NEW VERSION OF THE FOOD GUIDE th-cam.com/video/QrHkIbZY7s4/w-d-xo.html Need more tips? Check out the previous Tip Videos! - Ten Tips you NEED to Know: th-cam.com/video/1la0iiJ9xnw/w-d-xo.html - Manor Lords Industry Guide: th-cam.com/video/zT3Wo798Oj0/w-d-xo.html Also to say a huge thank you for supporting the channel and this video, i'm dropping an early give away for a copy of Manor Lords! Winner will be drawn May 31st gleam.io/KoaYA/manor-lords-100k-giveaway
Your berries advice is an odd one. Just build a grannary for berries next to your forager hut. The forager hut next to the berries, obviously. Two families in the hut, 1 in the granary. The granary will drain the hut empty of its pantry easily, even for a rich one.
@@BiglerSakura Initially, no, later on, yes. Meat is a poor supplier of food early in the game. Foraging easily gets you 300-500 berries early game. Way more than one needs. Meat, even on a rich patch of 40 animals, relatively low amount. I more use the hunter early game like in Quarter 3 for the hide, because it gives a nice boost in popularity early on to bring in new people. Meat is a nice additional gain. Foraging with the granary brings you so many berries, if you don't expand the granary prior second year, you're going to hit the cap and won't be able to harvest new berries year 2.
I did wonder the same, also then the people from the nearby Granary can set up a market stall and transport more produce with the cart. 😊@@Doomemdtrader
@@Chaser96 I DID say "please". lol And I did say the production value was 🔥-- I just think a couple minutes proofreading is worth the time to make it truly🔥🔥🔥 . :)
I started to make dedicated storages. A dedicated clothing storage, a dedicated firewood storage and then dedicated food storage. Only the stuff I sell at the markets. Then I made a Granary and a storage for the other stuff. It make a HUGE difference. Massive one.
Can you explain how you do it exactly? So, you build several granaries and storage buildings next to each other located at your marketplace and dedicate them to the different tasks you mentioned. Or do you build them next to the production area of, for example, wood? Then you have one storage only for wood items. One storage only for food and so on, right. You just select and kick out every item you don't want in that storage? And then you have, I assume, several storage workers for each.
Field size is CRITICAL. In my first farming venture, I relished the fertile region and made massive fields of 10 to 15 morgen. Added heavy plough, and assigned oxen. Then watched in dismay, as ONE farmer with an ox started to plough one big field. After 4 MONTHS, he had not even ploughed 10% of it. And worse, the pathing for ox ploughing wastes a lot of time walking from one side of the field to the other, to plough parallel rows at opposite edges of the field. The time gained by the plough is thrown away by poor pathing. I deleted the field, since it would take years to plough. Subdivided it into 9 plots of 1 to 1.5 Morgen, then watched in astonishment as a fleet of 6 farmers with oxen ploughed 6 small fields with little wasted walking in about one month. During that time, the other family members (3 farmhouses each with 4 families - 36 farmers minus the 6 with oxen) decended on the other three fields, getting them ploughed by hand, AND sown with grain, before the first ox ploughing finished. They then swarmed the remaining fields as each ox finished ploughing, getting the whole lot done inside 2 months. Compared with several years for one ox to plough the same area, I was surprised just how effective this was. Please take note, the issue was not the number of fields or total area under cultivation. It was how that area was divided up into "manageable chunks". I have NOT assigned the limited area to my farmhouses - unless the farms are extremely well balanced for size, some will finish before others, and the idle farmers will head over to help the others. While I do have my farmhouses on the town side of the fields, and the town is central to the region with the fields around the edges, this helps a little with reducing the "commuting" done. You can also assign the field "priority" - setting some fields to be more important than others. With 3 to 6 fields, you can set the order they are ploughed/sown/harvested by ranking their priority level. I have not used this, but it might be worthwhile setting the smaller fields to higher priority, to get them ploughed and sown (and hence growing on their own) before the big time sink of the bigger fields get started. The key point here is that if you have large fields that take significantly longer than others to complete, you should probably subdivide those fields. The other tip mentioned but not stressed, is to have 1/3 of the fields lie fallow each year. That way the farmers are handling 2/3 of the fields every year, rather than all of the fields for 2 years and then nothing in year 3. In other words, you should have a minimum of 3 fields to start with. And after that, try to keep the total field AREA evenly divided into 3. Because whether ploughed by ox or by hand, each space in the field takes finite time, so you want to have that total area as similar between years as possible. The last detail is to cluster the active fields into groups of the same year, to minimise farmers walking from one field to the next. They do not need to be the same crops within each cluster. Just active in the same years, and fallow in the same year. My greatest bugbears are the ox assignments. This applies to logging camps and sawmills as well, and not just farmhouses. Telling a farmhouse to use livestock assigns the first ox (in historical acquisition order) to that farm - even if it is stabled on the other side of the map. It does NOT take the ox patiently waiting in the stable right next door to the farmhouse. Doh! And, as far as I can tell, there is no way to change this. Unassigning and reassigning the animal never changes which animal gets assigned. And the animal assignment to the place it is stabled cannot be changed either. But if the stable/hitching post is MOVED (repositioned, such that it is demolished and rebuilt) the animal stabled there seems to remain the same. The animal does not get reassigned to another stable during the move, even if you have empty stabling they could be moved to. So, you CAN get the ox closer to where it is working... Worse yet, buying new oxen does NOT assign them to the stable they were bought from. They go to an empty space in the historical order the stables were built in. Further confused by "when" the hitching posts were upgraded to stables. Except for the Packhouse, which can stable two animals and goes instantly to the top of the allocation tree for new animals. The tactics concluded from this are: (in the absence of sensible placing and allocation, which might be resolved in later patches) - do NOT upgrade from hitching posts to stables. Build another hitching post next door, if you need another animal close by. This keeps the animals at a one-to-one ratio, making it easier to move animals to where they end up assigned, by moving the hitching post. Nothing is more aggravating than having two oxen in one stable, assigned to farms/logging camps/sawmills on opposite sides of the map. (This might get resolved by building two new hitching posts, and demolishing rather than moving the stable). - when (if) you build a packhouse, your next two animal purchases should be mules, to fill the packhouse stables with animals appropriate for the packhouse family. Even if you don't plan to use the packhouse (you will need a packhouse just to receive goods from another region, even if you do not use that packhouse to trade).
