THANKS SO MUCH FOR WATCHING BROS! The game is 25% off on my Nexus Store (same as Steam) If you'd like to support! BUT PLEASE GO CHECK OUT STRAT! Purchase Manor Lords Here ► www.nexus.gg/italianspartacus CHECK OUT STRAT'S CHANNEL HERE ► www.youtube.com/@Strat-Guides Best Start ► th-cam.com/video/IwHu8SF7Qdk/w-d-xo.html Beginners Guide ► th-cam.com/video/1Uirr7cigzs/w-d-xo.html Follow me on Twitch! ► www.twitch.tv/italianspartacus Become Part of the Community ► discord.gg/tCnpBPJqRu
Would love a video on how best create a network of specialised regions, best use of dev tree, packing station logistics etc. Hamlets, villages, towns and a city. This appeals to me rather than attempting to import to supplement and have every region essentially become lvl 3 city. I feel this is implicit in the limited dev points per region and the local variation in resources.
my manor lord mod wish list 1 wooden parths that generate passive in come 2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right 3 forced eviction mod 4 calvelry men mod 5 orcherd mod 6 mariage mod for lord and tier 3 famalys 7 convert well into pond mod fish stoke cost 100 and lasts 3 years 8 JUISTING FIELD REAGANAL FAIR MOD
I love this game, but it is straining my perfectionist nature. I have restarted 7 times in order to learn from trial and error as to how to balance aesthetics with efficiency.
@@p3rformer then they might have to move huge distances to the next trees that are available to be cut? SO having the 3 camps is a good idea, to minimize travelling time.
@@MagnesiumSulfate yes but why make it take longer? It's all about optimizing, and reducing the time it takes for them to transport is a good idea, wouldn't you agree?
@@Uncertain_Illuminationi Hope that he gets a pretty fat check. I payed just 75 Brazilian reais ( Diablo 4 was 299 for refrrence) and it's easily the most fun with a game I had since Baldur's gate 3.
The depth is what I love about this game not only do you build a city but the people really exist in space and the materials exist in space. I play a lot of dwarf fortress and this game is like dwarf fortress with the most beautiful immersive graphics that I can't even say are graphics it's like the city really exists in my computer.
A word of warning when selling surplus. I got stung by assuming I could make a fortune selling surplus weapons (because I had a 'rich' iron deposit and the deep mines upgrade). I sold 'too many' and flooded the market. The trade was then marked in red and no traders were actually buying my stuff at all. So when you're selling off surplus, do it in increments. Don't try and dump large quantities all in one go!
The realism in this trading post system is great, but there is no way to make this run on automode. You have to micro manage everything unless you only sell firewood which is always 1g exploit. Thus said I struggle focussing on developing thhe whole land when being forced to manage fields and trading + production all day in more then 3 towns.. P.S. at least they patch the trading system to be a bit more forgiving in the future!
Given how broken and unbalanced everything is, I am surprised the dev decided to leave this mechanic on. How many weapons of a given type do you need to sell to saturate the market? If less than 360 then it's broken - that's just 10 regiments of 36 people each, I'm sure there's way higher demand in the kingdom than this.
The ambience and the chillness of this game is great. For me it had a bit of a hard learning curb but once I got into a flow it was great. The only thing I struggle with is farming and my large population almost runs out of food every winter.
Yeah, you want to make sure you don't expand too much too quickly - personally I like to build up a decent stockpile of food and a robust food gathering network before any major population expansion.
Rich berries or rich animals are almost a must. Farming seems to have some issues now. The yields are just so incredibly low. And I did the whole many small plots, perfect rotation, plow etc. It's cheaper to just import food. I noticed, that food prices drop funnily enough, when you buy tons of it. Bread for 1 silver :D
@@gabrielreid4950I’ve had the problem of expanding too quickly and my village does nothing for awhile. Idk if it’s a bug or I did something wrong with a bottleneck, but it happens
You're an absolute legend and breath of freah air on YT with your approach to up-fronting the info, cataloging the details with chapters, etc. Massive props for bucking the trend that the YT algo wants to force creators to adhere to
I've restarted prolly like 10 times as i keep learning. The start is pretty easy now. 4 small houses with small plots with eggs and 4 houses with house extension and huge plots for vegetables. Dont take up much room and gives enough housing for big growth early on. Build hitching posts early and by ox every month. Gather berries and craft dyes to sell for money. With your eggs berries meat and vegetables you won't have to worry about food while having surplus to sell. Eventually build bows to sell(not for archers cause they suck) livestock trader and import lambs till you get a decent amount about 30 then build sheep house. Will have enough yarn to sell while also provide clothing. So now you got 4 types of food and 2 types of clothing if you build tannery for hides. Only farms i build early are for barley for my tavern. Also build the hut that people use to plant trees and keep there positions field. When they aren't busy its one of the few jobs the people will guide ox or transport supplies when they arent planting. Early game build 3 market stalls and delete them until a granary worker owns 1 of the food the firewood stall should be owned by either a trading post guy preferably but the firewood maker works good to. Clothing should be owned by a trade post or tannery worker cause they have more free time. You can delete the stalls until one of them builds one then your set. Build market close to your big houses with big vegetable plots cause them are the ones you want to upgrade to level 3 first and bring close to the market ensures they get the requirements to upgrade first. You don't want to upgrade your weapon building houses to much or they use to much raw materials
I learned that farming is too great of a risk for the first few years. My tip to anyone starting out a new game is to either rely on gathering like foragers and hunters, supported by chicken and vegetables. Farm yields are affected by too much rain and droughts and sometimes they yield an underwhelming amount of harvest which won’t even sustain your village for 2 months Another tip would be to prioritize assigning families to granaries and storehouses. Assigning more on the gathering/workshop buildings will get you more stuff but their distribution to market will be very poor. You’ll have 70 meat but your people are still starving if no one actually opens a market stall and distributes them
Vegetables are insanely powerful. I have four level 1 burgages that have the family expansion that are each maybe 1 standard field size each and they outproduce farms by a massive amount
@@anthonymazzeo6123 Oh yeah, same thing my case. And if you unlock the apple orchard development point, it can also be a late game alternative to farming wheat 🌾
If your startinf village has high fertility it doesn't hurt to start with a farm that will absolutely give high yields from the getgo. But don't just focus on the farm, you still alot of food variety for your village to grow.
Thanks for finally clarifying that a second family living in a "duplex" does indeed contribute to producing whatever is in the attached workshop (at 24 mins).
Some tips and tricks for my fellow manor lords 1) Two Forester buildings close to each other will regrow trees fasters than a logging camp and firewood collector can chop them down. Enjoy flooding the market with wooden parts for coin 2) spear troops seem to have higher defense values while polearm troops have higher offensive values. Ive had spearmen hold the line against 3x their numbers and win while polearms deal significant casualties while sustaining high casualties themselves. Footmen with swords and small shields are a good balance 3) Upgarde your home quickly and produce linen to get gambisons fast. Tier 2 households can use gambisons which greatly increase their survivability. They also seem to fight better but that could just be me reading too much into it. Helmets should just be traded as they're typically cheap to import. 4) don't bother with charcoal kilns. The AI seems to prioritize selling firewood to your villagers than bringing it to a kiln even if they're nearby. Definitely a glitch but still save your development point 5) don't hire mercenaries if you expect them to die. Should they die in the field you still have to pay them evwry month and you won't be able to disband them to stop this. Again a glitch but best save your money
One thing that works for me -- I do duplex burbages and only build the second houses in the non artisan burbages until I get to a more advanced population size and need the other artisan production. My biggest challenge is figuring out my development plans for each region.
Only thing I'd say is that 'Recruting more Men-At-Arms' for your Retinue uses your personal Treasury, not the Reginal Wealth. So it's worth a note that any of your work towards decent trade wont help this. A good & fast way to earn personal Treasury is to go for the Bandit Camps in the early game and select the option that adds the plunder to your personal Treasury. (You can also chose to send it to the "nearest town" which will add it to your Reginal Wealth instead)
Honestly giving you a like and sub purely for the honest intro. Most channels are really trying to squeeze you for time, and I understand that maximizes revenue, so I respect the TLDW. Gonna let the video play in the background so you get more engagement too, I hope more TH-camrs start to treat their audience better like this!
Thank you so much bro! It's been my MO for years and I'm glsd you enjoy it. I watch videos too so I fucking hate having to jump around to find my answers
Great video, just 1 thing I would clarify is the part about your retinue. The $ to add and/or upgrade armor, comes from your personal treasury and not regional wealth. Only way I can figure out how to get more personal treasury is clearing bandit camps or taxes via your manor
Early game when your military is weak, the local baron will roam the area taking out the bandit camps. When he enters the maps , rally your troops and move them towards the bandit camp that the baton is heading for. Avoid combat , then as soon as the bandits move to attack the baron, sprint in and take all the stuff from the bandit camp. All the loot, at no risk. Rinse and repeat.
