Important note: families who have a veggi or apple extension won’t work on those fields if they have jobs. You’ll get a message saying x is full. You need to make sure those families aren’t working jobs when its time to harvest otherwise all that produce is going to rot (especially apples as they only harvest them in September). You might think that upgrading those plots to lvl 2 or 3 will do the job but that doesn’t work either. For some reason those types of plots allow its families to keep to keep their manual labor jobs such as mining, so they still will be part of the manual labor work force (at least in my play through). To work around this issue, click on the burgage plot and go to the inhabitants and click reassign. Assign all those families to one or two work places. Once you have all those families in one area, unassign them from work (especially in September).
Dunno, works differently for me. If it is harvesting season, normally 2/3 people from a family with a apples/veg extension work on harvest and sowing and one continues on the job. I do get the "plot is full" notifications, especially on the large apple farms, but I've never consciously witnessed rotting, even though it was a concern of mine. Never really had problems with food ever, I think. Two factors might be relevant: how much downtime your workers have (maybe they need downtime to start working backyards but keep doing it when they started), i tend to overemploy people and overstock goods, so that might help. Secondly, i think granary workers with their carts are essential, normally it takes less than 3 days to empty a 250+ harvest from a single plot that stacked up in a day or two. Placement obviously matters too, I often have farming districts on the outskirts of my villages with their own granaries (overall like 4-5 granaries with each at least 2 workers on a 150-400 ppl town I'd guesstimate) to reduce travel time and have the families not having to do the carrying and only concentrate on harvest and sowing Edit: wrong comparison sign and the correct one would spell
Cheers! Appreciate the video Preface: I am sandbox. No bandits, raiders, etc. In .975 I only need 1 tier 3, sixpack (8:04) of veg to feed up to 1500 population (went to 2 veg 6packs for my 2002 pop town cause consumption goes crazy). I needed 2 7packs (eyeballed them a little bigger then veg) of apples for all variations (500-2002 pop). At my scales (1500-2000+ population + time spent), people/families don't matter as I have soooo many doing nothing; but I get the "feeling" your making your veg/apple to small vs families needed (i.e. no need to split a 6pack into 2 families, 1 family will do). Edit: .975 = food consumption is just whack/random. 1 game 1 plot of "x" will feed a 400-600 large town and surplus + sell. Next game, 2 plots of "veg/apples/etc." you are barely breaking even. Random is random.
Thank you for uploading this video, just yesterday in the live you did, I asked you about this. I practically copied the shield design you made and it works really well but I didn't take into account the corners of the map. It has to be perfect! your videos are very good. greetings from Argentina!
Did I get it? They buffed apple production and nerfed veggies in the latest patch compared to your layout video? So when I run 2 benders with veggies and 2 sixpacks with apples I'm overproducing apples now and underproducs veggies for 100 families?
I do a mix of the bender and rancher. I just do the three corpse pits in the L shape rather than the six in the rectangle and then in the gap of the L I put 2 singles.
Not sure if anyone else has experienced this bug. I've been doing the three corpse pit plot strategy, and all plots complete construction without any problem. When I go to pick veggie famrs for this one plot, it crashes my game everytime. I just ended up demolishing the plot and am trying to build it elsewhere. (Also - Thanks for these vids. Finally grabbed the game this weekend and this shit is tough without some guides!)
Thanks for the guides as always. Found you from your Farthest Frontier vids and I enjoy watching these explainers after I experiment for about 30-50 hours in a game on my own to see what optimizations I'm missing. The goal now with Manor for me is trying to make effective "pretty" towns/villages and knowing now that the first 2 points dictates the housing unit will help a ton on the bend/curve designs plots I've been attempting. With your testing have you found there to be any changes in the recent patch on the effectiveness of the farming w/ oxcart? I've attempting making longer rectangular farm plots with it and I think its working a bit better than smaller plots, but it might just be copium.
Yes .5 to 1.0. The key concept is one plow is as fast as two families. The limitation is that only one plow can go at a time. So a quick plow followed by families seeding creates an optimal daisy chain. If however, you have a butt load of spare people you can mob 4-6 families on a single field which will be considerably faster
Mate, have to hand it to you. Your break down of the mechanics is the best I've ever seen 🎉
using the bender for the veg was such a big improvement, I Finley got a town of about 600 people . your guides have been a a big help
Important note: families who have a veggi or apple extension won’t work on those fields if they have jobs. You’ll get a message saying x is full. You need to make sure those families aren’t working jobs when its time to harvest otherwise all that produce is going to rot (especially apples as they only harvest them in September). You might think that upgrading those plots to lvl 2 or 3 will do the job but that doesn’t work either. For some reason those types of plots allow its families to keep to keep their manual labor jobs such as mining, so they still will be part of the manual labor work force (at least in my play through). To work around this issue, click on the burgage plot and go to the inhabitants and click reassign. Assign all those families to one or two work places. Once you have all those families in one area, unassign them from work (especially in September).
