EPISODE 4 IS OUT NOW - th-cam.com/video/3IiieAOGrjc/w-d-xo.html Missed a previous episode? Catch the full playlist here - th-cam.com/video/f16hXx4JRi4/w-d-xo.html ! And don't forget to subscribe if you're enjoying the series - there's plenty more to come!
I need more, MORE MANOR LORDS, This game is just breathtaking. The fact that this is ONLY an early access and dev already said that ammunition and cavalry is coming too HOLY CRAP I CANT
Seems like it’s gona be as good as medieval 2.. .it doesn’t have gigantic epic scale, yet. Imagine a seamless transition to full Europe, for sake of size it might be 1:3 scale or something so it stays fun
Let the struggle for influence begin! I'm loving the idea of having orchards between the church and manor. Seems to me it leans into the common practice of the time of monastic brewing. Might be fun to add some bee hives as well. If there are any monastic buildings that would be a great spot for them also. Or even within our own head canon, having some burgage plots with been hives and orchards would act as our monastic settlements. And would do a good job of surrounding the church which fits with traditional organic spreading of villages. Really enjoying seeing more of the action on the ground whenever we're not needing to be overhead.
Everyday I wake up and get excited that there is another episode in this series. I love your organic approach to the town, and I can’t wait to see more.
I'm loving the fact that rallying forces have so much impact on economy that the player needs to take into consideration if it's worth enough. Not to mention the impact when there will be more casualties. Great playthrough PartyElite! Love it.
Very realistic that the lord has to levy his troops which takes away from his domestic production. This is why for much of medieval times, wars were not fought during harvest or planting season. They were typically fought after spring planting and ended in time for harvest season.
Which in turn may be a META players take on themselves. Or, when they have the money, to hire mercenaries and attack other regions DURING the planting or harvesting season to doubly hurt the other lord. Mercenaries come and go but the loss of materials from the lack of labor will not be easy to replace.
It'd be cool to maybe end each video with your ruler walking through part of the town-- it'd be a cool way to see what's changed since the last playthrough. Loving this series, btw! It's really cool to see a non-min/max playthrough- not because there's anything wrong with min/maxing, but just because it's a different vibe and thought-process that's interesting to hear.
Really fun to see the military part of the game this early on, can't wait to see how it developes over time. I think farming should be a step going forward.
You're thinking tactically, Party Elite thought strategically. What's the cost of 1 peasant's life compared to a strengthened claim on the territory and the spoils of war?
@@MollyGermek I mean not really, he'd have made it to the second bandit camp before the baron if he was marching. It wasn't a needed loss but it was still entertaining.
Hey Party, I didn´t show up for a while, but this series is definitely worth spending some time to watch. What a great game! Just one suggestion: the ale industry will possibly drain your fuel supplies. Just a personal guess, be sure to be ahead of this.
Another consideration: Wealthy people often lived in elevated areas while the poor lived downhill. This is because waste was generally thrown out into the street and it would flow downhill every time it rained. Thus if you lived downhill it could become quite smelly. I'm guessing most people would become noseblind to many smells after a time.
Between the church and the manor, I feel like orchards is the way to go. Plus adding a couple of level 3 Burgage plots would be a nice addition. What a timing to see the lightning!
I think you need to raise the barley crops yourself and export the products as well as support the tavern. Getting the farms up and running will go a long way in fixing the potential food shortage in winter. as for by the manor, either orchards or crop fields would seem to be viable choices.
I love your channel. I first watched you with Workers and Resources, then Ixion. Wish you luck with this series as I have been waiting for this game like you
Delighted to see the combat mechanics in this video. That was the one thing I was still unsure about, but it looks great. Your videos are helping turn this game into an absolute no-brainer of a purchase.
I like the idea with houses behind the church, because it makes the church central in town for everyone. And make a park on the other side of the road. But also could make that park area behind church and houses on other side of road, both works I think. Keep it up!
After clearing a bandit camp, you can choose for the ‘Send resources to the nearest town’ option to get a lot of Regional Wealth to spend in your village!
Regarding the manor -- consider sight-lines. If it's raised, you may be planning to defend from it? If so, trees will make that more difficult (I have no idea if manor defence is a thing, but it seems like it's worth considering?)
Would be really interesting to cover some aspects of equiping the Militia, saw sidearms, extra armor and tools that they can carry with them, how does that change the type of troops they become/are, or is it a requirement for 'promoting' them somehow?
