NEVER Go Hungry Again in Manor Lords

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  • เผยแพร่เมื่อ 25 ธ.ค. 2024
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ความคิดเห็น • 494

  • @Midgeman
    @Midgeman  7 หลายเดือนก่อน +7

    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

    • @Doomemdtrader
      @Doomemdtrader 7 หลายเดือนก่อน

      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
      @BiglerSakura 7 หลายเดือนก่อน

      To fully store a forager hut with 50 berries, do you restrict berry acceptance in the granary? (same question for meat)

    • @Doomemdtrader
      @Doomemdtrader 7 หลายเดือนก่อน

      @@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.

    • @turboz6477
      @turboz6477 7 หลายเดือนก่อน

      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

    • @turboz6477
      @turboz6477 7 หลายเดือนก่อน

      Although I do think having multiple families picking is a good idea, especially with the berry production bonus. Loving the vids Midgeman 👍

  • @Recline17
    @Recline17 7 หลายเดือนก่อน +118

    The production value of this video was 🔥

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +5

      No you're 🔥🔥🔥

    • @unfocused1
      @unfocused1 7 หลายเดือนก่อน +2

      @@Midgeman I agree on the production value BUT... please check spelling. Vegetables not vegitables. Details matter.

    • @Kkbilaot
      @Kkbilaot 7 หลายเดือนก่อน

      @@unfocused1 🤣🤣🤣🤣

    • @Chaser96
      @Chaser96 7 หลายเดือนก่อน +3

      @@unfocused1micromanage your village, not someone else’s content

    • @unfocused1
      @unfocused1 7 หลายเดือนก่อน +4

      @@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🔥🔥🔥 . :)

  • @Tokashiza
    @Tokashiza 7 หลายเดือนก่อน +52

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Yeah it really really does

    • @BiglerSakura
      @BiglerSakura 7 หลายเดือนก่อน

      However, sometimes they ignore the limitations and store goods that are restricted into that dedicated granary or warehouse.

    • @anthonyfoote3178
      @anthonyfoote3178 7 หลายเดือนก่อน

      If I ever get the pop for it I will!

    • @crpzh
      @crpzh 6 หลายเดือนก่อน +3

      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.

    • @GainChuide-yt6fg
      @GainChuide-yt6fg 4 หลายเดือนก่อน +1

      That doesn’t work for me. The game just ignores my settings limiting ehat can be stored at a specific storage

  • @bythelee
    @bythelee 6 หลายเดือนก่อน +10

    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).

    • @cocodelavoz6190
      @cocodelavoz6190 2 หลายเดือนก่อน

      Thank you for the effort of sharing your results 👍

  • @shawtknight
    @shawtknight 7 หลายเดือนก่อน +24

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +4

      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

  • @AodhhanM
    @AodhhanM 7 หลายเดือนก่อน +2

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Would be an excellent evolution to that chain

  • @WeirdViking
    @WeirdViking 7 หลายเดือนก่อน +1

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Thank you, its hard to find a balance between both!

  • @AGreyGoat
    @AGreyGoat 7 หลายเดือนก่อน +1

    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

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      OH wow thats really cool

    • @Tokashiza
      @Tokashiza 7 หลายเดือนก่อน +1

      The annoying part is that you have to pick the Ox talent first which I find useless once you assign 3 families per farmhouse.

  • @bloodyto91
    @bloodyto91 7 หลายเดือนก่อน +13

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Thanks for sharing! I wasnt sure of the %!

    • @MrSladej
      @MrSladej 7 หลายเดือนก่อน +13

      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.

    • @Tokashiza
      @Tokashiza 7 หลายเดือนก่อน +2

      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.

    • @christianhorniman4044
      @christianhorniman4044 7 หลายเดือนก่อน

      Apparently if you pause the building it has the same effect.

  • @mrhomeslice4693
    @mrhomeslice4693 6 หลายเดือนก่อน +2

    this is high quality content, I'm surprised you don't have more subs

  • @Kristof1
    @Kristof1 7 หลายเดือนก่อน +1

    You honestly have no idea, how helpful this is

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Glad to help out!! Manor Lords can be tricky to figure out at the beginning :)

  • @Sombre____
    @Sombre____ 7 หลายเดือนก่อน +4

    I like this village on the top of a hill. It's really nice with all the field in the background.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Right? I've built similar towns in this location multiple times!

