*Note that archers are currently being tuned and retuned - they're not as strong as they once were, but won't remain as weak as they are now.* Otherwise, make sure you check out my previous guide video - it'll cover a lot of the essentials in great detail, and it's also timestamped for convenient viewing: th-cam.com/video/QUHRFk08Z-Q/w-d-xo.html ! Questions? Concerns? Anything else I can help you with? Ask away, and I'll answer what I can in the comments, or with videos when I think visual aids would be advantageous. Enjoy!
I did just fine on my first playthrough for seven hours, although I’ve made some mistakes on the way, but… The baron claimed everything and came to claim my region too… And I lost the battle. :(
Had several restarts over the weekend to get familiar with the mechanics. Can't wait to play again and restart after 4 hours. 😆My last playthrough ended with brigands invading, so now I need to learn how to build a huge army.
I think it's part of the fun. I found this game to be quite forgiving. I remember learning banished back when it was launched and that thing was brutal. So many death spirals due to tool shortages. 😅
I spent 6 hours trying to repair the damage already done. Once I got out of it, I had a better handle on the game’s dynamics which made it easier as time progressed.
If this game was actually ready, had different terrains/maps, cleaned up some of the odd mechanics or choices, it would be one of the greatest city builders/resource mgmt games of all time. I hope we see that.
It took me about 14 hours of trial and error to figure it out, but so far my latest playthrough is fantastic. I have bandit camps set to 3 with a spawn of 3, and do to the unbalance of AI superpower, I have the AI player set to responsive. The trick I found, once you get familiar with getting a steady flow of food, firewood, and approval, build your manor asap once you get your village to level 2, and send a detachment of spearmen and your retainers to fight bandit camps across the map before the AI player kills them all. This gives you influence rather quickly, and you can start claiming regions. I have three regions. 1 with high fertility, 1 with Legendary iron mine, and another with legendary wild game. Not a bad run through. Once established, now I can play in peace!
from the limited hours i ve put in the game, the bandit camps is the most important tip that everyone should follow. First thing I do with my initial money is to get a second ox, and with the money of just one bandit camp upgrade several houses to provide eggs and vegetables. This will literally solve any food supplies issues your village is having and allow you to build a bigger city very fast. On my first plays I 've ignored the bandits and it led to disaster as the baron took over almost everything, while my population was too small to do anything
Think that's the hardest thing to learn through faliure because it snowballs so aggressivley from the early game and can't be fixed mid game. Have to be agressive even if your army si weak.
I second this. Push a fletcher shop and get bows. Although my first bandit camp goes to higher mercs to wipe remaining camps then do the coops goats and veggies
If your trying to do year one farms, you can. (I learned this when my hunting grounds and berries were literally on the opposite side of the map). I did an Amish style thing were sowing plowing and harvesting were done by two families and pause my construction during it. It was really fast. Then, the famhouse family did the milling and the baking by moving between the billings. Also, people seem to be really worried about fuel, but gathering firewood is a perfect winter job. Put your farm house familly there with the normal guys, and you'll end the winter with fuel for 12 month, at least, I did.
Focusing all your workers into one or two jobs at a time is really useful early game. Things get done way too slow if you have 1 family each doing a separate thing, but if you micromanage a bit like that you can quickly build or gather what you need. For example, I made a good profit selling tools by having 4 families work the mine for a month to gather a good supply of iron, then switched them to the bloomery and smithy to quickly process it all.
This is like a checklist of all the things I did. Crazy how much the game doesn't teach you... and you just have to figure out through mistakes or by watching guides like this.
This is a common concept in all colony sim/city management game - they teach you the basics, the rest you figure out as you play. Each next run you do a bit better than the previous, then you hit another thing you didn't know and didn't plan for. Start a new run with the new knowledge, rinse and repeat.
@@w1ck3ds1ck great point. :) I do enjoy the process. I may have just watched my village burn to the ground about 30 minutes before leaving that comment. haha.
Top tip: Build multiple graneries and don't just stick to one upgraded. I had my lone upgraded one burst into flames and burn to the ground during a thunderstorm, which lit up four buildings in total. All of my town's food gone. I had to frantically open up food trade routes to import food to get me through the winter until my gardens were ready to harvest. The only working food source I had were my hunters.