I don't know if you come back to older vids, but I wanted to add on to something you said at around the 45 minute mark. You mentioned that churches were central to towns of the period, which is true but the other central feature that started being seen around this period were markets. They were, in an over simplified fashion, the Malls of the Medieval world and local Lords made money off of them. Love the series and sorta re-listening to them as I play.
Combat looks pretty decent, I'm keen to see it at a larger scale. Yet another great video, I love how you explain the game and your own trains of thought.
Awesome series as always PE! These few hours have made me certain of picking this up as someone who's always on the lookout for a better version of rts battles and overall economy/campaign management.
I hope you read this comment, enjoyed the 3 episodes so far. Don't know if you know but sure you do, You can actually walk around as the manor lord (3rd person) i believe it is when you press the eye icon at the manor lord. Would love if you show everyone !! great content keep it coming !!! 😁
I know i'm two weeks late and all... But I vote orchard!! As you started talking about it, I was just looking at those first four housing plots... like my bruv is forgetting the back yard apple trees!!!
love the series so far :) i think it's good you try to keep your building spaces organic and try not to delete any roads , maybee give yourself 1 "muligan" per episode to enforce it more, but keep some options open. on the question if we wanted to see faster growth of the village or more time seeing them live, my opinion would be: do both , maybee showcase there lives in the beginning of an episode and near the end , this way we see the progression you made that episode and how the villagers lives have improved ( or not ) 😃.
I would suggest that you make more effective use of the Bandit camps to build your economy. Add it to the village resources, so that you can extend the backyards with orchards, goats, chickens etc. Because this will diversify your market stalls, making your citizens more happy, and help you upgrade the houses which immediately contributes back to the economy. You will also be able to add more trade routes using village funds, which continues to grow your economy. Having these trade routes allows you to get better equipment for the army. Then you can Levy taxes on your town, which decreases popularity a bit, but you'd be able to sustain that because of how you invested in the economy quickly.
Probably late, but from a tactical perspective it makes more sense to have fields next to the Manor House, rather than orchards. It is ultimately a defensive redoubt, and so you don't want to have a bunch of trees right next to it, providing cover for potential enemies. Big open fields would make more sense in such a context. Even so, as mentioned, I recognise that this is probably too late to mention now. This series is great, and the game just looks so, so gorgeous
Great series... the 26th can't get here fast enough... this game hits different, it feels fresh and exciting which other games lately haven't really been doing. Keep up the great series ill be watching it each day as you upload!
One thing with the church, the graves will fill the fenced in lot, not sure what effect it'll have on the population but you'll need some place to bury your villagers.
I was like 1,000. Also funny watching him get caught up in excitement. “Log this area” 10 seconds later “nvm log this area” 30seconds later “no no no. Chip away at the woods over here” poor workers make it to the job site and instantly get new orders lol
Ah, this game looks so beautiful. This playthrough soothes my soul. And yeah, PE. Nice combo with the development points into trade! Definitely, well thunk 😂. Also, nice outmaneuvering the Baron's men. Really happy you are bringing us this game. I might pick it up myself.
I am very interested in playing this game, and I'm fairly decent at resource management, but I'm not a military strategist, and I've always struggled with anything involving armies and combat, so I'm afraid this might end up being yet another game that I play for a few hours, get frustrated with, and then never play again. Looks gorgeous though! I appreciate the moments when you just take a break to look at the visuals!
Hear yee, hear yee! The first campaigns of our great Lord Huptmann have seen resounding success. His quick and fierce strategies lead our brave men to taste many rich victories. Your husbands and sons are returning with haste to tend our burgeoning town. Our hard work has given us many blessings, which only multiply as our beloved village opens up to trade. Let us share our splendour with neighbouring lands. Let us open our hearts to the coming merchants, and our tavern to the coming great brew. Hear yee, hear yee! So decrees Lord Huptmann.
Is it possible to carve paths through the forest and build bridges over the river? So cool to see your militia venturing out to attack the bandits - was there never a risk of the other army suddenly attacking if they got too close?
(As they learn the way to expand into a foreign-owned land by influence/king's permission, I look forward to see how they maneuver this in future events....)