I could be wrong, but IIRC you don't get any influence doing this, only money. Even with just your first 10 spearmen and 5 retinue you can easily take on bandit camps with minimal casualties. Might as well go for the fight so you can buy another region earlier IMO.
Dude the respect you show for people's time is unrivaled. You're an awesome creator! I watched dozens of your banner Lord videos some years back and it's awesome to see your growth over the years. No wonder why!
Good vid. I leaned most of this after about 12 hours of play. One thing: deselecting items from a store house or granary doesn't seem to work too well. Items will sit in there and not get moved out, but nothing new will come in.
Goddammit !!! I have to restart a 5th time now that I've learned some essential tips!!! Thanks a lot man!!! D; Kidding aside, I'm loving your videos and have subbed! Very quick, but detailed enough to give me a great grasp at what you're trying to show as a tip.
great vid man one big thing I didn't think to do and its going to be a game changer for my current set up was setting up the restriction's for the storage. thankyou your a legend
I'm loving the game. So many cool ideas and ways to customize your town. The extensions on burgages are genius and I love that the crop rotation is actually implemented without me having to manually do it. Only issue I'm having is I keep having to restart due to one bug or another that wrecks my save.
One thing to note, the money you use to recruit additional retinue members is not tied to your trade income. You hire retinue members using funds from your personal treasury which is gained each month through the tax percentage you set at the manor. The money you get from trading is considered regional wealth which is a representation of the wealth of your town. You can also get regional wealth passively by upgrading burgage plots beyond lvl 1. Once upgraded purgage plots add a small amount of regional wealth to your total regularly. Mercenaries are also hired from your treasury (aka personal wealth) rather than rehional wealth btw!
Thank you so much for these properly explained mechanics! I have learned so much and can't wait to go started my 6th saved game to apply what I have learned here ❤
Duplex are better for workshop level 1 because else, the two other members of a family pass half the year working in the house and not helping the guy alone outside. It will slow down your village a lot if you don't do duplex for workshop.
this is also true, when you start the game when you need to house 5 families. Duplex is faster to house it, because it only need 2 more logs, but almost no time to upgrade. unlike 2 normal building, the cost still 4 logs but the building time is way longer.
Small tip don't let mercenaries die or rout. The only way to cancel their monthly payment at the moment is to disband them. If they die or rout you will be stuck paying for them forever... I'm also pretty sure they will also still take up a recruitment slot meaning you can't hire new mercenary units.
@@sneb1886 It hasn't happened with all of them but I'm paying 30gx2 for two of the two unit brigands that got wiped completely. People in the discord said its happening pretty much every time you lose everyone thats recruited under the same payroll. And if you lose a lot of them eventually the Hire mercenaries tab will never refill. If the card for the contract is still on the right side after they get wiped out you should load an old save. Saving and reloading makes the contract disappear from the right side but keeps charging you for them with no way to stop it.
@@sneb1886 It doesn't seem to happen every time but according to the people in the discord it happens pretty much every time if you lose every unit thats recruited by the contract. if they all die/rout and the contract is still on the right side you need to reload or eat the cost of the contract every month for the rest of the game. If you save the game in that state and reload the contract disappears from the right side but you still get charged every month. After losing a lot of mercenaries the Hire mercenaries tab will also stop refilling.
@5:20 If you are selecting which crops to grow in March, it's already too late. Your workers should start sowing seeds in Nov for the Oct harvest. A better tip is to use the auto-cycle even in the first year but leave it as fallow, and have the second selection as the crop you want. When the second year cycle starts, then you can uncheck it, reset it, and use it properly.
Thank you so much man, you actually taught me stuff. For one I didn't know the tab button existed and that will help me. You ALSO might have figured out why I was growing 120 or do rye in a field but my full farm house was only collected 10 of that rye. I will see if I remove the 3 year plan out of my 20+ fields and 4 farm house will rack in the estimated 1000 crops it should be. As of now my farming village of 100 pop has been staving/ lack food variety. I will reply if I see a change.
Consider making smaller fields and employing ox via the upgrade Ox plow fields with labor of like 4 families and if you have more than one farm house more than one field can get plowed at the same time by ox Having smaller fields will help your family's plow and plant faster and then harvest faster is it easier to farm a field 0.1 Morgan big then 1 Morgan you can make 10 small fields and this will be faster to harvest then one large Field And will produce the same amount of weet Also if there is an accident or make mistakes you can still harvest / plant some of your weet because it won't take as long to plant a few smaller fields if you screw up a big field no crops for a year
@@jackfish297 should have stated earlier that 95% of my fields are small strips with roads. Secondly I have 16 oxen with the tab function I noticed 99% of them were afk in stables, one was working pulling logs and occasionally starting and stop plowing fields. All farm house has an permanent ox. Most fields of 10 rye only gets harvested down to 1 or 6 then ignored. Someone else was also having troubles with the same thing.
chickens and goats also scale to size. but not in the aspect of what you think like harvestable veggies or apples. as a food product... its yeild is based off soil richness. 1diamond, 2 diamond or 3 diamonds. you will see this when planting fields. and while planting fields you an determine if it is a large or small domain. large domains of .5aux or greater requires oxen plows to harvest efferently. thus same for the apples and the veggies. being they are smaller, 1 aux is the efficient space for the harvest zone of the veggies. so if your berluage plot for veggies is on 3 diamond rich soil. 1 aux is sufficent for maxium harvest of veggies. meanwhile if only 2 diamond, then you need 1.33 aux. if the soil is 1 diamond, then it needs to be 2 aux for a veggie plot or apple plot for maximum yield zone. also veggies can be plotted on T1 plots. where at T2 they get 10% efficiency and harvest gains, and at T3 25% bonus yields. where the same way you use the farm zone tool to determine veggie and apple spaces. the farm pasture tool, will tell you the space needed for how many animals to do chickens or goats. if you use the smallest space for chickens you will only have 1 coop. but if you make the space slightly bigger you will notice you can gain up too 3 coops. where if you make the chicken space very large it would seem like it doesnt benifit the chickens at all only having a maxium of 3 coops. but the point is you get 4 chickens per coop. x3 coops. that means the pasture space on the chicken or goat plot needs to allow 6 spaces for animals for goats, and 12 spaces for animals for chickens. fruther more, when you build a burlage plot, the result of the plot adjusts the road to the kings road. as it is wider and manages more traffic faster. in corner spaces you can delete the plot if something is connected to it on the other side. and the wider kings road will stay. then you can rebuild the corner plot and get a kings road on the other face of the corner as well. also while doing large apple and veggy plots, it is a good tip to try different connection points so that the aligment will give you better work space. because if you pick every 4 corner. it might not address the best line of path or could cut half the build zone into housing vs work space. sometimes it helps to add additional roads which you intend to remove the help shape the space so you gain maxium work space on the plot. i particularly do this also not just for orchard building but also when planting farms, as the field only needs 1 access point and doesnt need road on all sides. but using the roads can help you plot the fields as well. then remove the road from the plot, then use roads to make the next set of plots. ideally if you use large plots over .6 the farmers wont harvet well with out the plow. but you can make multiple small plots, then the farmer will harvest them wthout a plow maintaining field efficency. i like to use 3x3 for 9 for flax and barley. then every field cycles 3 plots ferlow and plowing, then 3 plots run flax or barley, and after every season of flax or barley cycle wheat or rye. then it gives a good ballance of flax and barley and double for wheat or rye for food productions. resulting 1.5 aux without oxen plows of flax and barley, and 3 aux of wheat or rye. where a 45-70% yeild is average of 1 aux average of flax and barley, 2 aux of wheat, or 4 aux of rye. its good to put your veggy plots long between your rye and flax. and run 2 farms to split work sections for the region. this way you can give larger work dynamic to the barley need. and the veggie plots become the devide. then on the town side of that, you can place your grainery. and the houses near the grainery and the market will advance faster then further out towns. and higher level houses have better work efficency. so if you move your wood choppers and things out too farm from town. then you find the result of having inefficenty workers for forresters. and your late game for the town will start to run out of folliage. where folliage % of the region, effects berry and wild life reproduction rates. as you dont need to invest into berries or wild animal hunting, if you maintan strong foliage regrowth for the region. so moving the wood chopper and forrestry guys to whatever area that has "trees" in the region... is bad advise. and not just for worker efficency for whatever family is doing that job. but also when moving them if you dont define the work area. they will work with nearest trees. meanwhile at max zoom you cant see the ground logs that are half chopped. and moving the them, or even modifying the work area out side of where the fallen logs are, waists lots of wood. and oxen assigned to stables with a worker in the stable will only go pick up loose wood, if there is not an existing build order. as you want your tree people to do their jobs so you oxen can help build things. meanwhile you dont even need to have someone assigned to the stable, as long as there is an avilable worker to guide them. so if you have only 1 worker for building, and you have 3 oxen from 2 stables. and have 3 families assigned to the stables. then only 1 oxen will be put into use for the job task. and the other 3 families will pratically be doing nothing. meanwhile if your stables are close together. just like your grainery or stockhouse. you only need to assign 1 