I'm about to lose my first playthrough to the Baron, had some bad luck with raiders and the Baron attacking at the same time. But starting over is so much fun, each time I learn a bit more and figure things out to build a better next village
I was forced to do trade because of lack of fertility, and it's really awesome, because I have a rich iron vein, but the issue is that you can't specialize in one thing. For instance, you can't just make a bunch of swords to sell to the market, it easily becomes overstocked, and then they're cheap to sell. This forces you to continuously open new routes, which quickly drains wealth.
@@bjornserkr Yeah, I did that. I had all the trade perks, which made it easier, but what I'm saying is that it doesn't matter because the game forces you to have a variety of wares. Which, I guess could be fine because you'll just have to buy raw material and transform it into produce to sell, but that means more families needed which makes the whole process a bit tedious. Meanwhile, the Baron has conquered the entirety of the map, lol.
Yeah that ended up being a big turn off for the game and the lack of professional soldiers so I was constantly shutting down my economy to deal with bandits
on the topic of upgrading too quickly and using up lower tier goods, you can disable buildings entirely, including those upper tier burgage plots. This will free up those resources for other purposes, meaning you don't end up with 100 bows you can't use, and no planks.
better to just play an entire run all the way through. that way, you can actually learn from all the mistakes you made, having a wider perspective on how all the systems work together and how they change with upgrading and expanding. we played for a bout 10 hours today and was devastated when we lost the last run. but I learned soooo much from how much I fucked up
My first 3 hrs played was a breeze I think it was the first option scenario, pretty much learned the basics on how to thrive my city. Onto my next scenario where there's bandits & stuff, cant wait!
Thank you Party, some good tips here, much appriciated. One mistake I made was overflooding the trade markets. Bringing the price so far down that my second town could not get a proper export deal for the higher end goods to make some starting regional wealth. A thought on the city market. I've noticed in your play through and in my own now, that houses on the far edge of town have difficulties getting some needs met when the main market is in the city center. It appears that citicens from these far of houses have to walk so far that the market stalls are sold out by the time they get to them. Experimenting in my third town now with smaller market that spread over town to see if that will help with the distribution.
Found the answer to the marketgoods not finding their way to the outskirts problem. Create a little market plot close to the burger plots with issues. These need room for 3 stalls. Then move one of food, clothes and firewood stalls each from the main market to the small outskirt market. It will take a bitt of time to realign the flow of goods. But once done, your golden.
I just wish the baron didn't spawn an army to take the bandit camp the second the bandits spawn. At least give a delay so I have a chance to go get it as his army always spawns closer than I am.
The fact that craftsmen will continue to create items without limit until you have nothing left has been driving me crazy, I really hope they allow you limit that in the future
@@jaegarbombs7297 Oh awesome!! That sounds like fun! I can't wait to micromanage a hundred buildings for no reason when it could be automatic! Thanks bro!
Buys a realism focused medieval city builder and complains about micromanagement 😬 You probably have 5/10 building to press pause on, stop being a drama pig.@@danchaplin2911
I had to restart, spent to much and couldn't buy a second ox, hit first winter with low family count. Second run im at 17 family's and not even the first winter yet. Moral is buy a second ox first.
Great video. I hate when videos jump around like a child on coffee. I really like how you paused over a screen and took time to show what’s happening on that screen.
This has helped the mistakes I've made in my more recent playthrough. I ignored bandit camps and getting wrecked with brigands with almost no defence and not understanding region claiming so I'm short of vital resources.
Another thing to watch out for; early on in the game, the baron will send his army to deal with the bandits and sometimes they'll leave the campsite and you can still go loot it. 😂
The upside of the advanced starting Camp is also, that if you build a Plot fast enough, a family can move in in the second month. i always do that, as every family has massive impact at the start.
I was curious if you knew the answer to this question. The released FAQ specifically says to not upgrade the initial settlement to a worker's camp. However, it seems strictly better to do so. If you immediately upgrade, then your approval rating doesn't drop below 50%, so you'll start attracting new families immediately with the addition of a single burgage plot. You can then build enough burgages to house 6 more families and destroy the worker's camp in time for a seventh family to move in. This allows you to start getting new families months earlier than you could otherwise. Do you know why the FAQ specifically instructs against this? Or why there might be a problem with this?