Appreciate you giving the the version that you made this video on, not many videos do that and it being early access I feel it is very relevant. Good job.
Thank you! Yeah I always hate it when guides are made in early access and the data is out of date simply because of version numbers. Whilst I doubt ill remake a video for every version, It helps work out if which guide should be watched
Graineries set up only for farms is something I caught onto quickly. I didn't think about lowering the threshing priority, though. This is a fantastic tip! Thank you. Bees tied into pollinating fields for increased yield (especially berries) make sense. Instead of a berry patch providing 900 units per year, pollination allows it to grow. Next year, the units could go up to 1200 or so, then larger the following year.
The bakery upgrade actually uses half of the flour to make the same amount of bread as a communal oven. It’s now one of my go too first upgrades for my settlements. Wood and food are the top priority, everything else comes after
Thank you for the video. Regarding FARMING the best way to farm is very simple. Fertility is a resource that depletes at 2% when a field is growing and recovers by 4% when field is on Follow. What you do is plant in March, unemploy pops from the farm, then in October employ pops to Harvest and select the field to be on follow. 8 months growing and 4 months resting = you can reuse the same field over and over without loosing fertility. Note force harvest checkmark should be on.
Question is is why do I need to be the farmer. I’m the goddamn lord. These idiot farmers should know what to do and I’ll dictate when I need barley or wheat.
Interesting, he fixed a bug that you did not get the yield benefits for planting in September before winter. So I am wondering if the gains you get in the winter would be better than planting in March.
I think that the challenge I run into with many of these types of guides is that when you have the families and the development points to support doing whatever you want to do, then it makes it easy(-ier). But early on in the game when neither of those are available options to you, it makes it significantly more difficult to try and implement some of these strategies.
Eggs do in fact only produce 1 egg per plot; not per family as previously believed. The reason we thought that they produced more eggs than that was because of the way food was being consumed (availability of food on the market satisfies happiness requirements but each family will actually consume 1 food per month and will always take the food that is highest in preference - eggs are low down, meat and berries are at the top. Leading to stockpiles of eggs that are available but uneaten.) As of the new patch open for beta the food preference system has been replaced with randomised consumption which should make it easier to keep sufficent food stocked on the market but will lead to greater egg consumption (on the other hand your villagers will now actually eat those veggies and apples that had been previously just piling up because they were the lowest two food priorities.). One egg per month between four families (tier 3 double plot) is probably break-even territory if you're producing four foods but chicken coops will produce double the yield on single plots, albiet at double the one-off regional wealth cost per plot.
What if we restrict meat and berries from the granary and leave them piled up in hunting camps and forager huts, also without letting the hunters and foragers have their market stalls? Then eggs should be consumed first.
I've heard mixed advice on market stalls. Basically you need like 3 stalls per 10 houses and to only allow the granary and storehouse workers to make them. So you need to add more workers to these buildings as needed and remove allow stalls on the actual forester Hutt, meat Hutt, etc...
so i haven't seen anyone do it yet! so im taking credit for it. my fields are triangles merging with other triangles in each corner, i can really only explain it by a picture. BUT because of triangles merging, the center of the triangles can it moves the center of the triangle between other triangles, basically putting harvest in one location between all fields.
Incredible guide. It's relatively short and informative. I hope the devs would increase the efficiency of a building depending on how many families are working in them just so to save space
1:45 - kinda true you can get meat faster, but it'll be limited. the berries don't start up and with no supplies you kinda have to go hunting camp + loggers to berries
Nice idea bees increasing appepeoduction. Makes sense! You missed one thing: the comunal oven makes 1 bread out of 1 flour while the artisan bakery makes 2 breads of 1 flour. My question still is: placing storage near markets is supposed to make marketstalls efficient. But the production is far away. Dedicated storage sounds like being close to production. But how many and where end the storages to be?
I think it's up in the air still within the community for the best way to do it. My guess is dedicated storage close to the production sites is far better
Great video full of useful information, only think I would say is that increase/decrease the work area of a building you hold down CTRL and not ALT as you suggested in this video.
Nice video! There is a small misconception about the market (market was a very confusing rabbit hole), it doesn't matter how many stalls you have and where the stalls are, because the peddlers only stock the market up to the demand limit. So for 30 plots, 30 of every items. Still annoying to get farmers with stalls, but they will very rarely work the stalls, because the granary workers will fill them up faster. The latest patch also changed how the food is distributed, making it easier to manage the market.
