotation and Fertility
04:55 - Tip 6: Armed Units
05:18 - Tip 7: Bartering Between Regions
06:08 - Tip 8: When to buy Oxen
06:36 - Tip 9: Manor Construction Tips
07:18 - Tip 10: Resetting Menus
07:43 - Outro
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I do not own any of the games, all rights are reserved by their respective companies. Commentary owned by Midgeman's World.
#maorlords #hoodedhorse #manorlordstips - เกม
NEW MANOR LORDS GUIDE VIDEO: th-cam.com/video/zT3Wo798Oj0/w-d-xo.html
Also to say a huge thank you for supporting the channel and this video, i'm dropping an early give away for a copy of Manor Lords! Winner will be drawn May 31st gleam.io/KoaYA/manor-lords-100k-giveaway
thanks for your great videos man! they are well edited and explain everything in an orderly manner :)
Appreciate the tips and the humour, really well done
no way dude, my birthday is on 25th, i hope im the lucky one!! thanks for the content tho, even not having the game those videos help me a lot to understand the gameflow and when i get the game ill be prepared! really short on money atm but its like the rts i always wanted to play lol
#10 isn't a glitch, it's people not noticing they have their construction menu open - it changes the resources displayed dynamically
Yup. And quickest way to reset it is....a simple right click XD
followed manor lords devolopment since forever, instantly bought the game, right now its far from finished of course, but I can already feel how immense its potential is.
I'm the exact same. I'm slightly disappointed in the fact the developer was swayed a little too hard by press feedback and put out a weaker build on release compared to the press build we had, but it's still wonderful
I like this game sooo much! I am a huge fan of Dawn of Man and this tops that. My only fear with this is if dev doesn't get more people to develope this, it's gonna take many many years before this is truly ready as in 1.0. And by that time many people has already moved on to other games. That is the biggest problem with early access games. By the time it's complete, it has already lost majority of it's players.
All I want for christmas is a new job and Manor Lords content.
oh god not christmas music in MAY
@@Midgeman Sorry, couldnt help it.
MAY
@@Midgeman ITS GONNA, GONNA, GONNA....
ITS GONNA BE MAY
Tip#1: build your first and second houses as a long and thin(enough to allow living extension) strip of land and assign it to produce. Carrots. You'll have food stock and variety with hunt and berries.
Another awesome tip
Very useful thanks!
It should also be wide enough to have another family on the plot - this will allow for more people to work the field
@@BoogersAndMilk thanks! I forgot to add this info.
How big area of vegetable garden should and can be, so 2 families can manage it on 100%?
You absolutely CAN destroy manor when it's built. The trick is to get it into construction mode, for example by adding wall, then while it is in construction mode it acts like there are no families inside and you can destroy it.
That helps if you accidentaly blocked some of your buildings - overlaying them with manor place
According Tip 10: I dont think its a bug/glitch/whatever.
Dont know if I got you right, but the item counter bar at the top changes when you enter building menu. So in Building menu it lists up all bulding related ressources and if you change back to kind of "general town management" it resets to a more overall view of your items in storage. I find it quite helpful.
Your Map workaround works because youre leaving building menu by that.
Yeah basically in the press build there was a bug where the top bar would get stuck, a glitch I actually couldn't replicate for the video but it happened on plenty of my streams. But it's still a good way to get a fast reset none the less!
Click the icon next to the items. One is for surplus, and the other is for total goods.
Mine gets stuck on other regions resource bar I just save & reload to fix it
guys just press C to close build menu, so you can see resources!
@@damanicrunz7979just found this out the other day. Super useful
If you use the move feature in the logging camp it will just leave all the inventory stacked on the ground and the ox will pull of of it.
That's very true
Excellent suggestions, thank you. There are a couple there that I have not heard yet, plus well examined, and I will absolutely implement in my next playthrough
Thank you! I'm obsessed with Manor Lords now, but it has been a long learning curve with all the amount of things that aren't explained in the tutorial. Amazing content cheers!!
Glad to hear you share the obsession
The info about lot sizes was really helpful, thanks man ^^
No problem!
Does size really affect artisans? Does the cobbler benefit from a big backyard?
WOW! Now I know how to play Manor Lords™, thanks Mr Midgeman! 😍
Wowie thats fantastic!