I wish we could freely trade between owned sections. The barter system is kinda wonky and slow, even with a mule. In a year I gave away 20 large shields and only received like 6 clay. They share the military why not share supplies and goods
My biggest mistake in my first playthrough was removing my vegetable garden not knowing I get no cost refunded leaving me with one less food type and no currency to rebuild. Then later I went and "upgraded" my chicken coop house into a fletcher thinking chicken feathers go with arrows only to also lose my egg production, which handicapped me from upgrading any houses until I decided to restart.
I do hope they make a tutorial guide scenario at some point, there's so much that I am unclear on with the help section at the moment. Like, you talk about the market here, but I'm still so confused as to how it works. There's a lot to this game, and I'll definitely play more, but after just a couple of hours I am no where near knowing whazt I'm doing.
that's exactly what happening. I can barely make 20 militia spearman till the end of the first year when I'm getting attacked by 18x2 bandits and baron's armies of 5-7x36 already took half of the territories. This game is pure BS.
@@VYM I think the trick is to hire mercenaries to fight the baron's claims. In my save, I hired two mercenary groups from the funds I got for clearing some bandit camps and beat the baron in a field battle. Also I heard it might be a good idea to build as many level 1 homes so your population grows if you play on a higher difficulty to not get penalized by lowered approval from not meeting housing requirements
@@VYM It may be that you simply suck, but I might be wrong. By the time the brigands attack you should easily be able to have a full retinue of spearmen at 36 or 2x18 spearmen and archers no problem. Send out your army to attack all the bandits as soon as you have some troops. Be careful not to sprint to the location so as to not exhaust them, stay on top of favorable terrain and pick a good formation. Defensive at first, then balanced as the bandits start losing troops. This way you will claim all the money from them, which you should transfer to your regional wealth. This will allow you to buy resources necessary to upgrade both your army and settlement. You just gotta keep expanding fast and claim regions as soon as possible. Make sure to also claim some money from bandits to personal wealth so you can upgrade your retinue once you have the manor built. Second region you should claim is one that has good fertility, because it will support a large population easily and can export all sorts of goods to the original one. It will also allow for full sized retinues to be conscripted.
The Baron uses influence gained from defeating bandits to afford his claims. Try to get a militia ASAP and bandit-hunt aggressively: don't let him get the influence!
Guys the trick is to always kill bandit camps for loot and denying the enemy ai from getting it. You should be able to build a manor in around 1 year. With that you get 5 permenant troops, and with your 20 spearmen you can easily kill bandit camps.
Anyone else having issues with Ox and other livestock like mules and horses? Ox: you cant specifically assign which Ox you want to be assigned to specific building. It just randimly assigns and logistically is a nightmare. Also issues with them spawning after you purchase but are not listed as livestock. Bug? Mule and horses: saying you purchased mule abut it doesnt show up in stable or packing station Its been frustrating but overhaul minor thing
I'm not sure if I understand you correctly, but.... If and when you purchase an Ox or Mule or whatever, it has to travel in from the edge of the map. If you scan, you will find it. So it takes awhile to get "home". Furthermore, you CAN assign an ox to a workplace. Click on that workplace and there is an area to check off assigning an ox permanently. But be careful with this option because that is ALL it will do and other areas may suffer.
@@tomcoon9038 I understand it has to travel But like I mentioned above it sometimes they dont pop up almost as if I didnt purchase them but it will fill a stable slot almost as if a ghost is present I heard of others having similar bugs
People are too afraid of the bandits. I sent a unit of 16 spears (all the men I had when the weapon shipment arrived) at the first camp to spawn. I defeated a force of 16 brigands with only one casualty. By the time the next camp popped I had 19 men (would have had 20 but I guess they just leave their dead comrades equipment behind. Long story short, do not wait until you have a full unit to go after the bandits
10hrs in, this game made me more anxious due to micromanagement. What a perfect time waster on weekends. I hope the full game is better than the early access version. Nice tutorial. Cheers!
10 h in the game, and I literally broke it and waiting for full version to be released. The key is to defeat the bandits and collect as much money as possible. Then just invest in the backyards and then trade. The land I started with was not suitable for agriculture at all, but didnt have any problem there. At some point, the game gets little boring since no considerable challenge was provided! Still, it is a promising stile that will definetely bring in a new era to strategy games!!!
If the person picking berries is also the one maintaining the market stall for them will anyone take them to market if I unassign them for the winter season?
@Ricochetil Its not a single person, each "resource" added to a business is actually a family. You can see on the people tab, of that business, what the family members are doing.