worker to the grainery and stock house and that 1 worker will use both facilities. just like the stables. if you have 2 or 3 stables centeralized in the town. and asigned 1 familly to the stable, that 1 family will work on all the stables and feed the animals in all the stables. then using 3 stables 1 family... and have 6 workers families. you can build a church or mannor, is no time. because each building family has a well fed ox. but i find that is a bit over kill and nice for a regions late stage progressions. meanwhile 2 stables with 3 ox's with 1 worker in one of the stables is sufficient. then using 3 worker families will be good for most stages of progressions. unless you assign an ox to each farm for large farm spaces. then you will need 2 farms, 2 oxs assigned to the farms. which results 5 oxen with 3 stables, then 1 family assigned to the stables for 3 stables. then you can still have 3 work oxen with 3 work families. then the job crew for the farms will behalved. then instead of 4 for flax+wheat/rye and 6 for barley + wheat/rye. you then only need 3 for flax+wheat/rye, and 4 for barley+wheat/rye. so -1 talent for +1 family task. not an advantageous tallent if you ask me. unless all your fields are 1 or 2 diamond and red or orange only. as poor field. then the oxen + the grazing for sheep pasture on ferlowed fields is a bonus because of the 20-40% field recovery instead of 2-10% from a crop change and 1 year of ferlow. so different things work different ways depending on the region conditions would be how you would want to consider that regions development. as free trade cost for every region isnt a good recommendations either... as some need those food and other economic resources to grow. and most the regions shouldn't use the free trader. odds are like 1 in 10 for fetial land. that is if you are playing dominations with active ai engagements. and when you have taken a 2nd region with natural fertility, and capable of deep iron mines. then you can expend free trade to your other region you control to supply improved armaments at no cost. but if you are playing free form, or kings influence to win conditions. then the objective is about getting the largest yields so you can convert that into influence. as the free trader all trades are free, and only cost a growing rate beyond each additional trade with the free trader. the real cost is when you want to trade goods between regions you control. where each transaction of good is taxed for the terrif transfer. and paying to expand trades with influence instead of village gold, is something that could cost you in a kings game. as challenging to make a claim only costs 1000 or 2000 influence. after you have made the claim, you have to spend gold and even more influence to deterring the status growth of the new starting region. and starting with the basics is not a good conditions for total map domination games. so a new settlement costs more like 2500 gold and 1500 to 4500 influence after the claim is succeeded. so your next region is not starting from square 1. because in total dominance with active ai. if you settle a new region, you will get attacked. as you are not starting the new region at the beginning of the game. then you will be expending tons of personal gold and influence on trades and mercenaries just to keep the region protected in later stages of the game. so free trades should only be given to your starting dominating military region with deep iron mines. if the region you gain does not have a rich iron mine. your focus should be on building wealth, and take a region with rich iron deposits asap and make that your primary region. preferably a rich iron mine and fertile grounds. so that region can invest into deep mines and free trades. not that every region should. my best recommendations is that players become accustom with the burlage plot drawing. and play on free build mode 5/6 times to get use to building regions. then learn how to adapt those tools together in different ways so when they do want to play total dominations with active aggressions, they can do so with enjoyed entertainments. another point of good tip, is learning how to use the manor to monopolize city happiness to keep city at 50% so you are not gaining new families at a certain point of development. so your city doesn't become an over growing cancer that starves themselves from overgrowth. then flees your village to an independent party, or worse yet to an enemy region.
Thanks so much! I have been struggling with logistics and could not find any decent vids on how best to operate the storehouse/granary in the most efficient way.
I LOVE this game. i'll just tack on an additional tip, since I'm 24 hours in and counting: use a throw-away file as testing grounds. learn as much as you can, do everything, expand the town excessively, break things, etc. you learn a lot by making mistakes. when you're ready, start a new file and make sure you dedicate some time to designing the layout of your town. this plays in your favor since, as he said, the distance between things can really make a huge difference.
One important point: Treasury ("Silver") vs Regional Wealth ("Gold)" for Retinue Recruits. Gold is super easy to get, burgage plots give it, trade gives its, nice. Silver, the currency NEEDED for Retinue Recruiting, only comes from Taxes and from killing Bandit Camps. So here is a tip: ALWAYS send the bandit camp bonus to Yourself so that it goes into your Treasury, which, I think, is only used for 2 things: new settlements (250s), (EDIT: and mercenary recruiting, very important for attacking), and new recruits (50s), so each settlement needs 250+50*19 = 1200s to fill up their manor, with reserves for any deaths, as you point out.
@@italianspartacus Absolutely, I wish more people watched your guides, even though this has a very high view count, or other guides, I am extremely irritated by the discussions on Steam, the game deserves better than that. Hopefully things will calm down a bit. Honestly none of the issues raised in those discussions have occurred in my game or had a simple explanation like the hunter just being sick.
i got filthy rich using the sheep herder spec and spamming wool and yarn exports. Once you pass up 200 sheep they multiply so fast half of my starter region was nothing but pastures with like 1500 sheep zooming around. Had so much gold i just imported everything else since my land was infertile af.
@pulp5084 everynow and then I'd stop selling wool and start selling gambesons and tools. Wait for the wool and yarn to go back to normal price then swap it back over. That saved game got ruined tho by the traders causing a massive traffic jam that never took longer than a year to rehappen.
Number one piece of advice I would give after ~40 hours of play: militarize early. Build the manor ASAP. Once that is done, you can send your initial spear militia of 10 (up to 20 with initial weapons shipment once you have the population for it) and 5 retinue to clear bandit camps for influence. Send the money earned to your treasury to build up your retinue. You should have your manor (and your church to raise approval) built before your first winter. Then focus on growing your population to fill out your militia. At the same time, start working your iron deposit and sawpit to make the 16 large shields and spears you need for the rest of your spear militia. Doing this should prepare you to take on the first raiders. When in combat, set your spearmen in one long line on "hold your ground" mode. Then have your retinue flank around and hit the enemy from behind (make sure to set them to run and to "push forward" mode). Once the retinue engages the enemy set the spearmen to "push forward" as well. Watch the enemy break in 2 seconds.
You can |"reroll" wild animals location by placing (BUT NOT ACTUALLY BUILDING) buildings inside their zones and then deleting them later. They relocate instantly and after a few tries you can get them to spawn really close to your town, just make sure you don't cut those trees
hot tip, you can place more than one mine on top of resouces that require mining. so if you start with a rich iron vein, I would suggest getting that unlimited iron ore upgrade, place two to three mines on it, get that iron pumping, make those weapons, and trade for unlimited money.
Even with restarting over and over and learning as I go, this game is insanely fun! These tips were so useful too, I can’t wait to try them and start over again! 😂
It´s easy, start with a double berry bush, get the perk to double that and you have food for ages. To get variety you will need meat, eggs and veggies from house plots.
That was extremely helpful, bought the Beta access on Friday, love the game so far. Couple of guys with Corn, it tells me 124 per field, but then thoae 124 end up nowhere, and I get 5
YO! Helpful tips! Also, in future guides, let viewers know this is about streamlining production efficiency as MUCH as possible. As a concept of this type of game, optimization is King! As such, the "Optimum" for a region or biom or relation/ confrontation Barron relation will inform how a player should best optimize both the region they are in by providing short efficient routs to key prodution lines. One way to do this with remotish iron deposit is build an un manned storage shed and don't upgrade it. Then select the iron focused items only for receiving at the new forever small unmanned storage shed. Just some tips of my own, so far.... GG
With the crop rotation, I don't think you're actually losing your crop come winter. What I think they're actually doing is prepping it to grow early in spring. I noticed this when the villagers tilled and seeded one plot, then come spring while they were tilling a newly placed plot, the old one was already starting to grow.
Hi Spartacus, the issue I keep facing is running out of food and fuel and also not having enough people to do all of my jobs, I have to keep removing people from the storehouse etc. I have 2 woodcutting camps but they never seem to keep up with producing enough firewood, I also have a windmill and communal oven with 2 families assigned and again they don't produce bread quick enough and my people are starving. Any advice would be appreciated!
Yeah UI improvements will come I am sure, but it’s the kind of thing that occurs once the full game mechanics and features are developed rather than upfront.
You made me great at CK3. I look forward to you making me great at this too lol. Already learned a lot on my first watch through. I need a good spawn and to save at the beginning when the basic resources (hunting, stone at least) are really close. Currently one of those two just burn me.
The thing about the Trader, you still need to have somebody working there because they need to stock the generic storage so the trader actually has something to buy when he gets there.
I usually just build multiple log houses and relocate workers since it’s a universal storage. Then have foresters plant where I’ve just taken workers from.
Very important for trade!!!! You need the second development point in the trade section that removes the tarriff from trades by 10!! Do not Busy ant items before you get this point or you will have lost a lot of money!! It makes the buy price the same as the sell price!!
2 things. Retinue is paid from personal wealth so trading won't help. Big tip, you can build the manor as soon as you reach town level 2. Ignore the red locked symbol.