Tbh I still don't quite get how the market stalls work. If some of my burgages aren't getting something, like two types of food for example, despite there being easily enough of food for everyone (As I'm not even a large village yet), what do I need to increase to make it happen? Granary workers? Or storage workers if it's firewood/cloth? It doesn't help at all if I make another market closer to the houses, as it gets "teleported" to the houses anyway as long as there's enough? I'm just not sure if it's sometimes bugged or if I'm still doing something wrong. Edit: Oh and if firewood for example is sitting at the woodchoppers camp storage, do I need to hire more storage workers to come take it from there to storage, OR do the woodchopper people distribute them forwards? Really wish such things would be a bit more clearer. (Unrelated to this and not expecting you to reply this too, but maybe someone who reads will know: I also have no idea how the trading works. I just kinda set up some trades and hope they happen some day and if trading happens faster if I have more trading workers.. if I buy a horse, do I get the trade visitor trades AND then my own trade worker making trips? Do I need to assign the livestock there despite the horse already being at the trading post... If I make the trade post thing to trade between my own territories, do both territories need that tradepost or if I make two of em, do they make trips from both sides? Livestock trading keeps saying I have a surplus of 3 sheep, but I have 6 sheep in total..... I thought "surplus" is my current amount.... confusing lol)
@@sarcasm-83 I'm on phone so I'll reply slowly. So first, market: distance doesn't matter. The market stalls are offering their wares to every house, but they go from the closest to farthest. So if you have 30 plots, but only 20shoes on the market, than no matter where the stalls are, the farthest 10houses won't get shoes. The market checks demand, but the actual food consumption is per family. So if you feel that your stalls are not restocked fast enough, you have too many families for the stalls. And make sure that your granary workers have stalls for themselves. The live version is very finicky with market supply, f.e. veggies only go to the granary if the pantry is full. The beta patch fixed a lot of the market issues.
@@sarcasm-83 if you see goods sitting in their produce buildings, than yes, you have overworked storage workers. Also, you can forbid items in storages. The items sometimes still magically teleport there, but the workers won't go out of their way to collect unimportant stuff, so you can streamline your storage workers. Trading is pretty much what you wrote, if you assign horses, your traders can export more goods (that's the livestock in the trade building), otherwise they walk, taking forever.
@@mikloskoszegi Ok, thank you! Much appreciated you took the time to write, even if on mobile :) I guess that finicky-ness must be what is causing some or many of my confusions on why things don't get supplied.. as a big part of my current towns food supply is carrot farms.
I never make fields bigger than .5 morgans and only put 8 to a farmhouse and make the fields in a circle so I can assign the farmhouse only to those fields. makes it so much easier .
Apples and vegetables. These are the main food sources. Just build a huge plot with space for 2 houses level up to 3 and now 4 familys are working in the garden as a sidequest.
So in other words if you keep the Communal oven storage empty the bread supply is the same as a bakery got it. Just as a granary Strictly dedicated to bread and your communal oven will be good and you don’t have to waste a rs point unlocking bakery
im not sure if anyone will answer but with the method of farming in the video would each farmhouse have all 8 slots filled. so for example, for 9 fields, there would be 3 farmhouses, 24 families assigned?. Hopefully that makes sense
in my experiiance, the farmers ignore the set regions...... you should be able to assign a farmhouse to individual fields... but i do 4 fields, and leave one in fallow for 3 yearrs, so each field has a period of 3 years in fallow...of 4... a granary near the houses just for veg and eggs, and fill them with the out of season forragers... they'll pick up the veg from houses...
If you dont set the fields the AI for each and every farm will go to the same job and move as a herd. Its fine if youre only planning for one farm but for anything else you're going to have an issue
With markets if there is a family that's doing example farmer with a stall and I want it in the granary just drop a job in the granary for space then go to stall and reassign there job to granary its great to make sure everyone works in the right place, id rather like to have an easier way to make a family living near by have a stall and job easily set up rather than he has to sleep there then right job then gamble for stall
Honestly, all you need is a granary and 3 berry huts with market stalls disabled. Put 2 workers on each hut and 1 in the granery and set to just berries, and you have 400+ berries per year
How do I get all developments upgrades like you did 5:10 when the village can’t grow any bigger, or was there an update (can’t play atm I’m not at home)
i’m typing this comment halfway through the video but one thing to note is you need to have 1 extra field compared to your oxen otherwise funky priorities happen and your workers will do nothing quite often
What is the plus and minuses for building so many windmills as opposed to just utilizing more workers in just one windmill? ( Assuming both number of workers are the same)
About the apples and honey, I can't help but think that the apples and/or honey might be in there as support for an as-yet unimplemented level 4 burgage plot upgrade. I can't help but think that's going to introduce a level 2 tavern need, which would call for either cider, made from apples, or mead, made from honey, to keep the families living in these theoretical level 4 burgages as at least the mead would probably be seen as a classier alternative to the barley-based ale that's already in the game.
@@Midgeman And as I said, a future update might add mead, which is a wine made from honey, to the game. As you mentioned at the start of the video, the current build of the game is early access, so there's probably a ton of stuff that hasn't been perfected, let alone added yet. I know that in Provus' playthrough, he tried to grow apples, but they glitched out and his people either couldn't or wouldn't eat them. I don't know if they're going to end up using them exclusively for cider in future updates or if grapes are going to be added as a requirement for level 5 burgages, but this is probably why Manor Lords is still in early access and not full release. RimWorld has been in full release for years now, and Tinan, the lead developer there, is still adding stuff to it.
I binged this game for 10 hours straight, watching tutorials, trying to figure out where the gap in my resource chain was. It was in the fact that you need to hunting locations because it’s not the actual locations themselves. That’s the issue, it’s the resource cap. Thank you so much for explaining that!
Since there is now dynamic supply and demand to the world trade do we know how long it takes for that to reset? because i accidentally sold too much leather and now i am making basically no money.
What confuses me is who should be allowed to create a market. IE , people running hunting camps, should they open a market, if so, who will hunt? Same goes for the forger hut and other shops. I saw one youtube who says you should shut down market access to all shops and only allow for the granery, warehouse and trading post to create a market. I'm lost!
Omg 30 seconds into the vid and I already facepalmed so hard, now realizing why my wheat & barley production (a fair distance apart) are so inefficient. Also stall management, haven't done that at all. Thank you very much, great tips!