@@Wombat89 per the "people tab" under the forager business, yes I think. It appears that one family member will man the stall and the other family members pick berries.
yeah if you remove the familie with market stall it gets abaddon to still get berry on the market you need a granary... i advise to get a storehouse and a granary asap so free you can woodcuter and berry picker in the off season abd when you have more than enought firewood and it is still supplied to the ppl because the granary and storage worker will also create market stalls
No offense to you. Your videos are great, but for this game a kinda want to make mistakes. To enjoy the game, to savour the moment i figure out things. It's a game that cure my boredom of playing games so i want to enjoy it as much as i can. Great work and have a nice day!
I didn't realise you need oxen to carry logs. I was wondering why nothing was being built. I got 5 or 6 oxen going and then suddenly everything started moving again. By that time Baron had about 6 regions lol.
I'd say the first tip is bad advice. By immediately upgrading the tent you keep your approval rating at 50% and get new families right away. Not upgrading means it's likely to drop to like 46% and it'll take a while to get back up. This slows you down. Also: "Sometimes breaking them before font lines even meet", you mean before that was nerfed into oblivion because streamers said it was too good.
Manor Lords is really amazing, but it really lacks max production caps for artisans and max barter caps imo. It would managing your resources much easier if your jointers shop wouldn't keep making shields till infinity. Same thing goes for the shoemaker, you need leather for lvl 1 burgage plots, so if the shoemaker would stop at a certain surplus of shoes. Now you've got to turn the shops on an off, which gets tedious after 5 hours. Same goes for barter stations, they just send all of the firewood to a different town for example.
How do you build the carts? I’ve had this game a week or so and it’s frustratingly cryptic with a lot of crucial things. For instance, it took me forever to realize that you could assign things to people’s back yards to burgage plots and that they needed a tavern stocked with ale nearby in order for them to be able to upgrade to level 2.
This game’s micro management is so tedious having to unassigned and reassign families every season and making sure they’re from the closest houses. It’s just bad.
Do the vegetable garden and orchard cost more if there's the expansion slot for a 2nd house on the lot? If not it seems like not only should you only put them on larger burgages, but double house burgages. Once you figure out how large an orchard/vegetable garden each family can farm, a 2 house burgage with double that size of a yard should give you the same amount of food as two, single house burgages, while only paying the 15 income cost for a vegetable garden upgrade once instead of twice.
I don't know how common it is, but I updated too quickly because I was following the checklist at top, totally forgot to build the manor which ONLY lets you build during the one specific stage of your town. I didn't realize it because it required so many planks that I just wasn't focusing on in such an early stage learning all the other buildings. Kinda wish it let you build at any point after the fact, because I needed new regions simply for the manors just to fight the baron in end. Had thousands of weapons and hundreds of extra people but it wouldn't let me build more militia if I already had six troops total x..X Was fun though playing through my mistakes for the first time lol started new game right after xD
I'm assuming he'll add that in as part of all the objectives once the manor functions are all complete. It still is a bit bugged. All great fun for whats there tho
Woah I made the mistake of upgrading the houses early. I was wondering why nearly no one was on construction work. The game didn’t do a good job explaining this
New player here, correct me if I'm wrong, but is the core gameplay of this game to wait for our town to grow with more people, and then ensure everyone is happy by fulfilling their demands and needs? Or do we need to actively set up everything beforehand so that our town can actually develop? I'm always kind of lost mid-game, wondering what I should do next. Like, do I need to build this building? And when I actually tried to build one and assigned a family to it, they just did nothing, lol.
I am the type of guy who starts a new game, but then 5 hrs balls deep into it, makes a mistake and its easier to just play a new game all together lmao. My first ever game, and I had food issue (I went on the crops route but actually better to have the berry's and meat at first then started to upgrade each house with chicken coops.) Then I ran into a problem of not having any money. (next fix get trade post up!) Then the next problem was that as the population got bigger, I when in circle again with the Food problem lmao I had to make my citizen skip the 5th meal! But yea its a learning curve, but I don't know why but it is very fun lmao
my guys don't wanna bring firewood from the storhouse to the market. While my people are freezing a have over 100 units of firewood sitting in the storehose. i don't know what to do.