Sub and like, first of all for the great quality of the video and the tips and second but maybe most important for the respect on your behalf to our time and other creators. Excelent work, keep it up!
Thank you for the video! i'm a bit confused about something now about the market, is it relevant for it to be nearby houses as well or only the storages?
The market will essentially prioritise good distribution to the closer homes. If you have 10 homes and only 9 goods the furthest will go without. This means that you’ll have a more stable approval in burgages located near the market, and when supplies are thin, the further houses will not get stocked… basically, it’ll be easier to upgrade homes local to the market and maintain their approval, relative to those further out of town. Local storage to the market will speed up restocking the market and thus the houses by proxy. The items stored in the market stalls are used and replenished on a monthly basis I assume…
@italianspartacus.... by far. BY FAR... this was the most helpful and insightful video I've seen over the past couple of weeks. While other video's simple "rush" through the process, you make a methodical and easy to follow instructions, include every step, and examples. I had NO idea you could open up the advanced buttons on your store houses and granaries to control the flow of products in a much more efficient and streamlined way. I've had trouble over the weekend with the AI lord rolling me with influence. I had issues with getting enough population fast enough to raise a 16-18 member militia to go deal with bandit camps. That is one of the only ways I knew how to gain wealth and influence in the early parts of the game. Plus... it seemed that in some of my early games, the bandit camps would always spawn adjacent to my AI adversaries territory, so he would always get the jump on me in raiding the camps. Plus... I've always struggled with theft from the bandits before I had a chance to build my population fast enough to deal with them. I learned that ONLY veggie gardens need to be large... I assumed I could get more goat hides if the burgage plot was longer... or more eggs if I raised chickens in a large/long burgage plot. Now I know better. I learned more in this one short video than all the other videos combined! Looking forward to more of your work.
Not sure if you have covered this but I have watched a few of the videos on Manor Lords and no one mentions the efficiency of the Wind mill. There is an efficiency meter on the mill so I assume the low that is the worse your yield of grain to flour will be.
Honestly i havent had a problem with 3 Forresters and 2 logging. Made sure the Forresters are a bit apart, set planting wherever and chopping wherever, still havent had any problems yet with pops up to 100+. Alwyas have surplus of logs, firewood, planks, etc so far. Honestly best early game trading when you rotate between selling logs, firewood, and planks.
Thanks for the video, holy god i ddint realise some of these were a thing, like, i always wondered why my woodcutters wornt producing like they should, didn't know they cut their own wood
You can increase size of you retinue only with your personal treasure, not by regional wealth. Ant it's huge difference. Because you can easily farm 950 regional wealth (+19 men at arms), yes. But collect such amount of personal treasure is pretty hard. And only 1 retinue member costs you like about 1 month of services of average mercenary band.
I keep running into a bug where if a villager's house burns down due to bandit atrack or lightning fire, and you rebuild it, they wont move back in and will stay homeless. It's very frustrating as I get to a point whre my village is doing great and then a fire burns down half the homes and causes half the people to stay homeless even after I rebuild/ repair the damaged houses. I even build tons of new houses, and they still won't move into any new place either.
I am not particularly sold on the idea of having the firewood work camp so far out. That camp is linked to the market and the warehouse. It could cause some delays further downstream, since the warehouse workers may take more time moving those resources back to the market
Instead of "workshops," say "extension" they are only workshops if you build the artisan extension. But if you make a garden or chicken coop, etc, then the term "workshop" makes no sense at all. But "extension" always will.
I cannot understate how helpful these videos are. I started out doing all the things wrong. Thank you! Do you think it's better not to upgrade the initial storages? In my last game, which failed, I had a second market for some far away burgage slots, with second granary and storage, and nothing ever got put in there. Was it because the main storages weren't full?
I do not tithe to the church at all. I need my food. What has worked for me is, I establish my manor as early as possible and start collecting 10% in taxes. By like year 5+ you will have enough money to have mercenaries all the time since you have to pay them monthly. Well if you have mercanaries constantly you can immediately take out bandit camps that pop up, and that absolutely skyrocketed my influence. I had triple the amount of influence I needed by time I was ready to settle another territory. Also, I’ve learned you actually do not need to move your log hut or the hut for making firewood. Simply put down a hut that plants trees, goto advanced options and have it set to constantly plant trees in one are. Then you can goto your log and firewood hut and do the same. That way you will have infinite trees to cut down and they won’t spread out to areas where you don’t want trees cut down. The only real reason to move these huts around is to get rid of large parts of Forrest so you can expand your town. I too have restarted several times each time learning more and more about how to be efficient. I have found that if you really get ahead of your food production upfront (24-36 months worth) you will have a much easier time expanding never having to worry about feeding those extra people!
For your manor... is it important to build it in your first year, or should you wait to the second year? I started and stopped 4 games over the weekend... maybe 5? I always focus on building up the basics within the first year, including getting a farmhouse and fields ready to plow and sow by October. Survive the winter, then start building the Manor and Mining in year 2. Is this a sound strategy? Do you have a step-by-step video that covers the first types of building you should focus on building in year 1, year 2, etc...?
@@italianspartacus does this make sense... step 1, build store house and granary to get supplies off the ground. Step 2 hunting camp. Step 3 lumber camp. Step 4.... Manor? Go ahead and let the peasants live in tents until you get the lords manor built? Or do you go with Burgage Plots for step 4?
be careful when moving your hitching posts. I had an issue when I tried to move both hitching posts at once. game bugged out and on of my oxen never realized that his hitching post had been put back down. he eventually ran off never to be seen again. so just to be safe, always have one place for livestock to go
I bought this game, confusing it with another game. I'm not that bright. However, I'm glad I did because it's pretty great. I'm not a sim builder kind of player but this game appeals for some reason. So for me, the learning curve is pretty huge and will take time for me to grasp all that it has to offer. This will be a long journey, but this game is so well polished for an early access game, I'm looking forward to it.
THANKS SO MUCH FOR WATCHING BROS! The game is 25% off on my Nexus Store (same as Steam) If you'd like to support! BUT PLEASE GO CHECK OUT STRAT!
Purchase Manor Lords Here ► www.nexus.gg/italianspartacus
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Cheers brother love the content gimmie some more high elf lore lmao cheers my dood will buy when I get the loot.
Would love a video on how best create a network of specialised regions, best use of dev tree, packing station logistics etc. Hamlets, villages, towns and a city. This appeals to me rather than attempting to import to supplement and have every region essentially become lvl 3 city. I feel this is implicit in the limited dev points per region and the local variation in resources.
my manor lord mod wish list
1 wooden parths that generate passive in come
2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right
3 forced eviction mod
4 calvelry men mod
5 orcherd mod
6 mariage mod for lord and tier 3 famalys
7 convert well into pond mod fish stoke cost 100 and lasts 3 years
8 JUISTING FIELD REAGANAL FAIR MOD
I love this game, but it is straining my perfectionist nature. I have restarted 7 times in order to learn from trial and error as to how to balance aesthetics with efficiency.
Think more like a peasant. Slap a fresh coat of thatch on it, and call er a day!
You are so right!
Bro! You’re not the only one! I kept restarting because I didn’t like my spawn or I didnt prepare for the raiders!
Same here, about to start number 4. Still no idea how to build my army quick enough when the ai is grabbing two territories by year 2.
100% same here lmao
small tip, trees take 3 yaers to grow to maturity, so I have 3 logging camps and foresters huts I cycle every year to save on moving things around.
Great idea! 🪵
You can just change the working area...
@@p3rformer then they might have to move huge distances to the next trees that are available to be cut?
SO having the 3 camps is a good idea, to minimize travelling time.
@@bofferpuf7616 They are going to be moving them one way or another.
@@MagnesiumSulfate yes but why make it take longer? It's all about optimizing, and reducing the time it takes for them to transport is a good idea, wouldn't you agree?
1 Dev 30 dollars early access game has more depth than triple A games. Crazy.
100%!
The market is adjusting. :) This is why capitalism is the best system. Down with the AAA studios!
Value per dollar this game is one of my favorites.
@@Uncertain_Illuminationi Hope that he gets a pretty fat check. I payed just 75 Brazilian reais ( Diablo 4 was 299 for refrrence) and it's easily the most fun with a game I had since Baldur's gate 3.
The depth is what I love about this game not only do you build a city but the people really exist in space and the materials exist in space. I play a lot of dwarf fortress and this game is like dwarf fortress with the most beautiful immersive graphics that I can't even say are graphics it's like the city really exists in my computer.
A word of warning when selling surplus.
I got stung by assuming I could make a fortune selling surplus weapons (because I had a 'rich' iron deposit and the deep mines upgrade). I sold 'too many' and flooded the market. The trade was then marked in red and no traders were actually buying my stuff at all.
So when you're selling off surplus, do it in increments. Don't try and dump large quantities all in one go!
Esp with iron its very easy. Just rotate the weapon types and armors.