I know this is a 2 week old video but your intention of importing the amount of Barley you'll need to keep your tavern afloat is going to get crazy expensive with the new trade house saturations. The more you goods of a specific kind you export/import the prize will drop/increase dramatically. It will make exporting almost fruitless and import gutting.
I was for the orchard then i thought of the high tier burgage plots as minor nobles, perhaps titleless wealthy families. It makes sense in my head that they live close to the manor to curry favor and also show their allegiance.
Hello PE, awesome work ! Can I tell you that your organisation of your small good looking town is a bit too symmetrical ? Medieval town would construct itself around the church, Im sure you would have a perfect aspect by trying to expand that way. Again, you do a great work and this is only my opinion !
I think putting the loot from the camps in your treasury is a mistake. Early on I think the regional wealth is more useful for building up basic infrastructure and expanding trade capacity with horses.
24:50 “You’re starting to see where I’m going here, I hope, because I’ve described it almost entirely.” 😂 Is there a reason you’re not farming your own barley and malt, since you have all this underutilized fertile land?
The only reason I'm watching is because you unlocked orchards and explicitly said you'd put a couple in. I was really curious how they'd turn out. GBAS.
For the trading post, do you not need the route for every good type? Because some say route needed and some don’t though there is an option to make one (like with the berries and such)
Quick questions: if you have an artisan home, will the adult men in that home be used for your military? Because I have like 24 families and only 12 of the homes will let me use them for the military.
its crazy how one person have made a better job than CA with unit weight , when units clash it really looks way better than any modern total war. t really reminds me with medieval 2.
I don't know if it is implementet in the future , but i would like the freedom to alter the units ...i would have liked 10 archers and 16 spear units instead..... in you 2nd ralley . i would have positioned myself far enough away and waited until the barons men once again engaged and then moved in ...
I feel like your town is missing chickens and goats. Very atmospheric AND helps diversify the food supply. Feels like you haven't expanded food supply in a while (other than ale)
EPISODE 4 IS OUT NOW - th-cam.com/video/3IiieAOGrjc/w-d-xo.html
Missed a previous episode? Catch the full playlist here - th-cam.com/video/f16hXx4JRi4/w-d-xo.html ! And don't forget to subscribe if you're enjoying the series - there's plenty more to come!
Be sure to check out the third person mode! It's the eye icon next to your portrait in the top right!
Yes! I was going to show it this episode but then got caught up with the fighting haha
TY
I need more, MORE MANOR LORDS, This game is just breathtaking. The fact that this is ONLY an early access and dev already said that ammunition and cavalry is coming too HOLY CRAP I CANT
Seems like it’s gona be as good as medieval 2.. .it doesn’t have gigantic epic scale, yet. Imagine a seamless transition to full Europe, for sake of size it might be 1:3 scale or something so it stays fun
Cavalry & Ammunition...??!! Awesome..
Everyone and their mom is covering this game , yet i only see this series because i just love how you present your videos and explain things.
Fr
not sure if you realise but you can walk around your town as a lord, would love to see more of that :D
Let the struggle for influence begin!
I'm loving the idea of having orchards between the church and manor. Seems to me it leans into the common practice of the time of monastic brewing. Might be fun to add some bee hives as well. If there are any monastic buildings that would be a great spot for them also. Or even within our own head canon, having some burgage plots with been hives and orchards would act as our monastic settlements. And would do a good job of surrounding the church which fits with traditional organic spreading of villages.
Really enjoying seeing more of the action on the ground whenever we're not needing to be overhead.
you have perfect farm land and havent used that bonus yet you could have massive farms and exports from them and barley for the malt
DUDUUUDDEEEE MY POINT EXACTLY AND ITS BURING MY INSIDES
Everyday I wake up and get excited that there is another episode in this series. I love your organic approach to the town, and I can’t wait to see more.
The ambient sounds are great when you zoom in. You can almost imagine your there. Reminds me of the sounds I heard growing up in a rural area.
Love the frequency!
Will try and keep it going daily for as long as I can!
I'm loving the fact that rallying forces have so much impact on economy that the player needs to take into consideration if it's worth enough. Not to mention the impact when there will be more casualties. Great playthrough PartyElite! Love it.
Very realistic that the lord has to levy his troops which takes away from his domestic production. This is why for much of medieval times, wars were not fought during harvest or planting season. They were typically fought after spring planting and ended in time for harvest season.