Put more workers in storehouse. put storehouse super close to market. Take all workers off firewood and wait until the stall for forewood is set up by the storehouse worker instead , then put whatever workers back on firewood
I didn’t know about limiting the hunting in my area 😭 I hunted the herd and it never repopulated. Now I can’t get any more meat 😂 I also got too excited and upgraded too quickly 😂
Thanks for these tutorials, they're super useful. As an excellent historical background in hardcore Medieval warfare and society I strongly recommend Schwerpunkt's videos series: plenty of manorial/seigneurial history there
Ive been having issues with trading and logistics. So i bought like 150 flour. I have 2 dedicated bakeries but they seem to refuse to pick up the flour from the trading post...a lot of things i buy in bulk seem to be doing similar things and idk what to do.
Is there a bug on tailor shop? specially the cloaks, i cant get any even tough my yarn and dye were abundance and seems like the moment my villager created one it's immediately dissappear and i have 8 houses as a tailor and all of them producing cloak.
Just wanna give u props I don't know how u can remember all the things on manor lords big fan I loved all your planet zoo content really incredible have u ever considered doing planet zoo on console or are u strictly pc
Hey Party, thank you for the tips! I’ve learnt some of the lessons the hard way already. :D What do you think about the question of whether to spend money on retinue upgrdes or on mercnaries? Hiring a retinue member and buying armour for him is quite expensive. You can easily get a mercenary unit for that price (although, you’ll have to pay them monthly) - so what would be the better strategy here?
Ok, I’ve got it myself. Early in the game mercs are better. But when your village grows to over 100 people, you can start taxing it and then it’s better to build and equip your retinue. Also, the baron just buys out all mercs later in the game (not sure if it will be fixed later or not).
How to win first war? Enemy AI declare the war for a territory at the end of the first year everytime. And he has 6-8 stacks army with elite retuine which is 32 units. I can't delelop my settlment so fast as AI. Or should i just ignore his claim and continue to improve the settlment?
The trade post keeps glitching. It works fine then all of a sudden nothing I'd selling at all and you quickly run out of coins but build up large piles of stock you can't sell!
moment i relocate or demolish then rebuild or assign a ox to a building or a worker to a ox stall or upgrade the ox stable they all just bug and freeze then basicly base dies due to them not moving :(
I have a huge food problem. Everytime i make a big town and when im at around 4 houts food just runs out and its very hard to keep up because of the big population. And when i assign families to hunt they barely get any meat or they just dont get any at all. Berries is my only food source because bread is hard to get. Any tips?
So many thing which can be wrong here. I suppose you are trying to farm, which I am struggling aswell. 1st. is fertility - the fields are losing their value, the game even suggests for you to let them be every 3rd year and change crops to regain the fertility, so this needs to be managed, luckily the fields offer crop rotation preset. 2. not enough workers - the workers have cca 2 months to plant the fields and cca month to harverst, if they don't manage that in time, you waste resources, so you need alot of them. 3. Infrastruture - the resources have to be transported by the villagers directly, all the way from the fields to farmhouse and then to other buildings, since you are trying to get more food, you want bread, so you better have mill near a farmhouse and the bakery aswel, so the villagers don't spend a huge time traveling. You can also set up a granary for farming only and assign workers there as they will help with trasnportation. A grannary for food itself should be near marketplace so the market gets restocked. This applies other production aswell. In my current game I am trying to better orginize the infrastructure, keeping related buildings close and I have food for a year ahead after harverst, the winter passes before I even use all the grain and flour. Once you get enough money income, you can import food, and support the town. Accesibility seems to be a huge factor in this game.
They need to integrate into this game what Ostriv have done where you can fully automate Seasonal Workers by the month. I fully appreciate Manor Lords is in it's infancy, so it's understandable this has not yet been built into the game. In it's present state, there are just too many things you have to remember. That's ok for the micromanagement control freaks, but for those of us who want a chilled game it's a bit much.
I just ran into a pretty large bug, anything imported from trade will never reach the marketplace when reaching the amount of surplus i set. Instead of traders transporting the surplus goods to market they stand there. Anybody else have this problem and/or knows how to solve it?
If you're clicked onto the Market as a whole, it'll bring up the goods that are sold there. Hover over each item & it'll light up the houses that are getting said item.