    • @twomillion8383
      @twomillion8383 7 หลายเดือนก่อน

      I had to rebuild a starting town built on a hill. It was too steep. 😢

  • @ewenchan1239
    @ewenchan1239 7 หลายเดือนก่อน +1

    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.

  • @katsilva4277
    @katsilva4277 7 หลายเดือนก่อน +14

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Good looking out and thanks for the patch note update!

    • @phineasgage8252
      @phineasgage8252 7 หลายเดือนก่อน +1

      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...

    • @BiglerSakura
      @BiglerSakura 7 หลายเดือนก่อน

      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.

  • @benhadaway3322
    @benhadaway3322 5 หลายเดือนก่อน

    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...

  • @RobertNelson-l3m
    @RobertNelson-l3m 7 หลายเดือนก่อน +3

    V nice vid. High production values, well narrated, and well edited.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Cheers! Glad you liked the production!

  • @vin101
    @vin101 7 หลายเดือนก่อน +1

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Huh, I think I can conceptualize it... Interesting concept

  • @Pix_ZL13
    @Pix_ZL13 7 หลายเดือนก่อน

    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

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Would make a lot of sense

  • @BleachWizz
    @BleachWizz 7 หลายเดือนก่อน

    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

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      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!

  • @Red_ger
    @Red_ger 7 หลายเดือนก่อน

    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?

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      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

  • @mr.k1946
    @mr.k1946 7 หลายเดือนก่อน

    Thanks for the video completely changed my experience playing this game

  • @SheepSS
    @SheepSS 4 หลายเดือนก่อน

    Such a nice video about this game! I can't wait to play it in the future!

    • @Midgeman
      @Midgeman  4 หลายเดือนก่อน

      It's been 2 weeks... Have you got to play it yet!?

    • @SheepSS
      @SheepSS 4 หลายเดือนก่อน

      @@Midgeman Ohh! Not yet, but I’ll try soon 😁

  • @MickyMuffMuncher
    @MickyMuffMuncher 7 หลายเดือนก่อน +1

    this guy earned this sub

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      LETS GO

  • @christianhorniman4044
    @christianhorniman4044 7 หลายเดือนก่อน +1

    Awesome video, clear and concise , great help, subscribed so I can get tips and help continually.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Thanks for the sub!

  • @baf_mcnab3065
    @baf_mcnab3065 7 หลายเดือนก่อน

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Really? I thought it was alt scroll (maybe I've rebound it? 😂)

    • @baf_mcnab3065
      @baf_mcnab3065 7 หลายเดือนก่อน

      @@Midgeman Possibly, alt shows where your people are though so that would be odd, but either way, thanks for the vid.

  • @mcmann7149
    @mcmann7149 7 หลายเดือนก่อน

    For the berries, I found that two huts with three families each would allow for a very constant yield.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      I'll have to give that a try!

  • @mikeyredmond5898
    @mikeyredmond5898 7 หลายเดือนก่อน

    This goes down well with a coffee. Solid work, great advice.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

  • @zionosphere
    @zionosphere 7 หลายเดือนก่อน +1

    Always entertaining and informative. Thanks.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Glad you enjoyed it

  • @Taooflu
    @Taooflu 7 หลายเดือนก่อน

    Efficiency! My setup is nowhere near as efficient, but man I have to say farming / bread making is great!

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      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!

  • @mikloskoszegi
    @mikloskoszegi 7 หลายเดือนก่อน

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      I've heard this, i'm going to try out the beta branch this week to see the changes

    • @sarcasm-83
      @sarcasm-83 7 หลายเดือนก่อน

      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)

    • @mikloskoszegi
      @mikloskoszegi 7 หลายเดือนก่อน +1

      @@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.

    • @mikloskoszegi
      @mikloskoszegi 7 หลายเดือนก่อน

      @@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.

    • @sarcasm-83
      @sarcasm-83 7 หลายเดือนก่อน

      @@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.

  • @PictishPrince
    @PictishPrince 7 หลายเดือนก่อน

    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 .

  • @627hjc
    @627hjc 4 หลายเดือนก่อน

    So great now that you can dictate which buildings can operate a market stall in the new update!

    • @Midgeman
      @Midgeman  3 หลายเดือนก่อน +1

      Absolutely!!