Yep! I love that it's so impactful here, considering how important it was!
Which in turn may be a META players take on themselves. Or, when they have the money, to hire mercenaries and attack other regions DURING the planting or harvesting season to doubly hurt the other lord. Mercenaries come and go but the loss of materials from the lack of labor will not be easy to replace.
It'd be cool to maybe end each video with your ruler walking through part of the town-- it'd be a cool way to see what's changed since the last playthrough. Loving this series, btw! It's really cool to see a non-min/max playthrough- not because there's anything wrong with min/maxing, but just because it's a different vibe and thought-process that's interesting to hear.
If you rename, say, the blacksmith to "Jeff the Blacksmith" and you create a militia, will you see Jeff on the battlefield?
If you make a Smithy burghage plot extension, you won't see him.
If you build a separate Smithy a nd assign a family there, you'll see him.
Orchard and upscale housing around your manor. Upscale business would also be fine as long as it is not noisy or smelly.
You are my cat's favorite youtuber. She will watch you more than anyone else, and this is easily her favorite series since Workers and Resources.
Really fun to see the military part of the game this early on, can't wait to see how it developes over time. I think farming should be a step going forward.
If your spearman weren't fully exhausted from running everywhere, perhaps you wouldn't have lost all those men.
You're thinking tactically, Party Elite thought strategically. What's the cost of 1 peasant's life compared to a strengthened claim on the territory and the spoils of war?
@@MollyGermek I mean not really, he'd have made it to the second bandit camp before the baron if he was marching. It wasn't a needed loss but it was still entertaining.
Hey Party, I didn´t show up for a while, but this series is definitely worth spending some time to watch. What a great game!
Just one suggestion: the ale industry will possibly drain your fuel supplies. Just a personal guess, be sure to be ahead of this.
Another consideration: Wealthy people often lived in elevated areas while the poor lived downhill. This is because waste was generally thrown out into the street and it would flow downhill every time it rained. Thus if you lived downhill it could become quite smelly. I'm guessing most people would become noseblind to many smells after a time.
And the old adage was born: “Sh** rolls downhill”.
37:20 - Timing at its best.... loving the series and explanations along the way. Keep up the great work.
Between the church and the manor, I feel like orchards is the way to go. Plus adding a couple of level 3 Burgage plots would be a nice addition.
What a timing to see the lightning!
Thx for the episode! I'm loving this series, but I'm wondering when we'll see how farming works
Very soon! Probably next episode, at this rate?
I think you need to raise the barley crops yourself and export the products as well as support the tavern. Getting the farms up and running will go a long way in fixing the potential food shortage in winter. as for by the manor, either orchards or crop fields would seem to be viable choices.
An orchard sounds delightful. Also whit would recommend to get chickens and goats for passive all year round food.
Hey Jesus! Gonna order another round!! well done on these series... you have taught me how to start playing this game properly boss!! keep it up...
Dude going ape with a piccolo as his boys march to war, I love it XD
I love that you can produce to a degree in your housings so you don't have problems with huge distances between housing and production later on
Definitely something scenic in front of the Manor. I would go with large pasture lands.
I love your channel. I first watched you with Workers and Resources, then Ixion. Wish you luck with this series as I have been waiting for this game like you
Delighted to see the combat mechanics in this video. That was the one thing I was still unsure about, but it looks great. Your videos are helping turn this game into an absolute no-brainer of a purchase.
thank you so much for doing these daily, it means the world, you sir are the best!
You might want to consider line of sight for your manor/ castle. An orchard would be pretty, but also provides cover for enemies.
I like the idea with houses behind the church, because it makes the church central in town for everyone. And make a park on the other side of the road. But also could make that park area behind church and houses on other side of road, both works I think. Keep it up!
Orchard for the spot in front of the manor. I like the story behind that.
After clearing a bandit camp, you can choose for the ‘Send resources to the nearest town’ option to get a lot of Regional Wealth to spend in your village!
Rip to that guy who died for the village, then got left to rot on the battlefield 😢
EPIC pause catching Thor in action
You got me to play MB 2 Bannerlord, and now I cannot wait to play Manor Lords. Love your content!!
I love the orchard idea, grand lands owned by the manor
40:16 Our Lord turned water into wine so yeah lol
I would say clear some of the forest and grow barley near the houses and tavern. Shorter commute and logistics for more efficiency
Regarding the manor -- consider sight-lines. If it's raised, you may be planning to defend from it? If so, trees will make that more difficult (I have no idea if manor defence is a thing, but it seems like it's worth considering?)