Yeah, 3rd one was the charm. 1st one i didnt realize i needed a logging camp and could no longer build anything, 2nd I didn’t fight bandits and got rolled when two groups rolled through, killed all my militia and burned EVERYTHING!!. 😂
Yes. You can unassign the livestock too. "Permanent" is too strong of a word. They really should just have "assigned". That would make more sense. The hitching post/small stable/livestock trading post gives a spot for the animal to stay when not in use. The farmhouse, even with its upgrade, doesn't create a slot. I feel like it should..
For me, its definitely ignoring vegetable and chicken add ons and trying to focus on actual farming. I wasted so much time trying to farm for little profit and ended up starving by the 3rd year because I didn't have any other source of food besides berries and meat which quickly ran out.
*Note that archers are currently being tuned and retuned - they're not as strong as they once were, but won't remain as weak as they are now.* Otherwise, make sure you check out my previous guide video - it'll cover a lot of the essentials in great detail, and it's also timestamped for convenient viewing: th-cam.com/video/QUHRFk08Z-Q/w-d-xo.html !
Questions? Concerns? Anything else I can help you with? Ask away, and I'll answer what I can in the comments, or with videos when I think visual aids would be advantageous. Enjoy!
I had two archers fighting each other for 10 minutes with no damage to either side. lmao.
They might not get many kills but they do great morale damage when they flank the enemy.
Who here also starts a new game every 3-4 hours 😂
Learning a little bit each run - so fun I love this game. Cant wait for it to expand
Up to my fourth run now. But the restart isn't out of frustration, it's just fun applying what I've learned from the beginning.
I did just fine on my first playthrough for seven hours, although I’ve made some mistakes on the way, but… The baron claimed everything and came to claim my region too…
And I lost the battle. :(
Had several restarts over the weekend to get familiar with the mechanics. Can't wait to play again and restart after 4 hours. 😆My last playthrough ended with brigands invading, so now I need to learn how to build a huge army.
Oof I thought I was the only one who did that 😅
i thought i was alone LOOL
I m literally expanding having fun then restarting it hoping that iwill make better decisions
10h in the game and now I'm looking what mistakes I made 😅
I think it's part of the fun. I found this game to be quite forgiving. I remember learning banished back when it was launched and that thing was brutal. So many death spirals due to tool shortages. 😅
@Agent_007 My biggest mistake was ignoring the bandits.
@@Redridge07 Mine too, and upgrading too quickly
I spent 6 hours trying to repair the damage already done. Once I got out of it, I had a better handle on the game’s dynamics which made it easier as time progressed.
Same I stayed up till 5am playing.
If this game was actually ready, had different terrains/maps, cleaned up some of the odd mechanics or choices, it would be one of the greatest city builders/resource mgmt games of all time. I hope we see that.
It took me about 14 hours of trial and error to figure it out, but so far my latest playthrough is fantastic. I have bandit camps set to 3 with a spawn of 3, and do to the unbalance of AI superpower, I have the AI player set to responsive. The trick I found, once you get familiar with getting a steady flow of food, firewood, and approval, build your manor asap once you get your village to level 2, and send a detachment of spearmen and your retainers to fight bandit camps across the map before the AI player kills them all. This gives you influence rather quickly, and you can start claiming regions. I have three regions. 1 with high fertility, 1 with Legendary iron mine, and another with legendary wild game. Not a bad run through. Once established, now I can play in peace!
They NAILED the soundtrack for Manor Lords
Yeah. I bought this game last night, for relaxation purposes and I was astonished how soothing the soundtrack is. Really good game so far.
from the limited hours i ve put in the game, the bandit camps is the most important tip that everyone should follow.
First thing I do with my initial money is to get a second ox, and with the money of just one bandit camp upgrade several houses to provide eggs and vegetables. This will literally solve any food supplies issues your village is having and allow you to build a bigger city very fast.
On my first plays I 've ignored the bandits and it led to disaster as the baron took over almost everything, while my population was too small to do anything
Think that's the hardest thing to learn through faliure because it snowballs so aggressivley from the early game and can't be fixed mid game. Have to be agressive even if your army si weak.
I second this. Push a fletcher shop and get bows. Although my first bandit camp goes to higher mercs to wipe remaining camps then do the coops goats and veggies
If your trying to do year one farms, you can. (I learned this when my hunting grounds and berries were literally on the opposite side of the map). I did an Amish style thing were sowing plowing and harvesting were done by two families and pause my construction during it. It was really fast. Then, the famhouse family did the milling and the baking by moving between the billings.