Thx for useful tips, i have waited long for game like this :D
You're welcome!
Thx for the tip about the wood cutter/logging place as well as the dedicated workes on storage. I was asking my self, specially for the storage what a family in there was good for. 👍
Glad it was helpful!
As a reminder; this tips video was created using an early version of the early access - so tips may have evolved since! Let me know what your go to tip is down bellow!
hi I have a question, I used the livestock trader to get me a horse and now _Jorg_ is now simply not going to the small stable or being active when I bought him for my trader post, I've placed the small stable right beside both the trading post on the kings road and a stone's throw away from the livestock trader post. I simply want to wrangle any and all animals that maybe standing still, in a constant state of _waiting._ I'd go into 3rd person mode and do it if I could so far, no one seems to understand or relate to the issue and I'm getting concerned.
Hey, theres a better way or lets say a more balanced way to trade between your settlements, just do it in the trade post! as soon as you export something you import it in another settlement, you can set the desired surplus and it will automatically trade it until that surplus is met, you need some money for that but its basically just moving "monopoly" money around...
I have another tip that I’ve started to use when you start a new world. If you don’t like where the animals zone is you can forcefully move them and hope they scatter to an area of the map you like by just placing a hunting tent in the red area and demolishing it, I keep doing it until I get the animals on the berry spawns to help keep it close to each other I’ve only just used this on normal animal zones btw.
You can destroy the manor but you first have to wait after you click the demolish button you're retinue will leave the building you have to give them time to leave after that you can destroy it
Slowly becoming addicted to your Manor Lords tips/tutorial videos! Great concise info, very much appreciated! 🙂Cheers!
Glad you like them! Time to work on a third one :P
Such a nice edited, helpful Video 👍 Keep up that good work!!
Thank you! - You should check out the second video!
Thank you a lot!
As for workers to guide oxen. Usually, a member of an unassigned family would guide an ox. There are 3 people in a family, so 1 unassigned family can guide 3 oxen. Which means it's not very rational to assign a family directly to a single-ox hitching post or even to an upgraded stable accommodating 2 oxen - you'll have workers left idle. It seems better to me just to keep a sufficient number of unassigned families whose headcount would cover all the oxen with a surplus working in construction.
BTW, who guides the horses that can be kept in an upgraded stable? Same unassigned families or trade post workers?
I hope slavic magic knows how much we love the game & how much potential we seem can't wait forcin depth castke planning. Ive got so much stone 🤣 thanks for thexwood cutter tip I've neen making districts but never thought to make a wood cutters like thst for storage.
NIce Tips, nice editing thanks for that!
Thanks for the tips, hopefully i can try this game soon
Very soon.
It's already available now, been playing it for 2 days 😅
Thx for useful tips, i have waited long for game like this 😀
No problem 👍
The frozen resource reset was worth the watch. Thank you for that!
Glad it was helpful!
More great content from Midge. Nice to see.
We love to see it
thank you for the tips keep the amazing work up :D
Thank you for watching! Let me know if there is anything you'd like to see tips for~! 😁
Great video dude!
This game is just sooo in my wheelhouse. I'm very excited to see where it goes.
Hoping in the future full version I can have a huge map with nobody else on it but bandit camps randomly emerging. So good for stress relief, I bet.
Thanks for the info. Best video yet
# 2:52 Tip 3; combine a forester with a logging camp. Build multiple and rotate in usage. Cut down trees and leave with you logging camp workers. Let the forester worker reforrest while you use the next logging camp. Repeat until you can use the first one again as the trees have regrown. I quess some 5-6 logging camps should be enough to rotate.
similar to what I do, ive got an industry guide im putting together as we speak, but this is a really good addition to the tip!
Very useful tips!
Thank you for the video!
No worries!
Really enjoyed the video! Hope you do some more tips, I’d like to see some building placement tips
Like section I did with the "logging zone"?
@@Midgeman yeah, I thought the logging zones were a good tip. Be cool to see similar things with home patterns or potentially some farm layouts maybe.
Hmm good idea! I'll do some testing
@@Midgeman Awesome! Either way great videos, looking forward to all your manor lord content 😁
Great tips so helpful for my early game!
Glad to hear it!