You stumbled upon the reason for most of the wars in the world. Can't flood the market if the product explodes.
Good'ol suplly and demand
The realism in this trading post system is great, but there is no way to make this run on automode. You have to micro manage everything unless you only sell firewood which is always 1g exploit. Thus said I struggle focussing on developing thhe whole land when being forced to manage fields and trading + production all day in more then 3 towns.. P.S. at least they patch the trading system to be a bit more forgiving in the future!
Given how broken and unbalanced everything is, I am surprised the dev decided to leave this mechanic on. How many weapons of a given type do you need to sell to saturate the market? If less than 360 then it's broken - that's just 10 regiments of 36 people each, I'm sure there's way higher demand in the kingdom than this.
Wow, that quick summary and invitation to stay and hear the deeper details is such an honest and endearing thing.
I love it. I hope all TH-cam tutorials did this.
Hotdamn, a guide with proper timestamps AND a TL:DW?
You sir, are a gentleman and a scholar.
The ambience and the chillness of this game is great. For me it had a bit of a hard learning curb but once I got into a flow it was great. The only thing I struggle with is farming and my large population almost runs out of food every winter.
yeah just takes a little bangin' around to really get things to click!
Yeah, you want to make sure you don't expand too much too quickly - personally I like to build up a decent stockpile of food and a robust food gathering network before any major population expansion.
Rich berries or rich animals are almost a must. Farming seems to have some issues now. The yields are just so incredibly low. And I did the whole many small plots, perfect rotation, plow etc. It's cheaper to just import food. I noticed, that food prices drop funnily enough, when you buy tons of it. Bread for 1 silver :D
@@gabrielreid4950I’ve had the problem of expanding too quickly and my village does nothing for awhile. Idk if it’s a bug or I did something wrong with a bottleneck, but it happens
Just so you know mate it's learning curve not learning curb. no biting of the curb here
You're an absolute legend and breath of freah air on YT with your approach to up-fronting the info, cataloging the details with chapters, etc. Massive props for bucking the trend that the YT algo wants to force creators to adhere to
I've restarted prolly like 10 times as i keep learning. The start is pretty easy now. 4 small houses with small plots with eggs and 4 houses with house extension and huge plots for vegetables. Dont take up much room and gives enough housing for big growth early on. Build hitching posts early and by ox every month. Gather berries and craft dyes to sell for money. With your eggs berries meat and vegetables you won't have to worry about food while having surplus to sell. Eventually build bows to sell(not for archers cause they suck) livestock trader and import lambs till you get a decent amount about 30 then build sheep house. Will have enough yarn to sell while also provide clothing. So now you got 4 types of food and 2 types of clothing if you build tannery for hides. Only farms i build early are for barley for my tavern. Also build the hut that people use to plant trees and keep there positions field. When they aren't busy its one of the few jobs the people will guide ox or transport supplies when they arent planting. Early game build 3 market stalls and delete them until a granary worker owns 1 of the food the firewood stall should be owned by either a trading post guy preferably but the firewood maker works good to. Clothing should be owned by a trade post or tannery worker cause they have more free time. You can delete the stalls until one of them builds one then your set. Build market close to your big houses with big vegetable plots cause them are the ones you want to upgrade to level 3 first and bring close to the market ensures they get the requirements to upgrade first. You don't want to upgrade your weapon building houses to much or they use to much raw materials
I learned that farming is too great of a risk for the first few years. My tip to anyone starting out a new game is to either rely on gathering like foragers and hunters, supported by chicken and vegetables. Farm yields are affected by too much rain and droughts and sometimes they yield an underwhelming amount of harvest which won’t even sustain your village for 2 months
Another tip would be to prioritize assigning families to granaries and storehouses. Assigning more on the gathering/workshop buildings will get you more stuff but their distribution to market will be very poor. You’ll have 70 meat but your people are still starving if no one actually opens a market stall and distributes them
Vegetables are insanely powerful. I have four level 1 burgages that have the family expansion that are each maybe 1 standard field size each and they outproduce farms by a massive amount
@@anthonymazzeo6123 Oh yeah, same thing my case. And if you unlock the apple orchard development point, it can also be a late game alternative to farming wheat 🌾
Chickens are way too expensive, like 25 coins/silver for some chickens while a whole blacksmith in my backyard is 5???
If your startinf village has high fertility it doesn't hurt to start with a farm that will absolutely give high yields from the getgo. But don't just focus on the farm, you still alot of food variety for your village to grow.
Farms are totally bugged at the moment. Fields sometimes show a possible yield of 150 and i end up with only 40
Thanks for finally clarifying that a second family living in a "duplex" does indeed contribute to producing whatever is in the attached workshop (at 24 mins).
Some tips and tricks for my fellow manor lords
1) Two Forester buildings close to each other will regrow trees fasters than a logging camp and firewood collector can chop them down. Enjoy flooding the market with wooden parts for coin
2) spear troops seem to have higher defense values while polearm troops have higher offensive values. Ive had spearmen hold the line against 3x their numbers and win while polearms deal significant casualties while sustaining high casualties themselves. Footmen with swords and small shields are a good balance
3) Upgarde your home quickly and produce linen to get gambisons fast. Tier 2 households can use gambisons which greatly increase their survivability. They also seem to fight better but that could just be me reading too much into it. Helmets should just be traded as they're typically cheap to import.
4) don't bother with charcoal kilns. The AI seems to prioritize selling firewood to your villagers than bringing it to a kiln even if they're nearby. Definitely a glitch but still save your development point
5) don't hire mercenaries if you expect them to die. Should they die in the field you still have to pay them evwry month and you won't be able to disband them to stop this. Again a glitch but best save your money
Being able to pause the work of the artisans was the best advice in the video. thank you!
One thing that works for me -- I do duplex burbages and only build the second houses in the non artisan burbages until I get to a more advanced population size and need the other artisan production. My biggest challenge is figuring out my development plans for each region.
Only thing I'd say is that 'Recruting more Men-At-Arms' for your Retinue uses your personal Treasury, not the Reginal Wealth. So it's worth a note that any of your work towards decent trade wont help this. A good & fast way to earn personal Treasury is to go for the Bandit Camps in the early game and select the option that adds the plunder to your personal Treasury. (You can also chose to send it to the "nearest town" which will add it to your Reginal Wealth instead)
the regional wealth is taxed if you have a manor, so trade does indirectly help you build your treasury
Such a concise into, wish more people would do their intros like this.
Glad you enjoyed it :)
Honestly giving you a like and sub purely for the honest intro. Most channels are really trying to squeeze you for time, and I understand that maximizes revenue, so I respect the TLDW. Gonna let the video play in the background so you get more engagement too, I hope more TH-camrs start to treat their audience better like this!
Thank you so much bro! It's been my MO for years and I'm glsd you enjoy it. I watch videos too so I fucking hate having to jump around to find my answers
Great video, just 1 thing I would clarify is the part about your retinue. The $ to add and/or upgrade armor, comes from your personal treasury and not regional wealth. Only way I can figure out how to get more personal treasury is clearing bandit camps or taxes via your manor
Yeah, that's pretty much it.
Early game when your military is weak, the local baron will roam the area taking out the bandit camps. When he enters the maps , rally your troops and move them towards the bandit camp that the baton is heading for. Avoid combat , then as soon as the bandits move to attack the baron, sprint in and take all the stuff from the bandit camp. All the loot, at no risk. Rinse and repeat.
I could be wrong, but IIRC you don't get any influence doing this, only money. Even with just your first 10 spearmen and 5 retinue you can easily take on bandit camps with minimal casualties. Might as well go for the fight so you can buy another region earlier IMO.
Dude the respect you show for people's time is unrivaled. You're an awesome creator! I watched dozens of your banner Lord videos some years back and it's awesome to see your growth over the years. No wonder why!
Good vid. I leaned most of this after about 12 hours of play. One thing: deselecting items from a store house or granary doesn't seem to work too well. Items will sit in there and not get moved out, but nothing new will come in.
Some youtubers make shit guides as they waste to much time talking about obvious shit that's shown on screen. Your guide is perfect. Thank you.
Hahahha thank you very much bro
Goddammit !!! I have to restart a 5th time now that I've learned some essential tips!!! Thanks a lot man!!! D;
Kidding aside, I'm loving your videos and have subbed! Very quick, but detailed enough to give me a great grasp at what you're trying to show as a tip.
Hahahahaha my pleasure brother :)
great vid man one big thing I didn't think to do and its going to be a game changer for my current set up was setting up the restriction's for the storage. thankyou your a legend
I'm loving the game. So many cool ideas and ways to customize your town. The extensions on burgages are genius and I love that the crop rotation is actually implemented without me having to manually do it. Only issue I'm having is I keep having to restart due to one bug or another that wrecks my save.