  • @haraldheftmops4911
    @haraldheftmops4911 7 หลายเดือนก่อน

    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.

    • @adamas_dragon
      @adamas_dragon 7 หลายเดือนก่อน

      Apples and "vegitables"*

    • @haraldheftmops4911
      @haraldheftmops4911 7 หลายเดือนก่อน

      @@adamas_dragon ?🤷‍♂️

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Its a joke as thats how I accidently misspelt it in the video :P

    • @haraldheftmops4911
      @haraldheftmops4911 7 หลายเดือนก่อน

      @@Midgeman aaahhh😂

  • @ShadowWolf-zw2dv
    @ShadowWolf-zw2dv 7 หลายเดือนก่อน

    Bro you just got a follow because the work you put into this video and I'm like you love manor lords

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Thank you 🤘

  • @Scrim71
    @Scrim71 7 หลายเดือนก่อน

    Best ML content by far. Subscribed

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Glad you liked it!

  • @shauninanutshell7704
    @shauninanutshell7704 5 หลายเดือนก่อน +1

    nah bro, with this tutorial i could finally feed my own family, shit so real, got me buy acres of land and start faerming

  • @sterben4106
    @sterben4106 7 หลายเดือนก่อน

    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

  • @kylebailey315
    @kylebailey315 6 หลายเดือนก่อน

    Thank You! this food got me headscratchin

  • @Tharx89
    @Tharx89 7 หลายเดือนก่อน

    Thank you for the videos :) best Manor Lords content in my opinion :p - all the way from Singapore!

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Glad you like them! Woah! International Viewer!

  • @DenizB112
    @DenizB112 7 หลายเดือนก่อน

    Great tips, definitely trying these in my next run. Got lucky and have clay and iron as rich deposits!

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Nice heres an extra tip for you, you can actually squeeze multiple mines onto rich deposits!

  • @alexhale6582
    @alexhale6582 7 หลายเดือนก่อน

    Great video, useful tips and excellent editing!

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Thanks! Means a lot!

  • @Trypragmatic
    @Trypragmatic 7 หลายเดือนก่อน

    Can't wait until markets and other things are fixed ❤

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      I'm not sure markets are a bug, but im certainly looking forward to other fixes

  • @Firewolf-vi1jh
    @Firewolf-vi1jh 7 หลายเดือนก่อน

    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

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Essential yes, but you can get away with only staffing 4 families on each if you have oxen

  • @wvu412
    @wvu412 5 หลายเดือนก่อน

    Love the videos !

  • @NoName-yw1pt
    @NoName-yw1pt 2 หลายเดือนก่อน +1

    7:16 how did you get them all?

    • @Midgeman
      @Midgeman  2 หลายเดือนก่อน

      mod :)

  • @iainansell5930
    @iainansell5930 7 หลายเดือนก่อน

    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...

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      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

  • @thomasbryant7871
    @thomasbryant7871 7 หลายเดือนก่อน +1

    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

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Nice tip

  • @freppers2666
    @freppers2666 5 หลายเดือนก่อน

    Great video! How many 1-2 Morgan fields per farmhouse works best?

  • @cazperzero
    @cazperzero 5 หลายเดือนก่อน

    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

  • @nilsib1lsi
    @nilsib1lsi 7 หลายเดือนก่อน

    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)

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      sneaky little mod

  • @p.herrmann4538
    @p.herrmann4538 7 หลายเดือนก่อน +2

    Actually helpful 👏

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Let's go 👌🏻

  • @Gyurg00
    @Gyurg00 7 หลายเดือนก่อน +1

    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

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Good tip

  • @BluffyMoo
    @BluffyMoo 6 หลายเดือนก่อน

    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)

  • @1Scimetar
    @1Scimetar 7 หลายเดือนก่อน

    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
      @Midgeman  7 หลายเดือนก่อน

      I think wax is going to be the bigger thing for apiaries with honey being a side benefit

    • @1Scimetar
      @1Scimetar 7 หลายเดือนก่อน

      @@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.

  • @chilimike6598
    @chilimike6598 7 หลายเดือนก่อน

    Awesome and funny production here. Nicely done

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Thanks! Glad you liked the production!

  • @DeTofuKing
    @DeTofuKing 7 หลายเดือนก่อน

    This was educational thank you.