Great vid! This game seems quite unique for the genre, and your tips are very helpful. New subscriber. I'm sure it won't take long to reach your goals 😀
Thanks! I hope so too! Time to break out as a content creator after 9 years :P
Thanks for the tips!
Youre welcome!
Im loving this game great tips! Ive found I can bring the top menue back by just leaving construction tab.
Yeah it normally should, mine just got stuck a lot in the press build
Great use of Brennan Lee Mulligan 👌
I'm not sure he'd approve of me using him for somewhat capitalistic gains though
@@Midgeman I won’t tell him 🤫
😉👍🏻
Looking forward to playing, just bought it.
Cheers for the tips 👍
Clear, concise and good videos on great game. 👍
Glad you think so!
Thanks for the tips, it will really help
I hope so!!
5:22 You can also do this indirectly with the market itself. You pay no extra import cost to purchase things in one region that are being exported from another, which makes that specific development potentially irrelevant.
Game looks great. City builders delight. Reminds me a lot of an older game called "Banished"
its banished without the brutality
Thank you for all the good tips! And here are my tips for the audio in your videos. Give your sound effects a good -5 db, and check your microphone equalizer. It sounds so muffled that it's hard to hear what you say at time. Cut the lows and add some much needed highs and mids. And of course, keep up the good work!
Can't wait for a full release especially curious about the upcoming development point features
So am I
Thanks for the tips - helping me decide to buy
No problem! Let me know what you think if you do decide to buy?
Great tips and video, thank you!
I have a question tho: Vegetables or Chicken/Eggs in the Burrials? Is any of them way better or do we just go for both of them because of the food variety?
Thanks :)
Both for the food variety, but I believe vegetables produce a higher yield over all, but eggs work all year round and aren't dependant on growth seasons
Thanks for the good tips 😊
Happy to help!
Can't wait to play this game!
The resetting the resource bar portion, I've found that right clicking on the screen - or closing the construction tab by hitting the button - usually works and places you back to the default view for resources. Also, there's that button next your resources to change what you're looking at, but I haven't messed with that much yet (only played a little so far). Might be wrong, but I've found this works well for me. Hopefully it works well for you all too. Happy managing friends!
I'm stoked to see what the castle planner will be like when it actually works.
SAME I will love it if the walls are man-able
I can't not get in the comments if Brennan tells me to. This was some great content. Thank you kindly.
I'm going to have that clip of Brennan on speed dial now. Also side bar, the bingo episode of game changer was excellent if you watch dropout regularly 😝
Outstanding!
Thank you kindly!
Thank you!
You're welcome!
The waiting time for the full release is killing me. But I know I'tll be worth it.
Tips you give are very helpful. I made a great turn around with my first settlement, without any knowledge of the game mechanics beforehand, but these tips will help me make an even better settlement in future playthorughs.
Thanks! I'm aiming to update with more and more tips / guides as new information emerges
Thank you for the concise tips. Great presentation with good info to absorb.
No problem! Hopefully the other guides are just as good!
Thanks for the tips 😉
Welcome!
Thank you for this video
My pleasure! Glad you enjoyed it!
Thanks for the tips
Thanks for the comment!
Manor lord is such an intricate game, hope it gets completed as quickly as possible
I think we've got a while before it's "done done" but it'll certainly great when it's done
@@Midgeman Not sure, there was above 150k online players playing the game last night just on Steam (On a Monday night i might add).
With a 50$ price tag, considering Steam takes a cut around 50% on every sale via Steam, the dev made around $5 000 000 just on Steam, so he now has the means to hire extra devs.
Spacebourne 2 dev was making his game at a similar pace, but as soon as his game got top selling position he hired a good team that delivered the game updates at lightspeed (he was already pretty fast alone too update-wise) 😅
Of course, this is all speculations from my part, but let's just hope the dev is as good in business management than he is a top tier dev 😅🤣
Great video!!!!!
Glad you enjoyed it
any tips how to lower cpu ussage? is killing me no lag but the cpu is mostly over 90
Does the additional family increase the yield of vegetables? Or i just need to build just an house with a big garden?
It increases the planting and harvesting speed but not the yield
your tips help me out alot 😃
Glad to hear it!
thanks for the tips
You bet!