@@Midgeman Alright, thanks for the reply! Please give me some more advice: do you think that in an area with abundant iron and berries (I would like to focus on armor, iron, etc.), the optimal perks will be - 2 for iron, 2 for armor, apples (food sources I would like vegetables, berries, apples and eggs in addition), the last perk I was planning with sheep farming (is it worth it?) or better to take the one for berries? Thank you in advance again for your answer, great prepared videos.
5:14 Everything is unlocked in the Development screen. How did you do that? Some kind of mod? As far as I know, the game gives you up to 6 development points, but after you reach the highest development state (large town) no more points are rewarded. So how can you have everything unlocked?
Which build are these tips based on? Because some of the points might become obsolete later. Also, don't chicken plots always produce 2 eggs? It doesn't make sense for them to make only 1 egg per month per family, because then it would be impossible to have a surplus of eggs.
i didnt know berry bushes were that op, lol i get next to nothing from them. first play through im just casually learning as much as i can and i think ill rerun it once im confident i know enough, wish i could stop my houses from making hundreds of shields and boots though :S
Wish I could do videos like this guy but I'm to dum .I'm trying get videos going have to many problems. I watch videos but idk .but love ur channel and it inspires me alot❤
sadly it was a food shortage by collecting or production, but stock in the old patch. i haven't played the new version yet. the ai would just never keep a steady stock, with even 4-6 graneries. much like the 30 firewood, clothing, stalls the game makes, for some reason...instead of keeping the 1-2 reused.
I'm new to the game and so far I have 30hrs (can't stop) however I was wondering how you can get more development points? because so far I had to use the influence mods to make it don't feel as easy as just using the other mods
Apiaries are not limited to two per region, the tool tip is incorrect at this time. I have two dozen running in a region and it's the main resource I trade.
NEW VERSION OF THE FOOD GUIDE th-cam.com/video/QrHkIbZY7s4/w-d-xo.html
Need more tips? Check out the previous Tip Videos!
- Ten Tips you NEED to Know: th-cam.com/video/1la0iiJ9xnw/w-d-xo.html
- Manor Lords Industry Guide: th-cam.com/video/zT3Wo798Oj0/w-d-xo.html
Also to say a huge thank you for supporting the channel and this video, i'm dropping an early give away for a copy of Manor Lords! Winner will be drawn May 31st gleam.io/KoaYA/manor-lords-100k-giveaway
Your berries advice is an odd one. Just build a grannary for berries next to your forager hut. The forager hut next to the berries, obviously. Two families in the hut, 1 in the granary. The granary will drain the hut empty of its pantry easily, even for a rich one.
To fully store a forager hut with 50 berries, do you restrict berry acceptance in the granary? (same question for meat)
@@BiglerSakura
Initially, no, later on, yes. Meat is a poor supplier of food early in the game. Foraging easily gets you 300-500 berries early game. Way more than one needs. Meat, even on a rich patch of 40 animals, relatively low amount. I more use the hunter early game like in Quarter 3 for the hide, because it gives a nice boost in popularity early on to bring in new people. Meat is a nice additional gain.
Foraging with the granary brings you so many berries, if you don't expand the granary prior second year, you're going to hit the cap and won't be able to harvest new berries year 2.
I did wonder the same, also then the people from the nearby Granary can set up a market stall and transport more produce with the cart. 😊@@Doomemdtrader
Although I do think having multiple families picking is a good idea, especially with the berry production bonus. Loving the vids Midgeman 👍
The production value of this video was 🔥
No you're 🔥🔥🔥
@@Midgeman I agree on the production value BUT... please check spelling. Vegetables not vegitables. Details matter.
@@unfocused1 🤣🤣🤣🤣
@@unfocused1micromanage your village, not someone else’s content
@@Chaser96 I DID say "please". lol And I did say the production value was 🔥-- I just think a couple minutes proofreading is worth the time to make it truly🔥🔥🔥 . :)
I started to make dedicated storages. A dedicated clothing storage, a dedicated firewood storage and then dedicated food storage.
Only the stuff I sell at the markets.
Then I made a Granary and a storage for the other stuff.
It make a HUGE difference. Massive one.
Yeah it really really does
However, sometimes they ignore the limitations and store goods that are restricted into that dedicated granary or warehouse.
If I ever get the pop for it I will!
Can you explain how you do it exactly?
So, you build several granaries and storage buildings next to each other located at your marketplace and dedicate them to the different tasks you mentioned.
Or do you build them next to the production area of, for example, wood?
Then you have one storage only for wood items. One storage only for food and so on, right. You just select and kick out every item you don't want in that storage?
And then you have, I assume, several storage workers for each.
That doesn’t work for me. The game just ignores my settings limiting ehat can be stored at a specific storage
Field size is CRITICAL. In my first farming venture, I relished the fertile region and made massive fields of 10 to 15 morgen. Added heavy plough, and assigned oxen.
Then watched in dismay, as ONE farmer with an ox started to plough one big field. After 4 MONTHS, he had not even ploughed 10% of it. And worse, the pathing for ox ploughing wastes a lot of time walking from one side of the field to the other, to plough parallel rows at opposite edges of the field. The time gained by the plough is thrown away by poor pathing.
I deleted the field, since it would take years to plough. Subdivided it into 9 plots of 1 to 1.5 Morgen, then watched in astonishment as a fleet of 6 farmers with oxen ploughed 6 small fields with little wasted walking in about one month. During that time, the other family members (3 farmhouses each with 4 families - 36 farmers minus the 6 with oxen) decended on the other three fields, getting them ploughed by hand, AND sown with grain, before the first ox ploughing finished. They then swarmed the remaining fields as each ox finished ploughing, getting the whole lot done inside 2 months. Compared with several years for one ox to plough the same area, I was surprised just how effective this was.