  • @justinmills1721
    @justinmills1721 7 หลายเดือนก่อน

    Really great video - informative and entertaining 👍🏼

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Glad you enjoyed it!

  • @Plombo_5
    @Plombo_5 7 หลายเดือนก่อน

    Love this game and your coverage.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Same and thank you

  • @Hitonsight6
    @Hitonsight6 7 หลายเดือนก่อน +2

    How do you have access to more than 6 perk points?

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +2

      I used this mod www.nexusmods.com/manorlords/mods/68?tab=files

    • @Hitonsight6
      @Hitonsight6 7 หลายเดือนก่อน +1

      @@Midgeman omg there’s already mods and stuff. I’m gonna have to check it out and see how to go install! Tysm!

  • @chasemanhart
    @chasemanhart 6 หลายเดือนก่อน

    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!

  • @jackjenkins5056
    @jackjenkins5056 7 หลายเดือนก่อน

    I'd love to see apiaries also boost growth speed or fertility regen on fields of nearby

  • @Daxenholm
    @Daxenholm 7 หลายเดือนก่อน

    Whoa, another great guide by the Midgeman! WOW! 😮

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      I wonder who the smart cookie that made the intro was...

    • @Daxenholm
      @Daxenholm 7 หลายเดือนก่อน

      @@Midgeman 🥰

  • @deliciouslybrutal
    @deliciouslybrutal 7 หลายเดือนก่อน

    Your title/chapter text is so fucking clean 💘

  • @emadq8869
    @emadq8869 7 หลายเดือนก่อน

    what do you mean in farming that field " year 1 / year 2 / year 3 " ??

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Which year of crop rotation its on

  • @truffelnootje
    @truffelnootje 5 หลายเดือนก่อน

    Comment for algorithms, good vid 👍🏼

  • @sanuelkessler8435
    @sanuelkessler8435 7 หลายเดือนก่อน

    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.

  • @tosler
    @tosler 7 หลายเดือนก่อน

    Really enjoyed this

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Glad you enjoyed it

  • @Iamgamerrrr
    @Iamgamerrrr 6 หลายเดือนก่อน

    how do you at 2:10 have a full upgrade tree?

  • @barackuse
    @barackuse 3 หลายเดือนก่อน

    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!

  • @Liednard
    @Liednard 2 หลายเดือนก่อน

    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!

  • @waynegarrett1614
    @waynegarrett1614 7 หลายเดือนก่อน

    Hi, what do you mean increase work are of fields by holding Alt?

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Sorry, I think I accidently remapped it, Holding scroll and control means you can change the size of the limited work region

    • @waynegarrett1614
      @waynegarrett1614 7 หลายเดือนก่อน

      @@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.

  • @tralarimtamtum4899
    @tralarimtamtum4899 4 หลายเดือนก่อน

    2:12 how did you get so many perk points? Isn't it 6 max per town?

    • @Midgeman
      @Midgeman  4 หลายเดือนก่อน +1

      Modded it to make making the guide easier

    • @tralarimtamtum4899
      @tralarimtamtum4899 4 หลายเดือนก่อน

      @@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.

    • @Midgeman
      @Midgeman  4 หลายเดือนก่อน +1

      Sheep farming can slow the game quite a lot so be careful! Doubling a berry supply is always a good idea

  • @pharuhs
    @pharuhs 5 หลายเดือนก่อน

    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~

  • @infomolerat
    @infomolerat 3 หลายเดือนก่อน

    You have impeccable diction and a heart warming style. ❤️ now do your research! 😆

    • @Midgeman
      @Midgeman  3 หลายเดือนก่อน

      Thankyou... I think? 😂

  • @slondon355
    @slondon355 7 หลายเดือนก่อน

    Not sure if I've missed something but how do you have so many development points?

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      There's a mod to unlock more, which I used to speed up the creation of the tutorial

    • @slondon355
      @slondon355 7 หลายเดือนก่อน

      thanks!

  • @minarikp
    @minarikp 7 หลายเดือนก่อน

    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?

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      www.nexusmods.com/manorlords/mods/68?tab=files

    • @minarikp
      @minarikp 7 หลายเดือนก่อน

      @@Midgeman Thanks, mate. I was suspecting this is not a core game feature that I missed. :)
      Keep on delivering the good content. Well appreciated.