Really enjoying your coverage of this game. I can't wait to get my hands on it myself!
Would be really interesting to cover some aspects of equiping the Militia, saw sidearms, extra armor and tools that they can carry with them, how does that change the type of troops they become/are, or is it a requirement for 'promoting' them somehow?
fingers crossed that this is the beginning of the return of PE let's plays
I don't know if you come back to older vids, but I wanted to add on to something you said at around the 45 minute mark. You mentioned that churches were central to towns of the period, which is true but the other central feature that started being seen around this period were markets. They were, in an over simplified fashion, the Malls of the Medieval world and local Lords made money off of them. Love the series and sorta re-listening to them as I play.
Combat looks pretty decent, I'm keen to see it at a larger scale. Yet another great video, I love how you explain the game and your own trains of thought.
God I love the music.
Awesome series as always PE! These few hours have made me certain of picking this up as someone who's always on the lookout for a better version of rts battles and overall economy/campaign management.
I hope you read this comment, enjoyed the 3 episodes so far. Don't know if you know but sure you do, You can actually walk around as the manor lord (3rd person) i believe it is when you press the eye icon at the manor lord. Would love if you show everyone !! great content keep it coming !!! 😁
That theme that keeps playing in the background music is such an ear worm. 😅
Jesus would order some water and turn it into wine. As he does...
I love that this is living up to expectations
I know i'm two weeks late and all... But I vote orchard!! As you started talking about it, I was just looking at those first four housing plots... like my bruv is forgetting the back yard apple trees!!!
I’d love to see at the end of the series and/or at the middle a Timelapse of the start of the town to here it ended/is. I just think it would be fun.
ADELSBALL brewery drink like a lord ! Has to be your company slogan lol
love the series so far :)
i think it's good you try to keep your building spaces organic and try not to delete any roads , maybee give yourself 1 "muligan" per episode to enforce it more, but keep some options open.
on the question if we wanted to see faster growth of the village or more time seeing them live, my opinion would be:
do both , maybee showcase there lives in the beginning of an episode and near the end ,
this way we see the progression you made that episode and how the villagers lives have improved ( or not ) 😃.
I would suggest that you make more effective use of the Bandit camps to build your economy. Add it to the village resources, so that you can extend the backyards with orchards, goats, chickens etc. Because this will diversify your market stalls, making your citizens more happy, and help you upgrade the houses which immediately contributes back to the economy. You will also be able to add more trade routes using village funds, which continues to grow your economy. Having these trade routes allows you to get better equipment for the army. Then you can Levy taxes on your town, which decreases popularity a bit, but you'd be able to sustain that because of how you invested in the economy quickly.
Probably late, but from a tactical perspective it makes more sense to have fields next to the Manor House, rather than orchards. It is ultimately a defensive redoubt, and so you don't want to have a bunch of trees right next to it, providing cover for potential enemies. Big open fields would make more sense in such a context. Even so, as mentioned, I recognise that this is probably too late to mention now. This series is great, and the game just looks so, so gorgeous
I'm looking forward to this game , i wanted something like this since i was a small kid
Love this series so far! I think you should do the orchard next to your manor. But I’m very interested in seeing farming and everything ab that.
Great series... the 26th can't get here fast enough... this game hits different, it feels fresh and exciting which other games lately haven't really been doing. Keep up the great series ill be watching it each day as you upload!
Question: Can you establish new towns in other territories (If so, how many towns can you have going at once)?
You bet! Just costs a bit of money - I'll show how it works in an upcoming episode very soon!
One thing with the church, the graves will fill the fenced in lot, not sure what effect it'll have on the population but you'll need some place to bury your villagers.
I was like 1,000. Also funny watching him get caught up in excitement. “Log this area” 10 seconds later “nvm log this area” 30seconds later “no no no. Chip away at the woods over here” poor workers make it to the job site and instantly get new orders lol
Reminds them who's in charge!
This game looks so cool!
Ah, this game looks so beautiful. This playthrough soothes my soul.
And yeah, PE. Nice combo with the development points into trade! Definitely, well thunk 😂.
Also, nice outmaneuvering the Baron's men.