Please take note, the issue was not the number of fields or total area under cultivation. It was how that area was divided up into "manageable chunks".
I have NOT assigned the limited area to my farmhouses - unless the farms are extremely well balanced for size, some will finish before others, and the idle farmers will head over to help the others. While I do have my farmhouses on the town side of the fields, and the town is central to the region with the fields around the edges, this helps a little with reducing the "commuting" done.
You can also assign the field "priority" - setting some fields to be more important than others. With 3 to 6 fields, you can set the order they are ploughed/sown/harvested by ranking their priority level. I have not used this, but it might be worthwhile setting the smaller fields to higher priority, to get them ploughed and sown (and hence growing on their own) before the big time sink of the bigger fields get started. The key point here is that if you have large fields that take significantly longer than others to complete, you should probably subdivide those fields.
The other tip mentioned but not stressed, is to have 1/3 of the fields lie fallow each year. That way the farmers are handling 2/3 of the fields every year, rather than all of the fields for 2 years and then nothing in year 3. In other words, you should have a minimum of 3 fields to start with. And after that, try to keep the total field AREA evenly divided into 3. Because whether ploughed by ox or by hand, each space in the field takes finite time, so you want to have that total area as similar between years as possible.
The last detail is to cluster the active fields into groups of the same year, to minimise farmers walking from one field to the next. They do not need to be the same crops within each cluster. Just active in the same years, and fallow in the same year.
My greatest bugbears are the ox assignments. This applies to logging camps and sawmills as well, and not just farmhouses.
Telling a farmhouse to use livestock assigns the first ox (in historical acquisition order) to that farm - even if it is stabled on the other side of the map. It does NOT take the ox patiently waiting in the stable right next door to the farmhouse. Doh! And, as far as I can tell, there is no way to change this. Unassigning and reassigning the animal never changes which animal gets assigned. And the animal assignment to the place it is stabled cannot be changed either.
But if the stable/hitching post is MOVED (repositioned, such that it is demolished and rebuilt) the animal stabled there seems to remain the same. The animal does not get reassigned to another stable during the move, even if you have empty stabling they could be moved to. So, you CAN get the ox closer to where it is working...
Worse yet, buying new oxen does NOT assign them to the stable they were bought from. They go to an empty space in the historical order the stables were built in. Further confused by "when" the hitching posts were upgraded to stables. Except for the Packhouse, which can stable two animals and goes instantly to the top of the allocation tree for new animals.
The tactics concluded from this are: (in the absence of sensible placing and allocation, which might be resolved in later patches)
- do NOT upgrade from hitching posts to stables. Build another hitching post next door, if you need another animal close by. This keeps the animals at a one-to-one ratio, making it easier to move animals to where they end up assigned, by moving the hitching post. Nothing is more aggravating than having two oxen in one stable, assigned to farms/logging camps/sawmills on opposite sides of the map. (This might get resolved by building two new hitching posts, and demolishing rather than moving the stable).
- when (if) you build a packhouse, your next two animal purchases should be mules, to fill the packhouse stables with animals appropriate for the packhouse family. Even if you don't plan to use the packhouse (you will need a packhouse just to receive goods from another region, even if you do not use that packhouse to trade).
Thank you for the effort of sharing your results 👍
Appreciate you giving the the version that you made this video on, not many videos do that and it being early access I feel it is very relevant. Good job.
Thank you! Yeah I always hate it when guides are made in early access and the data is out of date simply because of version numbers. Whilst I doubt ill remake a video for every version, It helps work out if which guide should be watched
Graineries set up only for farms is something I caught onto quickly. I didn't think about lowering the threshing priority, though. This is a fantastic tip! Thank you. Bees tied into pollinating fields for increased yield (especially berries) make sense. Instead of a berry patch providing 900 units per year, pollination allows it to grow. Next year, the units could go up to 1200 or so, then larger the following year.
Would be an excellent evolution to that chain
Best manor lords video in ages, actual tips of real gameplay. So much of youtube is gimmicking and breaking the game instead of playing it.
Thank you, its hard to find a balance between both!
The bakery upgrade actually uses half of the flour to make the same amount of bread as a communal oven. It’s now one of my go too first upgrades for my settlements. Wood and food are the top priority, everything else comes after
OH wow thats really cool
The annoying part is that you have to pick the Ox talent first which I find useless once you assign 3 families per farmhouse.
Thank you for the video. Regarding FARMING the best way to farm is very simple. Fertility is a resource that depletes at 2% when a field is growing and recovers by 4% when field is on Follow. What you do is plant in March, unemploy pops from the farm, then in October employ pops to Harvest and select the field to be on follow. 8 months growing and 4 months resting = you can reuse the same field over and over without loosing fertility. Note force harvest checkmark should be on.
Thanks for sharing! I wasnt sure of the %!
Question is is why do I need to be the farmer. I’m the goddamn lord. These idiot farmers should know what to do and I’ll dictate when I need barley or wheat.
Interesting, he fixed a bug that you did not get the yield benefits for planting in September before winter.
So I am wondering if the gains you get in the winter would be better than planting in March.
Apparently if you pause the building it has the same effect.
this is high quality content, I'm surprised you don't have more subs
You honestly have no idea, how helpful this is
Glad to help out!! Manor Lords can be tricky to figure out at the beginning :)
I like this village on the top of a hill. It's really nice with all the field in the background.
Right? I've built similar towns in this location multiple times!
I had to rebuild a starting town built on a hill. It was too steep. 😢
I think that the challenge I run into with many of these types of guides is that when you have the families and the development points to support doing whatever you want to do, then it makes it easy(-ier).
But early on in the game when neither of those are available options to you, it makes it significantly more difficult to try and implement some of these strategies.