Dunno, works differently for me. If it is harvesting season, normally 2/3 people from a family with a apples/veg extension work on harvest and sowing and one continues on the job. I do get the "plot is full" notifications, especially on the large apple farms, but I've never consciously witnessed rotting, even though it was a concern of mine. Never really had problems with food ever, I think.
Two factors might be relevant: how much downtime your workers have (maybe they need downtime to start working backyards but keep doing it when they started), i tend to overemploy people and overstock goods, so that might help.
Secondly, i think granary workers with their carts are essential, normally it takes less than 3 days to empty a 250+ harvest from a single plot that stacked up in a day or two. Placement obviously matters too, I often have farming districts on the outskirts of my villages with their own granaries (overall like 4-5 granaries with each at least 2 workers on a 150-400 ppl town I'd guesstimate) to reduce travel time and have the families not having to do the carrying and only concentrate on harvest and sowing
Edit: wrong comparison sign and the correct one would spell
On the Triangles, if you start the house in one of the non 90 degree corners, you get an even better plot! I found that out today lol
Cheers! Appreciate the video
Preface: I am sandbox. No bandits, raiders, etc. In .975 I only need 1 tier 3, sixpack (8:04) of veg to feed up to 1500 population (went to 2 veg 6packs for my 2002 pop town cause consumption goes crazy). I needed 2 7packs (eyeballed them a little bigger then veg) of apples for all variations (500-2002 pop). At my scales (1500-2000+ population + time spent), people/families don't matter as I have soooo many doing nothing; but I get the "feeling" your making your veg/apple to small vs families needed (i.e. no need to split a 6pack into 2 families, 1 family will do).
Edit: .975 = food consumption is just whack/random. 1 game 1 plot of "x" will feed a 400-600 large town and surplus + sell. Next game, 2 plots of "veg/apples/etc." you are barely breaking even. Random is random.
Thank you for uploading this video, just yesterday in the live you did, I asked you about this. I practically copied the shield design you made and it works really well but I didn't take into account the corners of the map. It has to be perfect! your videos are very good. greetings from Argentina!
Did I get it? They buffed apple production and nerfed veggies in the latest patch compared to your layout video? So when I run 2 benders with veggies and 2 sixpacks with apples I'm overproducing apples now and underproducs veggies for 100 families?
@@death4you476 they are nearly equal in production now
I do a mix of the bender and rancher. I just do the three corpse pits in the L shape rather than the six in the rectangle and then in the gap of the L I put 2 singles.
Instant sub. You deserves at least 500k subs
The bender is my go to for veggies but a long rectangle is my go to for apples. I simply can not get a good yield from a bender for apples.
I'm pretty sure the arrows on the road tool are aligned to the square edges of the map
Great guide! Short and straight to the point as well, thank you!! 😊
Not sure if anyone else has experienced this bug. I've been doing the three corpse pit plot strategy, and all plots complete construction without any problem. When I go to pick veggie famrs for this one plot, it crashes my game everytime. I just ended up demolishing the plot and am trying to build it elsewhere.
(Also - Thanks for these vids. Finally grabbed the game this weekend and this shit is tough without some guides!)
Any tips on getting the families to actually work the plot? Even when unassigned they tend to work construction
Tier 3 double burgage has 4 families. But to be honest I’ve not run into any issues in my testing
Wonderful little mini guide!
Thanks for the guides as always. Found you from your Farthest Frontier vids and I enjoy watching these explainers after I experiment for about 30-50 hours in a game on my own to see what optimizations I'm missing.
The goal now with Manor for me is trying to make effective "pretty" towns/villages and knowing now that the first 2 points dictates the housing unit will help a ton on the bend/curve designs plots I've been attempting.
With your testing have you found there to be any changes in the recent patch on the effectiveness of the farming w/ oxcart? I've attempting making longer rectangular farm plots with it and I think its working a bit better than smaller plots, but it might just be copium.
On small farm fields they seem to do very well vs hand plowing.
@@TacticatGaming Small fields being around 1 or .5 morgen?
Yes .5 to 1.0. The key concept is one plow is as fast as two families. The limitation is that only one plow can go at a time. So a quick plow followed by families seeding creates an optimal daisy chain. If however, you have a butt load of spare people you can mob 4-6 families on a single field which will be considerably faster
if you start the imperial on the diagonal line it works a lot better
You need to make sure your road corners are not rounded. If they are, this happens 5:43
Thank you!
that's awesome!
How do you have so much meat?!!!
I’m an Arby’s - trapping
really good
Leave it to gamers to optimize the fun out of a game.
You can win the game and be very successful at it without obsessing about efficiency like this.
boohoo