How many markets can one family in a granary supply? I am inclined in building houses where the work is and since Ressources are spread out i have multiple small town centers. Is this generally a bad idea since the way to central church or the non available stock at far away markets is not worth the trade off for short commute to workplace? 🤔
I don't think this is a bad idea, however, because families set up market stalls automatically, sometimes families will build a market stall the total opposite side of town to where they live which can slow things down. I often like to build markets close to granaries and storehouses, that way collectively the logistics workers do the running about, but there's a fast transfer to stocking the markets themselves
ty!
Keep fields small. If crop rotation is on and the season changes you will lose all the field contains if the workers havent finished working it.
The 2 Trade Perks are probably the best 2 picks to start with. They allow you to survive though shortfalls in stocks.
Windmills have an efficiency rating based on where they are placed.
When the first Bandit camp appears, make sure you have at least 10-16 militia to take it out. Put the wealth into your leaders coffers so he can hire Mercenaries to take out the other Bandit camps that spawn.
If the enemy AI is fighting Bandits, your men can capture the camp & grab the loot.
If a Battle occurs near your town, build a corpse pit & man the church & corpse pit to get rid of the dead bodies or your people will get VERY unhappy.
Leather, Planks & Warbows are a great way to get some cash from early trading.
All really good tips
Nice job on the dragons trailer for the AGOT mod. Took me a few watches to recognise your voice.
Sometimes I get to flex my acting muscles! Thank you!
Are there certain types of animals needed for fertilization development? I tried sheep, but they did not fertilize crop fields..
Sheep with the fence up perk should work
These tips are perfect.
Glad you like them!
Re: Tip #3 - Logging zones. Extra logging camps aren't necessary, particularly close to eachother; family workers will move the stock to nearby (& preferably upgraded) storage houses, so make one or two or so nearby the logging industry over time as you need the space... why? The circumference of space for each logging camp is huge. Space them out if you really find yourself needing that many, but a store house near your logging camp is important to mitigate the storage issue. Otherwise it's a lot of potential workers in a superfluous position on the map (right next to eachother in almost the same circumference of work space) where you won't get the bang for your buck from them, production-wise.
You might like my method: 1× logging camp, 1x sawmill & 1x woodcutter's lodge in the middle of a large densely wooded area. Let them clearcut a big circle. Put a circular road along the edge of this. On this the circular road, put several forester's huts. Space them out around the road circle, and they'll fill in the forest with a lil donut of trees around each forester's huts (if staffed, of course. Sometimes I roasted a few workers every season or so until I get enough workers). And most importantly, building a store house (or two or three) nearby, as the village grows.
You may need 1 other set-up like this, but it becomes a regenerating logging-forestry industry.
I think the larger storehouses accepting logs came in at a later build than this guide, but I like your method a lot!
@@Midgeman my method has limits for sure. And good point about perhaps the storage not taking logs at that point in the game development.
Great vid.
Great tips.
Glad you think so!
Nice tips!
That's what she said
THANKS FOR THE TIPS
THANKS FOR THE COMMENT
thanks for the video
You're welcome!
Careful with assigning an ox to a big field - it seems all the farmhands will decide to wait for the ox to plough the whole field on its own. I found this out when my 20 farmers decided to chill while my one ox tried to plough a like 5 morgen field.
Before you say anything - yeah that field was way to big but I’m learning :)
bro i thought thats how you was supposed to do it, so do i just leave it not locked in, whats the difference
Ah yeah! I'm covering this in my next video
@@jacobjohnson1130 if you’re talking about the ox, yeah don’t assign it - break up your fields into lots of small ones then it’s fine the humans will work the rest of the fields. Also use good squares, or rectangles. Apparently ox don’t like bends
yea the sharing tip helped, ty :)
No problem - Glad it did!
Is there a way to limit your production buildings cause when I was playing I needed planks to upgrade church and build manor but my place which was making shields always took them before I could use them is there a way to stop them
on sawmills you can limit how many logs are left ready for construction, trade limits in the trade keep everythiing else around
@@Midgeman that's my issue I need planks the logs isn't the issue it's just whenever they are produced they are instantly stolen by the shield makers
@@commissarrichardson2715 first of all you don' need shield maker early
@@piotroszczyk7197 It was my second time around and I had lost 1st round cause the bandits wiped my militia so next time I had decided to go heavy army hence the shield maker, also for money
@@commissarrichardson2715 milita + build manor so you will get +5 have infantry
and then just use milita to defens and have infantry for flank and EZ win
Can anyone tell me how to upgrade burgage plots? For some reason it just won't let me because it says I'm missing logs even tho I have the logs?