  • @christianbass10
    @christianbass10 5 หลายเดือนก่อน

    Is the market micromanage need a bug?

  • @aer0planejelly911
    @aer0planejelly911 7 หลายเดือนก่อน

    Thanks! That was really helpful.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Glad it helped!

  • @blackmage471
    @blackmage471 5 หลายเดือนก่อน

    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.

  • @psedd14
    @psedd14 6 หลายเดือนก่อน

    Love this game! Thanks!

  • @trentkelly2303
    @trentkelly2303 7 หลายเดือนก่อน

    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

  • @CatzRawla
    @CatzRawla 7 หลายเดือนก่อน

    Dedicated Storage. ✅
    Micromanage who cares for a market stall. ✅
    Another helpful video. 👍

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Thanks for watching! Glad it helped!

  • @Zethai
    @Zethai 7 หลายเดือนก่อน

    How did you unlock almost all specializations? Isn't like 6 the max?

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Yup, modded the game to make the tutorial faster

  • @xTEiTOx
    @xTEiTOx 7 หลายเดือนก่อน

    Nice video. Still deciding to buy it or just wait for full release.🧐

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Could enter the competition in the pinned comment!

    • @davidbean9740
      @davidbean9740 7 หลายเดือนก่อน

      ⁠buy it

  • @achism1030
    @achism1030 6 หลายเดือนก่อน

    How do you have so many development points? I only unlocked 6 with a large town

  • @cameraguyjp85
    @cameraguyjp85 7 หลายเดือนก่อน

    Niice Tips! Appreciate the passion !

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Thanks for watching! I love this game

  • @gamingfromjohnwayne
    @gamingfromjohnwayne 4 หลายเดือนก่อน

    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❤

    • @Midgeman
      @Midgeman  4 หลายเดือนก่อน +1

      Keep at it! You'll find the content style that fits you soon enough

  • @Scheppa16
    @Scheppa16 5 หลายเดือนก่อน

    Nice video👏

  • @SeanChristopherMcGee
    @SeanChristopherMcGee 5 หลายเดือนก่อน

    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

  • @onizuka
    @onizuka 7 หลายเดือนก่อน

    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.

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Im looking forward to trying the current build

  • @benlangille4501
    @benlangille4501 4 หลายเดือนก่อน

    great video

    • @Midgeman
      @Midgeman  4 หลายเดือนก่อน

      Glad you enjoyed it

  • @jesiferbee1370
    @jesiferbee1370 7 หลายเดือนก่อน

    I've been addicted to this game

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      Same

  • @gowensbach2998
    @gowensbach2998 7 หลายเดือนก่อน

    I feel they should the brewing of honey, rye and wheat as well

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน

      That would be cool

  • @d2ccio
    @d2ccio 4 หลายเดือนก่อน

    can u go -1 or 2db at 200-300hz on your mic track pls

    • @Midgeman
      @Midgeman  3 หลายเดือนก่อน

      Oddly specific hz range

  • @ElNeverin
    @ElNeverin หลายเดือนก่อน

    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

    • @Midgeman
      @Midgeman  หลายเดือนก่อน

      Sadly its just mod, outside of specializing towns

  • @neilproctor5163
    @neilproctor5163 11 วันที่ผ่านมา

    Thanks 👍🏻

    • @Midgeman
      @Midgeman  9 วันที่ผ่านมา

      You're welcome

  • @markoobrvan44
    @markoobrvan44 หลายเดือนก่อน

    I watched intro like 10 times :D

    • @Midgeman
      @Midgeman  หลายเดือนก่อน

      Yo, glad you liked it!

  • @andybrown-tl8rt
    @andybrown-tl8rt 6 หลายเดือนก่อน

    well done great video

  • @KrisKlunder
    @KrisKlunder 3 หลายเดือนก่อน

    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.

    • @Midgeman
      @Midgeman  3 หลายเดือนก่อน

      You can build more, but at the time of recording they do not increase regional yield

  • @barryhall7058
    @barryhall7058 7 หลายเดือนก่อน

    How do u have so many development points not sure if I'm being dumb but it's lock at 6 isn't it 🤔

    • @Midgeman
      @Midgeman  7 หลายเดือนก่อน +1

      Yes, it's a mod - I believe I've linked it in the comments a couple times