Eggs do in fact only produce 1 egg per plot; not per family as previously believed. The reason we thought that they produced more eggs than that was because of the way food was being consumed (availability of food on the market satisfies happiness requirements but each family will actually consume 1 food per month and will always take the food that is highest in preference - eggs are low down, meat and berries are at the top. Leading to stockpiles of eggs that are available but uneaten.)
As of the new patch open for beta the food preference system has been replaced with randomised consumption which should make it easier to keep sufficent food stocked on the market but will lead to greater egg consumption (on the other hand your villagers will now actually eat those veggies and apples that had been previously just piling up because they were the lowest two food priorities.).
One egg per month between four families (tier 3 double plot) is probably break-even territory if you're producing four foods but chicken coops will produce double the yield on single plots, albiet at double the one-off regional wealth cost per plot.
Good looking out and thanks for the patch note update!
Wait so we actually need to make 1 family plots again? geez this is confusing. I went from single plot > double and now back to single...
What if we restrict meat and berries from the granary and leave them piled up in hunting camps and forager huts, also without letting the hunters and foragers have their market stalls? Then eggs should be consumed first.
I've heard mixed advice on market stalls. Basically you need like 3 stalls per 10 houses and to only allow the granary and storehouse workers to make them. So you need to add more workers to these buildings as needed and remove allow stalls on the actual forester Hutt, meat Hutt, etc...
V nice vid. High production values, well narrated, and well edited.
Cheers! Glad you liked the production!
so i haven't seen anyone do it yet! so im taking credit for it. my fields are triangles merging with other triangles in each corner, i can really only explain it by a picture. BUT because of triangles merging, the center of the triangles can it moves the center of the triangle between other triangles, basically putting harvest in one location between all fields.
Huh, I think I can conceptualize it... Interesting concept
Incredible guide.
It's relatively short and informative.
I hope the devs would increase the efficiency of a building depending on how many families are working in them just so to save space
Would make a lot of sense
1:45 - kinda true you can get meat faster, but it'll be limited. the berries don't start up and with no supplies you kinda have to go hunting camp + loggers to berries
Hmm ive found you can swap the hunters and berries but you're correct. It probably depends on the start for which to go for!
Nice idea bees increasing appepeoduction. Makes sense!
You missed one thing: the comunal oven makes 1 bread out of 1 flour while the artisan bakery makes 2 breads of 1 flour.
My question still is: placing storage near markets is supposed to make marketstalls efficient. But the production is far away. Dedicated storage sounds like being close to production. But how many and where end the storages to be?
I think it's up in the air still within the community for the best way to do it. My guess is dedicated storage close to the production sites is far better
Thanks for the video completely changed my experience playing this game
Such a nice video about this game! I can't wait to play it in the future!
It's been 2 weeks... Have you got to play it yet!?
@@Midgeman Ohh! Not yet, but I’ll try soon 😁
this guy earned this sub
LETS GO
Awesome video, clear and concise , great help, subscribed so I can get tips and help continually.
Thanks for the sub!
Great video full of useful information, only think I would say is that increase/decrease the work area of a building you hold down CTRL and not ALT as you suggested in this video.
Really? I thought it was alt scroll (maybe I've rebound it? 😂)
@@Midgeman Possibly, alt shows where your people are though so that would be odd, but either way, thanks for the vid.
For the berries, I found that two huts with three families each would allow for a very constant yield.
I'll have to give that a try!
This goes down well with a coffee. Solid work, great advice.
☕
Always entertaining and informative. Thanks.
Glad you enjoyed it
Efficiency! My setup is nowhere near as efficient, but man I have to say farming / bread making is great!
It took a few tries myself to work out what works for me. Farming and bread making is for sure one of my favourites too!
Nice video! There is a small misconception about the market (market was a very confusing rabbit hole), it doesn't matter how many stalls you have and where the stalls are, because the peddlers only stock the market up to the demand limit. So for 30 plots, 30 of every items. Still annoying to get farmers with stalls, but they will very rarely work the stalls, because the granary workers will fill them up faster. The latest patch also changed how the food is distributed, making it easier to manage the market.
I've heard this, i'm going to try out the beta branch this week to see the changes
Tbh I still don't quite get how the market stalls work. If some of my burgages aren't getting something, like two types of food for example, despite there being easily enough of food for everyone (As I'm not even a large village yet), what do I need to increase to make it happen? Granary workers? Or storage workers if it's firewood/cloth? It doesn't help at all if I make another market closer to the houses, as it gets "teleported" to the houses anyway as long as there's enough?
I'm just not sure if it's sometimes bugged or if I'm still doing something wrong.
Edit: Oh and if firewood for example is sitting at the woodchoppers camp storage, do I need to hire more storage workers to come take it from there to storage, OR do the woodchopper people distribute them forwards? Really wish such things would be a bit more clearer.
(Unrelated to this and not expecting you to reply this too, but maybe someone who reads will know: I also have no idea how the trading works. I just kinda set up some trades and hope they happen some day and if trading happens faster if I have more trading workers.. if I buy a horse, do I get the trade visitor trades AND then my own trade worker making trips? Do I need to assign the livestock there despite the horse already being at the trading post... If I make the trade post thing to trade between my own territories, do both territories need that tradepost or if I make two of em, do they make trips from both sides? Livestock trading keeps saying I have a surplus of 3 sheep, but I have 6 sheep in total..... I thought "surplus" is my current amount.... confusing lol)
@@sarcasm-83 I'm on phone so I'll reply slowly. So first, market: distance doesn't matter. The market stalls are offering their wares to every house, but they go from the closest to farthest. So if you have 30 plots, but only 20shoes on the market, than no matter where the stalls are, the farthest 10houses won't get shoes. The market checks demand, but the actual food consumption is per family. So if you feel that your stalls are not restocked fast enough, you have too many families for the stalls. And make sure that your granary workers have stalls for themselves. The live version is very finicky with market supply, f.e. veggies only go to the granary if the pantry is full. The beta patch fixed a lot of the market issues.