One thing to note, the money you use to recruit additional retinue members is not tied to your trade income. You hire retinue members using funds from your personal treasury which is gained each month through the tax percentage you set at the manor. The money you get from trading is considered regional wealth which is a representation of the wealth of your town. You can also get regional wealth passively by upgrading burgage plots beyond lvl 1. Once upgraded purgage plots add a small amount of regional wealth to your total regularly. Mercenaries are also hired from your treasury (aka personal wealth) rather than rehional wealth btw!
Thank you so much for these properly explained mechanics! I have learned so much and can't wait to go started my 6th saved game to apply what I have learned here ❤
My pleasure :)
Dude i love the summary at the beginning of the video. I watched the whole thing anyways, but thanks for being respectful of the viewers time.
Duplex are better for workshop level 1 because else, the two other members of a family pass half the year working in the house and not helping the guy alone outside. It will slow down your village a lot if you don't do duplex for workshop.
What if I make two workshops to counter that
@@jackfish297 You can have two workshop on a single house ?
What is duplex?
@@ezakiil A living area with two house. It's the youtuber who use this word.
this is also true, when you start the game when you need to house 5 families. Duplex is faster to house it, because it only need 2 more logs, but almost no time to upgrade. unlike 2 normal building, the cost still 4 logs but the building time is way longer.
Small tip don't let mercenaries die or rout. The only way to cancel their monthly payment at the moment is to disband them. If they die or rout you will be stuck paying for them forever...
I'm also pretty sure they will also still take up a recruitment slot meaning you can't hire new mercenary units.
HO SHIT. that's huge dude thank you
Nah, it sounds like you bugged somehow. I've lost about 5-6 groups of mercs and I'm not paying them still.
@@sneb1886 It hasn't happened with all of them but I'm paying 30gx2 for two of the two unit brigands that got wiped completely. People in the discord said its happening pretty much every time you lose everyone thats recruited under the same payroll. And if you lose a lot of them eventually the Hire mercenaries tab will never refill.
If the card for the contract is still on the right side after they get wiped out you should load an old save. Saving and reloading makes the contract disappear from the right side but keeps charging you for them with no way to stop it.
@@sneb1886 It doesn't seem to happen every time but according to the people in the discord it happens pretty much every time if you lose every unit thats recruited by the contract. if they all die/rout and the contract is still on the right side you need to reload or eat the cost of the contract every month for the rest of the game. If you save the game in that state and reload the contract disappears from the right side but you still get charged every month. After losing a lot of mercenaries the Hire mercenaries tab will also stop refilling.
@@fishsnapz5501 Like I said, I've lost mercs (9 times now) exactly as you described and never had this happen. Sucks for you, I guess 🤷♂️
@5:20 If you are selecting which crops to grow in March, it's already too late. Your workers should start sowing seeds in Nov for the Oct harvest.
A better tip is to use the auto-cycle even in the first year but leave it as fallow, and have the second selection as the crop you want. When the second year cycle starts, then you can uncheck it, reset it, and use it properly.
Thank you so much man, you actually taught me stuff.
For one I didn't know the tab button existed and that will help me.
You ALSO might have figured out why I was growing 120 or do rye in a field but my full farm house was only collected 10 of that rye. I will see if I remove the 3 year plan out of my 20+ fields and 4 farm house will rack in the estimated 1000 crops it should be. As of now my farming village of 100 pop has been staving/ lack food variety.
I will reply if I see a change.
Consider making smaller fields and employing ox via the upgrade
Ox plow fields with labor of like 4 families and if you have more than one farm house more than one field can get plowed at the same time by ox
Having smaller fields will help your family's plow and plant faster and then harvest faster is it easier to farm a field 0.1 Morgan big then 1 Morgan you can make 10 small fields and this will be faster to harvest then one large Field
And will produce the same amount of weet
Also if there is an accident or make mistakes you can still harvest / plant some of your weet because it won't take as long to plant a few smaller fields if you screw up a big field no crops for a year
Update worked a little bit I think I'm running into a bug where the farmers are actually ignoring fields or not harvesting fully
@@jackfish297 should have stated earlier that 95% of my fields are small strips with roads. Secondly I have 16 oxen with the tab function I noticed 99% of them were afk in stables, one was working pulling logs and occasionally starting and stop plowing fields. All farm house has an permanent ox. Most fields of 10 rye only gets harvested down to 1 or 6 then ignored.
Someone else was also having troubles with the same thing.
If you do not assign any family to the trading post, who will bring the surplus goods for export to the trading post?
chickens and goats also scale to size. but not in the aspect of what you think like harvestable veggies or apples. as a food product... its yeild is based off soil richness. 1diamond, 2 diamond or 3 diamonds. you will see this when planting fields. and while planting fields you an determine if it is a large or small domain. large domains of .5aux or greater requires oxen plows to harvest efferently. thus same for the apples and the veggies. being they are smaller, 1 aux is the efficient space for the harvest zone of the veggies.
so if your berluage plot for veggies is on 3 diamond rich soil. 1 aux is sufficent for maxium harvest of veggies. meanwhile if only 2 diamond, then you need 1.33 aux. if the soil is 1 diamond, then it needs to be 2 aux for a veggie plot or apple plot for maximum yield zone. also veggies can be plotted on T1 plots. where at T2 they get 10% efficiency and harvest gains, and at T3 25% bonus yields.
where the same way you use the farm zone tool to determine veggie and apple spaces. the farm pasture tool, will tell you the space needed for how many animals to do chickens or goats. if you use the smallest space for chickens you will only have 1 coop. but if you make the space slightly bigger you will notice you can gain up too 3 coops. where if you make the chicken space very large it would seem like it doesnt benifit the chickens at all only having a maxium of 3 coops. but the point is you get 4 chickens per coop. x3 coops. that means the pasture space on the chicken or goat plot needs to allow 6 spaces for animals for goats, and 12 spaces for animals for chickens.
fruther more, when you build a burlage plot, the result of the plot adjusts the road to the kings road. as it is wider and manages more traffic faster. in corner spaces you can delete the plot if something is connected to it on the other side. and the wider kings road will stay. then you can rebuild the corner plot and get a kings road on the other face of the corner as well.
also while doing large apple and veggy plots, it is a good tip to try different connection points so that the aligment will give you better work space. because if you pick every 4 corner. it might not address the best line of path or could cut half the build zone into housing vs work space. sometimes it helps to add additional roads which you intend to remove the help shape the space so you gain maxium work space on the plot. i particularly do this also not just for orchard building but also when planting farms, as the field only needs 1 access point and doesnt need road on all sides. but using the roads can help you plot the fields as well. then remove the road from the plot, then use roads to make the next set of plots. ideally if you use large plots over .6 the farmers wont harvet well with out the plow. but you can make multiple small plots, then the farmer will harvest them wthout a plow maintaining field efficency. i like to use 3x3 for 9 for flax and barley. then every field cycles 3 plots ferlow and plowing, then 3 plots run flax or barley, and after every season of flax or barley cycle wheat or rye. then it gives a good ballance of flax and barley and double for wheat or rye for food productions. resulting 1.5 aux without oxen plows of flax and barley, and 3 aux of wheat or rye. where a 45-70% yeild is average of 1 aux average of flax and barley, 2 aux of wheat, or 4 aux of rye.
its good to put your veggy plots long between your rye and flax. and run 2 farms to split work sections for the region. this way you can give larger work dynamic to the barley need. and the veggie plots become the devide. then on the town side of that, you can place your grainery. and the houses near the grainery and the market will advance faster then further out towns. and higher level houses have better work efficency.
so if you move your wood choppers and things out too farm from town. then you find the result of having inefficenty workers for forresters. and your late game for the town will start to run out of folliage. where folliage % of the region, effects berry and wild life reproduction rates. as you dont need to invest into berries or wild animal hunting, if you maintan strong foliage regrowth for the region.
so moving the wood chopper and forrestry guys to whatever area that has "trees" in the region... is bad advise. and not just for worker efficency for whatever family is doing that job. but also when moving them if you dont define the work area. they will work with nearest trees. meanwhile at max zoom you cant see the ground logs that are half chopped. and moving the them, or even modifying the work area out side of where the fallen logs are, waists lots of wood. and oxen assigned to stables with a worker in the stable will only go pick up loose wood, if there is not an existing build order. as you want your tree people to do their jobs so you oxen can help build things. meanwhile you dont even need to have someone assigned to the stable, as long as there is an avilable worker to guide them. so if you have only 1 worker for building, and you have 3 oxen from 2 stables. and have 3 families assigned to the stables. then only 1 oxen will be put into use for the job task. and the other 3 families will pratically be doing nothing.