Also, people seem to be really worried about fuel, but gathering firewood is a perfect winter job. Put your farm house familly there with the normal guys, and you'll end the winter with fuel for 12 month, at least, I did.
Focusing all your workers into one or two jobs at a time is really useful early game. Things get done way too slow if you have 1 family each doing a separate thing, but if you micromanage a bit like that you can quickly build or gather what you need. For example, I made a good profit selling tools by having 4 families work the mine for a month to gather a good supply of iron, then switched them to the bloomery and smithy to quickly process it all.
This is like a checklist of all the things I did. Crazy how much the game doesn't teach you... and you just have to figure out through mistakes or by watching guides like this.
This is a common concept in all colony sim/city management game - they teach you the basics, the rest you figure out as you play. Each next run you do a bit better than the previous, then you hit another thing you didn't know and didn't plan for. Start a new run with the new knowledge, rinse and repeat.
@@w1ck3ds1ck great point. :) I do enjoy the process. I may have just watched my village burn to the ground about 30 minutes before leaving that comment. haha.
Top tip: Build multiple graneries and don't just stick to one upgraded. I had my lone upgraded one burst into flames and burn to the ground during a thunderstorm, which lit up four buildings in total. All of my town's food gone. I had to frantically open up food trade routes to import food to get me through the winter until my gardens were ready to harvest. The only working food source I had were my hunters.
Good call hadn't figured that into things. Eggs in one basket and all...
I'm enjoying this game so far. I LOVE the burgage plots and how flexible they are.
Yeah it's such a cool system, and based on history too! Absolutely love the concept and inclusion
I'm about to lose my first playthrough to the Baron, had some bad luck with raiders and the Baron attacking at the same time. But starting over is so much fun, each time I learn a bit more and figure things out to build a better next village
I was forced to do trade because of lack of fertility, and it's really awesome, because I have a rich iron vein, but the issue is that you can't specialize in one thing. For instance, you can't just make a bunch of swords to sell to the market, it easily becomes overstocked, and then they're cheap to sell. This forces you to continuously open new routes, which quickly drains wealth.
Yeah, they screwed trade up.
the first trade perk will reduce the cost of all trade routes to just 25.
@@bjornserkr Yeah, I did that. I had all the trade perks, which made it easier, but what I'm saying is that it doesn't matter because the game forces you to have a variety of wares. Which, I guess could be fine because you'll just have to buy raw material and transform it into produce to sell, but that means more families needed which makes the whole process a bit tedious. Meanwhile, the Baron has conquered the entirety of the map, lol.
also when the market value drops super low. it says no foreign export does that mean it literally wont export any?
@@SpaceDad42i dont think its screwed. Just needs work.
The seasonal work is a micromanagement nightmare.
Agree! I find it's easier to leave the farmers alone and have them tending backyard vegetables when they aren't farming.
Yeah that ended up being a big turn off for the game and the lack of professional soldiers so I was constantly shutting down my economy to deal with bandits
@@RiskyNightsyou can hire mercenaries
AND I FUCKING LUV IT! :D
One fuckin group of bandits that barely do shit. By the time you actually get gold and do taxes you lose.@@CommonCentzFGC
on the topic of upgrading too quickly and using up lower tier goods, you can disable buildings entirely, including those upper tier burgage plots. This will free up those resources for other purposes, meaning you don't end up with 100 bows you can't use, and no planks.
How do you disable the artisan production?
I also would like to know plz
@@deuteronomy03 Just "pause" the construction. (as he does at 6:05).
@@ghoststriker6583 wow. Never saw that. Geez, that helps.
Iv retstarted about 5 times already . And prob will restart again tonite lol .
Same. And a good sign that it’s a great game too cuz restarting is almost more fun each time. Never feels repetitive
Lol thought i was the only one
better to just play an entire run all the way through. that way, you can actually learn from all the mistakes you made, having a wider perspective on how all the systems work together and how they change with upgrading and expanding. we played for a bout 10 hours today and was devastated when we lost the last run. but I learned soooo much from how much I fucked up
Thank you for listing these! Such mistakes are easy to make and bad if not realized, especially market/stall/storehouse logistics!
My first 3 hrs played was a breeze I think it was the first option scenario, pretty much learned the basics on how to thrive my city. Onto my next scenario where there's bandits & stuff, cant wait!
