NEW VERSION OF THE FOOD GUIDE th-cam.com/video/QrHkIbZY7s4/w-d-xo.html Need more tips? Check out the previous Tip Videos! - Manor Lords Industry Guide: th-cam.com/video/zT3Wo798Oj0/w-d-xo.html
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
the vids are hit and miss for me, so much of this is preferential. I think it's more fun to figure it out on my own. That said I did learn something cool from tacticat which is vegetable and apple orchards in a circle around the granary, well and market. He likes to do a perfect circle with measured area, I just free hand it to look authentic but it works great for food production.
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.
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.
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!
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!!
man youve nailed the tutorial recipe and voice. you will absolutely reach your subscriber goals if your videos keep this level of quality because its just so much nice to listen to than someone just narrating live or using a terrible mic
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
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.
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?
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
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.
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!
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
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. 👍
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.
@@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 😅🤣
One of the best tips I've received is how to spend your first 50 wealth. 30 - second ox 15 vegetable farm (on a BIG plot) 15 (or whatever is left) - open a stone trade route. Set your stone reserve to 80 ( I think that's enough for 2 granaries, your church, and your manor) and then just sell away! This has genuinely significantly improved my early game.
# 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.
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 😀
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 😝
Hi thanks for this video really helpful, and may I know how to use your towers? And how to garrison your villagers or militia inside the tower to guide your town from attackers?
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.
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 :)
@@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
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
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 encountered a bug where purchasing new oxen and horses at a stable does not actually bring a new livestock to the building, but still adds the livestock to the total count. This has left me with a notification on the screen saying my livestock are going to run away without room to store them, even with many stables open for them.
That Menu reset took me a bit to figure out. It shows building materials alone if you have your build menu open, just right click out of it, and it goes away.
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!
@@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 😅
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 😅
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?
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.
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
@@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
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.
I have a tip that I haven't seen anyone else do: small markets. The supply system distributes resources to the houses based on distance, so if you have one big market on one side of town, only the houses on that side have access to every type of stall and can be upgraded. The other side becomes a slum that's impossible to upgrade without massive imports. Having multiple small markets throughout the city can help mitigate this since you'll get a more even distribution, rather than distinct rich and poor neighborhoods. Its also possible to cheese the mechanic this way in order to upgrade more houses than you should be able to.
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.
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
There is one feature that I miss alot and that is telling ur home shops to stop producing or limit the amount of resources they can take to produce, got alot of bow and shild producing houses in my last settlement and so every single plank i produced was immidiatly reused. That was kinda frustrating when u wanted to upgrade houses and stuff.
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
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.
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.
@@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.
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.
another tip, use your 20 spearmen early and often. they can kill off 18 bandits that come out of a camp easily without loses and you get 350ish influence and gold
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
NEW VERSION OF THE FOOD GUIDE th-cam.com/video/QrHkIbZY7s4/w-d-xo.html
Need more tips? Check out the previous Tip Videos!
- Manor Lords Industry Guide: th-cam.com/video/zT3Wo798Oj0/w-d-xo.html
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
and we never saw those copies after all... nice clickbait!!
@@vaineislive4798 all copies were drawn and the winners announced. I can confirm all claimed their prize
Tip 11: Best way to learn this game is to dive in and spend hrs screwing up, then come watch these extremely helpful videos.
dude no, it sucks. Before I can even build a manor, the other dude is already claiming territory
On the 8th playthrough
the vids are hit and miss for me, so much of this is preferential. I think it's more fun to figure it out on my own. That said I did learn something cool from tacticat which is vegetable and apple orchards in a circle around the granary, well and market. He likes to do a perfect circle with measured area, I just free hand it to look authentic but it works great for food production.
That's why I am here. I have spent many hours screwing up, specially in the second mission.
10 hours in, finally decided to check out a vid 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%?
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
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
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
man youve nailed the tutorial recipe and voice. you will absolutely reach your subscriber goals if your videos keep this level of quality because its just so much nice to listen to than someone just narrating live or using a terrible mic
Hey! Thank you so much! 🙏
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
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.
This is probably the best medieval city builder I've seen so far. It really reminds me of Civilisation a lot. I want to play it :)
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?
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?
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
Thank you for these tips! It's much more complex than I thought and this helps immensely 🙏🙏
WOW! Now I know how to play Manor Lords™, thanks Mr Midgeman! 😍
Wowie thats fantastic!
The frozen resource reset was worth the watch. Thank you for that!
Glad it was helpful!
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.
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!
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
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
Thank you for the concise tips. Great presentation with good info to absorb.
No problem! Hopefully the other guides are just as good!
Such a nice edited, helpful Video 👍 Keep up that good work!!
Thank you! - You should check out the second video!
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
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!