meanwhile if your stables are close together. just like your grainery or stockhouse. you only need to assign 1 worker to the grainery and stock house and that 1 worker will use both facilities. just like the stables. if you have 2 or 3 stables centeralized in the town. and asigned 1 familly to the stable, that 1 family will work on all the stables and feed the animals in all the stables. then using 3 stables 1 family... and have 6 workers families. you can build a church or mannor, is no time. because each building family has a well fed ox. but i find that is a bit over kill and nice for a regions late stage progressions. meanwhile 2 stables with 3 ox's with 1 worker in one of the stables is sufficient. then using 3 worker families will be good for most stages of progressions. unless you assign an ox to each farm for large farm spaces. then you will need 2 farms, 2 oxs assigned to the farms. which results 5 oxen with 3 stables, then 1 family assigned to the stables for 3 stables. then you can still have 3 work oxen with 3 work families. then the job crew for the farms will behalved. then instead of 4 for flax+wheat/rye and 6 for barley + wheat/rye. you then only need 3 for flax+wheat/rye, and 4 for barley+wheat/rye. so -1 talent for +1 family task. not an advantageous tallent if you ask me. unless all your fields are 1 or 2 diamond and red or orange only. as poor field. then the oxen + the grazing for sheep pasture on ferlowed fields is a bonus because of the 20-40% field recovery instead of 2-10% from a crop change and 1 year of ferlow. so different things work different ways depending on the region conditions would be how you would want to consider that regions development.
as free trade cost for every region isnt a good recommendations either... as some need those food and other economic resources to grow. and most the regions shouldn't use the free trader. odds are like 1 in 10 for fetial land. that is if you are playing dominations with active ai engagements. and when you have taken a 2nd region with natural fertility, and capable of deep iron mines. then you can expend free trade to your other region you control to supply improved armaments at no cost. but if you are playing free form, or kings influence to win conditions. then the objective is about getting the largest yields so you can convert that into influence. as the free trader all trades are free, and only cost a growing rate beyond each additional trade with the free trader. the real cost is when you want to trade goods between regions you control. where each transaction of good is taxed for the terrif transfer. and paying to expand trades with influence instead of village gold, is something that could cost you in a kings game. as challenging to make a claim only costs 1000 or 2000 influence. after you have made the claim, you have to spend gold and even more influence to deterring the status growth of the new starting region. and starting with the basics is not a good conditions for total map domination games. so a new settlement costs more like 2500 gold and 1500 to 4500 influence after the claim is succeeded. so your next region is not starting from square 1. because in total dominance with active ai. if you settle a new region, you will get attacked. as you are not starting the new region at the beginning of the game. then you will be expending tons of personal gold and influence on trades and mercenaries just to keep the region protected in later stages of the game. so free trades should only be given to your starting dominating military region with deep iron mines. if the region you gain does not have a rich iron mine. your focus should be on building wealth, and take a region with rich iron deposits asap and make that your primary region. preferably a rich iron mine and fertile grounds. so that region can invest into deep mines and free trades. not that every region should.
my best recommendations is that players become accustom with the burlage plot drawing. and play on free build mode 5/6 times to get use to building regions. then learn how to adapt those tools together in different ways so when they do want to play total dominations with active aggressions, they can do so with enjoyed entertainments. another point of good tip, is learning how to use the manor to monopolize city happiness to keep city at 50% so you are not gaining new families at a certain point of development. so your city doesn't become an over growing cancer that starves themselves from overgrowth. then flees your village to an independent party, or worse yet to an enemy region.
Thanks so much! I have been struggling with logistics and could not find any decent vids on how best to operate the storehouse/granary in the most efficient way.
I LOVE this game. i'll just tack on an additional tip, since I'm 24 hours in and counting: use a throw-away file as testing grounds. learn as much as you can, do everything, expand the town excessively, break things, etc. you learn a lot by making mistakes. when you're ready, start a new file and make sure you dedicate some time to designing the layout of your town. this plays in your favor since, as he said, the distance between things can really make a huge difference.
One important point: Treasury ("Silver") vs Regional Wealth ("Gold)" for Retinue Recruits. Gold is super easy to get, burgage plots give it, trade gives its, nice. Silver, the currency NEEDED for Retinue Recruiting, only comes from Taxes and from killing Bandit Camps. So here is a tip:
ALWAYS send the bandit camp bonus to Yourself so that it goes into your Treasury, which, I think, is only used for 2 things: new settlements (250s), (EDIT: and mercenary recruiting, very important for attacking), and new recruits (50s), so each settlement needs 250+50*19 = 1200s to fill up their manor, with reserves for any deaths, as you point out.
Excellent video, I watched some of your guides and I like how you correct yourself with updated information.
Gotta keep it honest man! Doesn't help anyone if I just release bad info and then reinforce it hahahah
@@italianspartacus Absolutely, I wish more people watched your guides, even though this has a very high view count, or other guides, I am extremely irritated by the discussions on Steam, the game deserves better than that.
Hopefully things will calm down a bit.
Honestly none of the issues raised in those discussions have occurred in my game or had a simple explanation like the hunter just being sick.
Just look at those topics as a vocal minority. There are SO many people playing and most don't seem to have issues!
i got filthy rich using the sheep herder spec and spamming wool and yarn exports. Once you pass up 200 sheep they multiply so fast half of my starter region was nothing but pastures with like 1500 sheep zooming around. Had so much gold i just imported everything else since my land was infertile af.
Jesus Christ that's a lot of sheep I only got like 40 sheep with 30 lamb right now, producing yarn and wool, and the trader is already sick of yarn
@pulp5084 everynow and then I'd stop selling wool and start selling gambesons and tools. Wait for the wool and yarn to go back to normal price then swap it back over. That saved game got ruined tho by the traders causing a massive traffic jam that never took longer than a year to rehappen.
thank you for the tips man. and also being honest for the battlefield portion of this and kept it short.
I really appreciate the TLDW at the beginning instead of dragging things out for views. Still stayed for the full video and subbed
and he’s been doing this for yeaaarss i love him sm
thanks for the updated video. So many things i am learning playing the game
Glad to help :)
prolly one of the best videos watched so far, thank you man
Glad it helped :) thanks for watching brother
Number one piece of advice I would give after ~40 hours of play: militarize early. Build the manor ASAP. Once that is done, you can send your initial spear militia of 10 (up to 20 with initial weapons shipment once you have the population for it) and 5 retinue to clear bandit camps for influence. Send the money earned to your treasury to build up your retinue. You should have your manor (and your church to raise approval) built before your first winter. Then focus on growing your population to fill out your militia. At the same time, start working your iron deposit and sawpit to make the 16 large shields and spears you need for the rest of your spear militia. Doing this should prepare you to take on the first raiders. When in combat, set your spearmen in one long line on "hold your ground" mode. Then have your retinue flank around and hit the enemy from behind (make sure to set them to run and to "push forward" mode). Once the retinue engages the enemy set the spearmen to "push forward" as well. Watch the enemy break in 2 seconds.
You can |"reroll" wild animals location by placing (BUT NOT ACTUALLY BUILDING) buildings inside their zones and then deleting them later. They relocate instantly and after a few tries you can get them to spawn really close to your town, just make sure you don't cut those trees
hot tip, you can place more than one mine on top of resouces that require mining.
so if you start with a rich iron vein, I would suggest getting that unlimited iron ore upgrade, place two to three mines on it, get that iron pumping, make those weapons, and trade for unlimited money.
Even with restarting over and over and learning as I go, this game is insanely fun! These tips were so useful too, I can’t wait to try them and start over again! 😂
It´s easy, start with a double berry bush, get the perk to double that and you have food for ages. To get variety you will need meat, eggs and veggies from house plots.
That was extremely helpful, bought the Beta access on Friday, love the game so far.
Couple of guys with Corn, it tells me 124 per field, but then thoae 124 end up nowhere, and I get 5
Big fan of having key takeaways up front, nice format :)
YO! Helpful tips! Also, in future guides, let viewers know this is about streamlining production efficiency as MUCH as possible. As a concept of this type of game, optimization is King! As such, the "Optimum" for a region or biom or relation/ confrontation Barron relation will inform how a player should best optimize both the region they are in by providing short efficient routs to key prodution lines. One way to do this with remotish iron deposit is build an un manned storage shed and don't upgrade it. Then select the iron focused items only for receiving at the new forever small unmanned storage shed. Just some tips of my own, so far.... GG
THANK YOU SO FREAKING MUCH. Very detailed and explaining so well.
Such a super helpful video! Thank you so much!
THE QUEEN OF TYCOON/PLANET ZOO! Thanks so much for watching, De! :D
With the crop rotation, I don't think you're actually losing your crop come winter. What I think they're actually doing is prepping it to grow early in spring.
I noticed this when the villagers tilled and seeded one plot, then come spring while they were tilling a newly placed plot, the old one was already starting to grow.
This is the best tips video of this game I have seen. So many issues solved!
Nice to see a "Get better at Manor Lords" video that doesn't just tell you to start cheesing the market :P
Hi Spartacus, the issue I keep facing is running out of food and fuel and also not having enough people to do all of my jobs, I have to keep removing people from the storehouse etc. I have 2 woodcutting camps but they never seem to keep up with producing enough firewood, I also have a windmill and communal oven with 2 families assigned and again they don't produce bread quick enough and my people are starving. Any advice would be appreciated!
I would like if tab also would show where your workshops are. Because i always forget where i put them😂
Yeah UI improvements will come I am sure, but it’s the kind of thing that occurs once the full game mechanics and features are developed rather than upfront.