@@sarcasm-83 if you see goods sitting in their produce buildings, than yes, you have overworked storage workers. Also, you can forbid items in storages. The items sometimes still magically teleport there, but the workers won't go out of their way to collect unimportant stuff, so you can streamline your storage workers. Trading is pretty much what you wrote, if you assign horses, your traders can export more goods (that's the livestock in the trade building), otherwise they walk, taking forever.
@@mikloskoszegi Ok, thank you! Much appreciated you took the time to write, even if on mobile :)
I guess that finicky-ness must be what is causing some or many of my confusions on why things don't get supplied.. as a big part of my current towns food supply is carrot farms.
I never make fields bigger than .5 morgans and only put 8 to a farmhouse and make the fields in a circle so I can assign the farmhouse only to those fields. makes it so much easier .
So great now that you can dictate which buildings can operate a market stall in the new update!
Absolutely!!
Apples and vegetables. These are the main food sources. Just build a huge plot with space for 2 houses level up to 3 and now 4 familys are working in the garden as a sidequest.
Apples and "vegitables"*
@@adamas_dragon ?🤷♂️
Its a joke as thats how I accidently misspelt it in the video :P
@@Midgeman aaahhh😂
Bro you just got a follow because the work you put into this video and I'm like you love manor lords
Thank you 🤘
Best ML content by far. Subscribed
Glad you liked it!
nah bro, with this tutorial i could finally feed my own family, shit so real, got me buy acres of land and start faerming
So in other words if you keep the Communal oven storage empty the bread supply is the same as a bakery got it. Just as a granary Strictly dedicated to bread and your communal oven will be good and you don’t have to waste a rs point unlocking bakery
Thank You! this food got me headscratchin
Thank you for the videos :) best Manor Lords content in my opinion :p - all the way from Singapore!
Glad you like them! Woah! International Viewer!
Great tips, definitely trying these in my next run. Got lucky and have clay and iron as rich deposits!
Nice heres an extra tip for you, you can actually squeeze multiple mines onto rich deposits!
Great video, useful tips and excellent editing!
Thanks! Means a lot!
Can't wait until markets and other things are fixed ❤
I'm not sure markets are a bug, but im certainly looking forward to other fixes
im not sure if anyone will answer but with the method of farming in the video would each farmhouse have all 8 slots filled. so for example, for 9 fields, there would be 3 farmhouses, 24 families assigned?. Hopefully that makes sense
Essential yes, but you can get away with only staffing 4 families on each if you have oxen
Love the videos !
7:16 how did you get them all?
mod :)
in my experiiance, the farmers ignore the set regions...... you should be able to assign a farmhouse to individual fields... but i do 4 fields, and leave one in fallow for 3 yearrs, so each field has a period of 3 years in fallow...of 4... a granary near the houses just for veg and eggs, and fill them with the out of season forragers... they'll pick up the veg from houses...
If you dont set the fields the AI for each and every farm will go to the same job and move as a herd. Its fine if youre only planning for one farm but for anything else you're going to have an issue
With markets if there is a family that's doing example farmer with a stall and I want it in the granary just drop a job in the granary for space then go to stall and reassign there job to granary its great to make sure everyone works in the right place, id rather like to have an easier way to make a family living near by have a stall and job easily set up rather than he has to sleep there then right job then gamble for stall
Nice tip
Great video! How many 1-2 Morgan fields per farmhouse works best?
Honestly, all you need is a granary and 3 berry huts with market stalls disabled. Put 2 workers on each hut and 1 in the granery and set to just berries, and you have 400+ berries per year
How do I get all developments upgrades like you did 5:10 when the village can’t grow any bigger, or was there an update (can’t play atm I’m not at home)
sneaky little mod
Actually helpful 👏
Let's go 👌🏻
i’m typing this comment halfway through the video but one thing to note is you need to have 1 extra field compared to your oxen otherwise funky priorities happen and your workers will do nothing quite often
Good tip
What is the plus and minuses for building so many windmills as opposed to just utilizing more workers in just one windmill? ( Assuming both number of workers are the same)
About the apples and honey, I can't help but think that the apples and/or honey might be in there as support for an as-yet unimplemented level 4 burgage plot upgrade. I can't help but think that's going to introduce a level 2 tavern need, which would call for either cider, made from apples, or mead, made from honey, to keep the families living in these theoretical level 4 burgages as at least the mead would probably be seen as a classier alternative to the barley-based ale that's already in the game.
I think wax is going to be the bigger thing for apiaries with honey being a side benefit
@@Midgeman And as I said, a future update might add mead, which is a wine made from honey, to the game. As you mentioned at the start of the video, the current build of the game is early access, so there's probably a ton of stuff that hasn't been perfected, let alone added yet. I know that in Provus' playthrough, he tried to grow apples, but they glitched out and his people either couldn't or wouldn't eat them. I don't know if they're going to end up using them exclusively for cider in future updates or if grapes are going to be added as a requirement for level 5 burgages, but this is probably why Manor Lords is still in early access and not full release. RimWorld has been in full release for years now, and Tinan, the lead developer there, is still adding stuff to it.
Awesome and funny production here. Nicely done
Thanks! Glad you liked the production!
This was educational thank you.
Really great video - informative and entertaining 👍🏼
Glad you enjoyed it!
Love this game and your coverage.
Same and thank you
How do you have access to more than 6 perk points?