I'm not sure burgage plots require logs, they require regional wealth. The housing size upgrade costs logs
Recource bar is not glitched. It shows building materials when you open building menu and comes back to all materials when you close it. As simple as that. And it's been this way from day 1.
Does Fence Up increase fertility beyond the baseline starting fertility?
your feature-aligned and layered translucent text really makes my brain go brrr
thank you, someone appreciating the little things
Thanks, Love the game but for now it is a bit hard to navigate. Huge Help!
Glad it helped!
Would love to see information on production chains. I'm never sure how to make it the most optimal and where I should place storehouses in this setup. E.g., is it better to just let the settlers travel long distances to the mine and have all the production in town or is it better to have satellite towns with residential and associated infrastructure. Help 😅
Thanks for the feedback, I think my next video for manor lords is going to be on a topic like that
I got a question and I'm sure I'm just stupid right now xD When the sawpit got a log to work with, I always get a message that the production line is full even when the planks are not full, only the log is placed. Anyone got that one, too?
The only game where I started playing on Day 1 of its release. Unfortunately, dreams of being one of those level 265 players late players see is not going to happen anytime soon.
This game must gain its real profit from all the tutorials like this one. It is definitely designed to be a puzzle.
thank you 😀
You're welcome 😊
actually useful tips
Thank you, I finally know how to add more than one house on single housing plot other than pure luck.
You're welcome! Though I don't think I completely covered that
@@Midgeman Somehow in 10h I never noticed that "-" icon when drawing housing plots... Probably because "+" icon is bigger and as it is greyed out and I thought it's just not part of early access 😅
The game seem very polished... u know Polish hehe.
I am just happy to see Grzegorz' work is being appointed a lot around the world not only in slavic countries. It is mind-blowing what 1 dedicated person can do.
i have a BIG problem every time the yellow lord claims all regions and if i try to protect the claim he pull up with a 10x larger army what can i do to have a more easier play?
Hello! So that's a confirmed bug in the release build (the yellow lord claiming too fast) and will be addressed in the first patch, as well as the strength of archers and trade
I hired mercenaries as well which spawned next to his army. His army was too big to fight but they followed my mercs around the map for 70 days as I kited them around. I defacto won the battle as they didn't show up at the battle site as a challenger. I didn't feel bad as AI army was packing 2 x full retinue +, looked unbeatable
making ale has got to be the hardest thing i've encounter so far. thats got to be a pathfinding fix or something. it's almost like everyone in the city avoids alcohol like the plague. even if i buy it, they it wont get carried to the tavern.
I've noticed this too, I recommend having ale and malt only stored in one house
For now, during EA, turn off storing ale in the granary. It creates a loop issue where it won't stay in the tavern (so then no one gets it).
@@ohleander02 i try this and it still seems like no one wants to make ale. i never get more than 2 or 3 ale in the pub and thats if im lucky. i have 2 malt houses, i import 30 barley. the workers dont do a dang thing. this seems completely broken to me.
@@kevcole3333and it might be just broken! So make sure you report the issue to the devs. 🙂
@@ohleander02 it works of i import malt and bypass building malt houses. i was importing barley. didnt work.
the fastest way to se the resources you have when the swap is the esc key
Top tip
For the logging zones, just assign more people to the storehouses and they will pick up the timber. no need for multiple logging camps
TIP 11 When your army reaches maximum size, you can purchase mercenaries to add much larger numbers than you were capped in Early Access.
TIP 12 To obtain a high percentage of wheat and you do not have enough points to activate animal excrement, you can plant three seasons of flax. The percentage of wheat will increase to 20% more than before.
Great video
Thank you!
if u send settlers into new region make sure u build logging camp first otherwise u may get stuck as u cant transfer logs to another region
That's a great tip, logs are indeed non tradeable resources
Yep
I definitely could use a copy of manor lords im currently playing on a....free copy....and will be until at least the end of August. It is my favorite game too
Totally fair, better hit that giveaway in the pinned comment!