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 🤫
😉👍🏻
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
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 😁
A lot of these i knew, but 3 of these tips I cant wait to try!
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 😅🤣
Can't wait for a full release especially curious about the upcoming development point features
So am I
One of the best tips I've received is how to spend your first 50 wealth.
30 - second ox
15 vegetable farm (on a BIG plot)
15 (or whatever is left) - open a stone trade route.
Set your stone reserve to 80 ( I think that's enough for 2 granaries, your church, and your manor) and then just sell away!
This has genuinely significantly improved my early game.
Glad it helped!
Game looks great. City builders delight. Reminds me a lot of an older game called "Banished"
its banished without the brutality
# 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!
Looking forward to playing, just bought 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
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 😝
Thanks for the tips, hopefully i can try this game soon
Very soon.
It's already available now, been playing it for 2 days 😅
Hi thanks for this video really helpful, and may I know how to use your towers? And how to garrison your villagers or militia inside the tower to guide your town from attackers?
Thx for useful tips, i have waited long for game like this 😀
No problem 👍
Cheers for the tips 👍
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.
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
Clear, concise and good videos on great game. 👍
Glad you think so!
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!
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
Great tips so helpful for my early game!
Glad to hear it!
Thx for useful tips, i have waited long for game like this :D
You're welcome!
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
Can't wait to play this game!
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.
NIce Tips, nice editing thanks for that!
I have encountered a bug where purchasing new oxen and horses at a stable does not actually bring a new livestock to the building, but still adds the livestock to the total count.
This has left me with a notification on the screen saying my livestock are going to run away without room to store them, even with many stables open for them.
Thanks for the info. Best video yet
Thanks, Love the game but for now it is a bit hard to navigate. Huge Help!
Glad it helped!
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~! 😁
That Menu reset took me a bit to figure out. It shows building materials alone if you have your build menu open, just right click out of it, and it goes away.
Get him to 20K ASAP boys... so that I can get a copy :)
I only called for 15k, 20 would be wild
Thanks for the tips - helping me decide to buy
No problem! Let me know what you think if you do decide to buy?
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!
any tips how to lower cpu ussage? is killing me no lag but the cpu is mostly over 90
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 😅
Does Fence Up increase fertility beyond the baseline starting fertility?
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
Great video dude!
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?
More great content from Midge. Nice to see.
We love to see it
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.
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
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
I have a problem: I upgraded my storehouse, but something went wrong, and it didn’t upgrade. Even when I put in a new one, they still don’t build it
The supplies probably got grabbed at the same time making a negative integer. Pause other construction for a little while until its built
For the logging zones, just assign more people to the storehouses and they will pick up the timber. no need for multiple logging camps
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
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
Very useful tips!
your feature-aligned and layered translucent text really makes my brain go brrr
thank you, someone appreciating the little things
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
So much potential wit this one.
Thank you Han Solo
I have a tip that I haven't seen anyone else do: small markets. The supply system distributes resources to the houses based on distance, so if you have one big market on one side of town, only the houses on that side have access to every type of stall and can be upgraded. The other side becomes a slum that's impossible to upgrade without massive imports. Having multiple small markets throughout the city can help mitigate this since you'll get a more even distribution, rather than distinct rich and poor neighborhoods. Its also possible to cheese the mechanic this way in order to upgrade more houses than you should be able to.
I actually disagree with this, but I'll explain why in the next video
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.
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
Artasins are afected by the number of families on the plot? How so?
There is one feature that I miss alot and that is telling ur home shops to stop producing or limit the amount of resources they can take to produce, got alot of bow and shild producing houses in my last settlement and so every single plank i produced was immidiatly reused. That was kinda frustrating when u wanted to upgrade houses and stuff.
there is a pause butten....
@@stulleschmiern6217 that's helpful but for other buildings u can simply set a limit to the ressources which would be more convenient.
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!
Thanks for the good tips 😊
Happy to help!
Thanks for the tips, it will really help
I hope so!!
the fastest way to se the resources you have when the swap is the esc key
Top tip
Many tips 😚 Much help 😍 Thank you Lord Midgeman 💦
I regret asking you to post emotes
@@Midgeman🍆
UNDERRATED TH-camR
UNDERATED COMMENTER
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
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.
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.
Such a fun game it seems
It really is
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.
another tip, use your 20 spearmen early and often. they can kill off 18 bandits that come out of a camp easily without loses and you get 350ish influence and gold
Huge tip
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
How do you move the sheep around?
shepards will do it automatically on fallow ground
@@Midgeman thanks , doesn't seem to be working for me I've got 70 sheep in my 4th year in game. What are some reasons why they may not be doing it?
I only realised just now that I could press - to make one big burgage plot instead om making huge triangles xD
The moresa you knowsa