Every time you say Manor Lords, I hear Bannerlord. Love your vids keep up the good work.
You made me great at CK3. I look forward to you making me great at this too lol. Already learned a lot on my first watch through. I need a good spawn and to save at the beginning when the basic resources (hunting, stone at least) are really close. Currently one of those two just burn me.
The thing about the Trader, you still need to have somebody working there because they need to stock the generic storage so the trader actually has something to buy when he gets there.
A great thing to trade early game is shoes, once you get a level 2 burgage plot you can make a cobbler, its great if you have a rich deer farm
Thank you so much bro... The market place was really confusing me, I was wondering why I could upgrade some burgage plot's and not others.👍👍👍
My pleasure dude!
This video must be shown at the start of the game. Thank you so much. 😊
I usually just build multiple log houses and relocate workers since it’s a universal storage. Then have foresters plant where I’ve just taken workers from.
Very important for trade!!!! You need the second development point in the trade section that removes the tarriff from trades by 10!! Do not Busy ant items before you get this point or you will have lost a lot of money!! It makes the buy price the same as the sell price!!
2 things. Retinue is paid from personal wealth so trading won't help. Big tip, you can build the manor as soon as you reach town level 2. Ignore the red locked symbol.
The different sizes of plots for veggie gardens..I never would have guessed!!
this video clears up so many grey areas. thank you.
Sub and like, first of all for the great quality of the video and the tips and second but maybe most important for the respect on your behalf to our time and other creators. Excelent work, keep it up!
Really appreciate the information. Very well put together
Thank you for the video! i'm a bit confused about something now about the market, is it relevant for it to be nearby houses as well or only the storages?
The market will essentially prioritise good distribution to the closer homes. If you have 10 homes and only 9 goods the furthest will go without. This means that you’ll have a more stable approval in burgages located near the market, and when supplies are thin, the further houses will not get stocked… basically, it’ll be easier to upgrade homes local to the market and maintain their approval, relative to those further out of town.
Local storage to the market will speed up restocking the market and thus the houses by proxy. The items stored in the market stalls are used and replenished on a monthly basis I assume…
@@Cevers88 Thank you very much!
Really like your format for your vids, thanks for all the help with this game.
Great tips and organization of information! Thank you!
@italianspartacus.... by far. BY FAR... this was the most helpful and insightful video I've seen over the past couple of weeks. While other video's simple "rush" through the process, you make a methodical and easy to follow instructions, include every step, and examples. I had NO idea you could open up the advanced buttons on your store houses and granaries to control the flow of products in a much more efficient and streamlined way. I've had trouble over the weekend with the AI lord rolling me with influence. I had issues with getting enough population fast enough to raise a 16-18 member militia to go deal with bandit camps. That is one of the only ways I knew how to gain wealth and influence in the early parts of the game. Plus... it seemed that in some of my early games, the bandit camps would always spawn adjacent to my AI adversaries territory, so he would always get the jump on me in raiding the camps. Plus... I've always struggled with theft from the bandits before I had a chance to build my population fast enough to deal with them. I learned that ONLY veggie gardens need to be large... I assumed I could get more goat hides if the burgage plot was longer... or more eggs if I raised chickens in a large/long burgage plot. Now I know better. I learned more in this one short video than all the other videos combined! Looking forward to more of your work.
Thanks so much dude. Yeah there's a LOT to crack into so I'm happy to try and be as concise as possible - I'm pretty long winded Hahah
Not sure if you have covered this but I have watched a few of the videos on Manor Lords and no one mentions the efficiency of the Wind mill. There is an efficiency meter on the mill so I assume the low that is the worse your yield of grain to flour will be.
Yeah it has to do with the efficiency of converting grain to flour, I'm not sure what thr actual numbers are though! I can ask!
your respect for my time is the real reason i watch your whole video. never change
Honestly i havent had a problem with 3 Forresters and 2 logging. Made sure the Forresters are a bit apart, set planting wherever and chopping wherever, still havent had any problems yet with pops up to 100+. Alwyas have surplus of logs, firewood, planks, etc so far.
Honestly best early game trading when you rotate between selling logs, firewood, and planks.
I knew some of this but still some great tips I didn't know about, great vid. This game has a lot going on thanks for the help! :)
Thanks for the video, holy god i ddint realise some of these were a thing, like, i always wondered why my woodcutters wornt producing like they should, didn't know they cut their own wood
You got a like just for letting me know I could navigate your video in the description. Also thank you. Good info
Thanks for the info on the plots. I was wondering if chicken and goat needed more room. Have a great day!
You have to pay for soldiers in your retinue with Treasury, not Regional Wealth. That makes it a bit harder to fill out the unit.
You can increase size of you retinue only with your personal treasure, not by regional wealth. Ant it's huge difference. Because you can easily farm 950 regional wealth (+19 men at arms), yes. But collect such amount of personal treasure is pretty hard. And only 1 retinue member costs you like about 1 month of services of average mercenary band.
Most informative and helpful guide I have found so far! Thanks so much! New sub for you sir! 🙂
This is the best possible format for a video. Absolutely King shit
Thank you so much my dude!
Well done! Thanks! Lots of helpful tips!
Please explain the mule barter things?
I keep running into a bug where if a villager's house burns down due to bandit atrack or lightning fire, and you rebuild it, they wont move back in and will stay homeless. It's very frustrating as I get to a point whre my village is doing great and then a fire burns down half the homes and causes half the people to stay homeless even after I rebuild/ repair the damaged houses. I even build tons of new houses, and they still won't move into any new place either.
I am not particularly sold on the idea of having the firewood work camp so far out. That camp is linked to the market and the warehouse. It could cause some delays further downstream, since the warehouse workers may take more time moving those resources back to the market
i dont think i've ever seen a timestamped tl;dw like this. watching the entire vid just for that lol
Instead of "workshops," say "extension" they are only workshops if you build the artisan extension. But if you make a garden or chicken coop, etc, then the term "workshop" makes no sense at all. But "extension" always will.
I’ll sleep better tonight knowing you stood up for the truth ✊
I cannot understate how helpful these videos are. I started out doing all the things wrong. Thank you!
Do you think it's better not to upgrade the initial storages? In my last game, which failed, I had a second market for some far away burgage slots, with second granary and storage, and nothing ever got put in there. Was it because the main storages weren't full?
I do not tithe to the church at all. I need my food. What has worked for me is, I establish my manor as early as possible and start collecting 10% in taxes. By like year 5+ you will have enough money to have mercenaries all the time since you have to pay them monthly. Well if you have mercanaries constantly you can immediately take out bandit camps that pop up, and that absolutely skyrocketed my influence. I had triple the amount of influence I needed by time I was ready to settle another territory. Also, I’ve learned you actually do not need to move your log hut or the hut for making firewood. Simply put down a hut that plants trees, goto advanced options and have it set to constantly plant trees in one are. Then you can goto your log and firewood hut and do the same. That way you will have infinite trees to cut down and they won’t spread out to areas where you don’t want trees cut down. The only real reason to move these huts around is to get rid of large parts of Forrest so you can expand your town. I too have restarted several times each time learning more and more about how to be efficient. I have found that if you really get ahead of your food production upfront (24-36 months worth) you will have a much easier time expanding never having to worry about feeding those extra people!
For your manor... is it important to build it in your first year, or should you wait to the second year? I started and stopped 4 games over the weekend... maybe 5? I always focus on building up the basics within the first year, including getting a farmhouse and fields ready to plow and sow by October. Survive the winter, then start building the Manor and Mining in year 2. Is this a sound strategy? Do you have a step-by-step video that covers the first types of building you should focus on building in year 1, year 2, etc...?
Id get it up ASAP so you can tithe!
@@italianspartacus does this make sense... step 1, build store house and granary to get supplies off the ground. Step 2 hunting camp. Step 3 lumber camp. Step 4.... Manor? Go ahead and let the peasants live in tents until you get the lords manor built? Or do you go with Burgage Plots for step 4?
be careful when moving your hitching posts. I had an issue when I tried to move both hitching posts at once. game bugged out and on of my oxen never realized that his hitching post had been put back down. he eventually ran off never to be seen again. so just to be safe, always have one place for livestock to go
That's not a bug. If you lack hitching posts / stables / pastures for animals, some of them may run off.
@@Holtijaar yes if you never reestablish them a resting spot. problem is I reestablished his hitching post and he never went to it.
@@Holtijaar you didn't read the whole comment did you?
I bought this game, confusing it with another game. I'm not that bright. However, I'm glad I did because it's pretty great. I'm not a sim builder kind of player but this game appeals for some reason. So for me, the learning curve is pretty huge and will take time for me to grasp all that it has to offer. This will be a long journey, but this game is so well polished for an early access game, I'm looking forward to it.
n/m seems to have been covered under influence section, many thanks for the guides !
Great video, you have helped me out with my game. Many thanks
After 20h and to your video I found out that the "TAB" button has a functionality 😂 good video nice one