I used this mod www.nexusmods.com/manorlords/mods/68?tab=files
@@Midgeman omg there’s already mods and stuff. I’m gonna have to check it out and see how to go install! Tysm!
I binged this game for 10 hours straight, watching tutorials, trying to figure out where the gap in my resource chain was.
It was in the fact that you need to hunting locations because it’s not the actual locations themselves. That’s the issue, it’s the resource cap. Thank you so much for explaining that!
I'd love to see apiaries also boost growth speed or fertility regen on fields of nearby
Whoa, another great guide by the Midgeman! WOW! 😮
I wonder who the smart cookie that made the intro was...
@@Midgeman 🥰
Your title/chapter text is so fucking clean 💘
what do you mean in farming that field " year 1 / year 2 / year 3 " ??
Which year of crop rotation its on
Comment for algorithms, good vid 👍🏼
Since there is now dynamic supply and demand to the world trade do we know how long it takes for that to reset? because i accidentally sold too much leather and now i am making basically no money.
Really enjoyed this
Glad you enjoyed it
how do you at 2:10 have a full upgrade tree?
What confuses me is who should be allowed to create a market. IE , people running hunting camps, should they open a market, if so, who will hunt? Same goes for the forger hut and other shops. I saw one youtube who says you should shut down market access to all shops and only allow for the granery, warehouse and trading post to create a market. I'm lost!
Omg 30 seconds into the vid and I already facepalmed so hard, now realizing why my wheat & barley production (a fair distance apart) are so inefficient.
Also stall management, haven't done that at all.
Thank you very much, great tips!
Hi, what do you mean increase work are of fields by holding Alt?
Sorry, I think I accidently remapped it, Holding scroll and control means you can change the size of the limited work region
@@Midgeman Yeah, this is what I have done, but it seems workers from other fields still go to work in the other fields out side their work zone.
2:12 how did you get so many perk points? Isn't it 6 max per town?
Modded it to make making the guide easier
@@Midgeman Alright, thanks for the reply!
Please give me some more advice: do you think that in an area with abundant iron and berries (I would like to focus on armor, iron, etc.), the optimal perks will be - 2 for iron, 2 for armor, apples (food sources I would like vegetables, berries, apples and eggs in addition), the last perk I was planning with sheep farming (is it worth it?) or better to take the one for berries?
Thank you in advance again for your answer, great prepared videos.
Sheep farming can slow the game quite a lot so be careful! Doubling a berry supply is always a good idea
Oh, I am so coming back to this for my next game. I feel a need to restart now.. aha... whoopsiie, farm land plots are too big~
You have impeccable diction and a heart warming style. ❤️ now do your research! 😆
Thankyou... I think? 😂
Not sure if I've missed something but how do you have so many development points?
There's a mod to unlock more, which I used to speed up the creation of the tutorial
thanks!
5:14 Everything is unlocked in the Development screen. How did you do that? Some kind of mod? As far as I know, the game gives you up to 6 development points, but after you reach the highest development state (large town) no more points are rewarded. So how can you have everything unlocked?
www.nexusmods.com/manorlords/mods/68?tab=files
@@Midgeman Thanks, mate. I was suspecting this is not a core game feature that I missed. :)
Keep on delivering the good content. Well appreciated.
Is the market micromanage need a bug?
Thanks! That was really helpful.
Glad it helped!
Which build are these tips based on? Because some of the points might become obsolete later.
Also, don't chicken plots always produce 2 eggs? It doesn't make sense for them to make only 1 egg per month per family, because then it would be impossible to have a surplus of eggs.
Love this game! Thanks!
i didnt know berry bushes were that op, lol i get next to nothing from them.
first play through im just casually learning as much as i can and i think ill rerun it once im confident i know enough, wish i could stop my houses from making hundreds of shields and boots though :S
Dedicated Storage. ✅
Micromanage who cares for a market stall. ✅
Another helpful video. 👍
Thanks for watching! Glad it helped!
How did you unlock almost all specializations? Isn't like 6 the max?
Yup, modded the game to make the tutorial faster
Nice video. Still deciding to buy it or just wait for full release.🧐
Could enter the competition in the pinned comment!
buy it
How do you have so many development points? I only unlocked 6 with a large town
Niice Tips! Appreciate the passion !
Thanks for watching! I love this game
Wish I could do videos like this guy but I'm to dum .I'm trying get videos going have to many problems. I watch videos but idk .but love ur channel and it inspires me alot❤
Keep at it! You'll find the content style that fits you soon enough
Nice video👏
Omg this game sometimes seems so complex! I have started and had to restart again and again just to get a good start but it never seems to work
sadly it was a food shortage by collecting or production, but stock in the old patch. i haven't played the new version yet.
the ai would just never keep a steady stock, with even 4-6 graneries.
much like the 30 firewood, clothing, stalls the game makes, for some reason...instead of keeping the 1-2 reused.
Im looking forward to trying the current build
great video
Glad you enjoyed it
I've been addicted to this game
Same
I feel they should the brewing of honey, rye and wheat as well
That would be cool
can u go -1 or 2db at 200-300hz on your mic track pls
Oddly specific hz range
I'm new to the game and so far I have 30hrs (can't stop) however I was wondering how you can get more development points? because so far I had to use the influence mods to make it don't feel as easy as just using the other mods
Sadly its just mod, outside of specializing towns
Thanks 👍🏻
You're welcome
I watched intro like 10 times :D
Yo, glad you liked it!
well done great video
Apiaries are not limited to two per region, the tool tip is incorrect at this time. I have two dozen running in a region and it's the main resource I trade.
You can build more, but at the time of recording they do not increase regional yield
How do u have so many development points not sure if I'm being dumb but it's lock at 6 isn't it 🤔
Yes, it's a mod - I believe I've linked it in the comments a couple times