Really happy you are bringing us this game. I might pick it up myself.
I think the yellow liquid at the tanner is, wee?
Mate I absolutely frothed your bannerlord series, can’t wait to see what you do with this bad boy 🤘
I am very interested in playing this game, and I'm fairly decent at resource management, but I'm not a military strategist, and I've always struggled with anything involving armies and combat, so I'm afraid this might end up being yet another game that I play for a few hours, get frustrated with, and then never play again. Looks gorgeous though! I appreciate the moments when you just take a break to look at the visuals!
The mods are going to be amazing for this
Hear yee, hear yee! The first campaigns of our great Lord Huptmann have seen resounding success. His quick and fierce strategies lead our brave men to taste many rich victories. Your husbands and sons are returning with haste to tend our burgeoning town. Our hard work has given us many blessings, which only multiply as our beloved village opens up to trade. Let us share our splendour with neighbouring lands. Let us open our hearts to the coming merchants, and our tavern to the coming great brew. Hear yee, hear yee! So decrees Lord Huptmann.
Is it possible to carve paths through the forest and build bridges over the river? So cool to see your militia venturing out to attack the bandits - was there never a risk of the other army suddenly attacking if they got too close?
(As they learn the way to expand into a foreign-owned land by influence/king's permission, I look forward to see how they maneuver this in future events....)
I know this is a 2 week old video but your intention of importing the amount of Barley you'll need to keep your tavern afloat is going to get crazy expensive with the new trade house saturations. The more you goods of a specific kind you export/import the prize will drop/increase dramatically. It will make exporting almost fruitless and import gutting.
Increase your food variety to boost morale.
I was for the orchard then i thought of the high tier burgage plots as minor nobles, perhaps titleless wealthy families. It makes sense in my head that they live close to the manor to curry favor and also show their allegiance.
Seems like you need a Healer... I've heard telling of a "Dwarf Druid" who has nothing going on. ;) lolol Safe journey brother
40:16 nahh fam Jesus doesn’t like water, he turns it into wine 🎉
Hello PE, awesome work ! Can I tell you that your organisation of your small good looking town is a bit too symmetrical ? Medieval town would construct itself around the church, Im sure you would have a perfect aspect by trying to expand that way. Again, you do a great work and this is only my opinion !
I think putting the loot from the camps in your treasury is a mistake. Early on I think the regional wealth is more useful for building up basic infrastructure and expanding trade capacity with horses.
What if between the manor you could have a small mix of smaller homes and an orchard on one side of the road and on the other have a few feilds?
The boomer APM in combat is hilarious though!
Great series of videos, thanks!
Question: in addition to mercenaries, further on the technology tree, professional army will be unlocked?
Moar Manor Lords muh Lord!
24:50 “You’re starting to see where I’m going here, I hope, because I’ve described it almost entirely.” 😂
Is there a reason you’re not farming your own barley and malt, since you have all this underutilized fertile land?
The only reason I'm watching is because you unlocked orchards and explicitly said you'd put a couple in. I was really curious how they'd turn out. GBAS.
Great game. Why don't you make tile/bricks from clay?
For the trading post, do you not need the route for every good type? Because some say route needed and some don’t though there is an option to make one (like with the berries and such)
Quick questions: if you have an artisan home, will the adult men in that home be used for your military? Because I have like 24 families and only 12 of the homes will let me use them for the military.
its weird how a foreign army can just march in your land
its crazy how one person have made a better job than CA with unit weight , when units clash it really looks way better than any modern total war. t really reminds me with medieval 2.
To re-phrase what the Spartans said: We brought soldiers. You only brought militia.
2:19 What does it mean for families to have levels? Is that reference to the level of home they live in?
Yes. The higher the level, the better the homes and the more they can do, I think
I don't know if it is implementet in the future , but i would like the freedom to alter the units ...i would have liked 10 archers and 16 spear units instead..... in you 2nd ralley . i would have positioned myself far enough away and waited until the barons men once again engaged and then moved in ...
I feel like your town is missing chickens and goats. Very atmospheric AND helps diversify the food supply. Feels like you haven't expanded food supply in a while (other than ale)
Definitely! We solve this very soon after this episode
Is there a time for resting as in Frostpunk? I guess not. People work 24 hours then?
Add a Cemetery behind the church
Keep playing! hah
What about the forester to restock the forests?