Thank you Party, some good tips here, much appriciated. One mistake I made was overflooding the trade markets. Bringing the price so far down that my second town could not get a proper export deal for the higher end goods to make some starting regional wealth.
A thought on the city market. I've noticed in your play through and in my own now, that houses on the far edge of town have difficulties getting some needs met when the main market is in the city center. It appears that citicens from these far of houses have to walk so far that the market stalls are sold out by the time they get to them. Experimenting in my third town now with smaller market that spread over town to see if that will help with the distribution.
Found the answer to the marketgoods not finding their way to the outskirts problem.
Create a little market plot close to the burger plots with issues. These need room for 3 stalls. Then move one of food, clothes and firewood stalls each from the main market to the small outskirt market. It will take a bitt of time to realign the flow of goods. But once done, your golden.
I just wish the baron didn't spawn an army to take the bandit camp the second the bandits spawn. At least give a delay so I have a chance to go get it as his army always spawns closer than I am.
The good news is that the baron's troops walk slowly to the destination, but you can rush your militia over and still come out on top!
The fact that craftsmen will continue to create items without limit until you have nothing left has been driving me crazy, I really hope they allow you limit that in the future
This and fact you can’t upgrade/build without actually having the resources…
Yes lol. I ended up selling the crafted goods and buying original materials like planks.
You literally can, just pause the building and they stop. Cheers
@@jaegarbombs7297 Oh awesome!! That sounds like fun! I can't wait to micromanage a hundred buildings for no reason when it could be automatic! Thanks bro!
Buys a realism focused medieval city builder and complains about micromanagement 😬
You probably have 5/10 building to press pause on, stop being a drama pig.@@danchaplin2911
I had to restart, spent to much and couldn't buy a second ox, hit first winter with low family count. Second run im at 17 family's and not even the first winter yet.
Moral is buy a second ox first.
Great video. I hate when videos jump around like a child on coffee. I really like how you paused over a screen and took time to show what’s happening on that screen.
This has helped the mistakes I've made in my more recent playthrough. I ignored bandit camps and getting wrecked with brigands with almost no defence and not understanding region claiming so I'm short of vital resources.
I can't wait to see more from this game. Badly need an all worker interface to find forgotten workers of screen
Another thing to watch out for; early on in the game, the baron will send his army to deal with the bandits and sometimes they'll leave the campsite and you can still go loot it. 😂
The upside of the advanced starting Camp is also, that if you build a Plot fast enough, a family can move in in the second month. i always do that, as every family has massive impact at the start.
I was curious if you knew the answer to this question. The released FAQ specifically says to not upgrade the initial settlement to a worker's camp. However, it seems strictly better to do so. If you immediately upgrade, then your approval rating doesn't drop below 50%, so you'll start attracting new families immediately with the addition of a single burgage plot. You can then build enough burgages to house 6 more families and destroy the worker's camp in time for a seventh family to move in. This allows you to start getting new families months earlier than you could otherwise. Do you know why the FAQ specifically instructs against this? Or why there might be a problem with this?
I wish we could freely trade between owned sections. The barter system is kinda wonky and slow, even with a mule. In a year I gave away 20 large shields and only received like 6 clay. They share the military why not share supplies and goods
My biggest mistake in my first playthrough was removing my vegetable garden not knowing I get no cost refunded leaving me with one less food type and no currency to rebuild. Then later I went and "upgraded" my chicken coop house into a fletcher thinking chicken feathers go with arrows only to also lose my egg production, which handicapped me from upgrading any houses until I decided to restart.
I do hope they make a tutorial guide scenario at some point, there's so much that I am unclear on with the help section at the moment. Like, you talk about the market here, but I'm still so confused as to how it works. There's a lot to this game, and I'll definitely play more, but after just a couple of hours I am no where near knowing whazt I'm doing.
The Baron captures all the territories before I even get a full militia unit or get attacked by first wave of bandits
that's exactly what happening. I can barely make 20 militia spearman till the end of the first year when I'm getting attacked by 18x2 bandits and baron's armies of 5-7x36 already took half of the territories. This game is pure BS.
@@VYM I think the trick is to hire mercenaries to fight the baron's claims. In my save, I hired two mercenary groups from the funds I got for clearing some bandit camps and beat the baron in a field battle. Also I heard it might be a good idea to build as many level 1 homes so your population grows if you play on a higher difficulty to not get penalized by lowered approval from not meeting housing requirements
@@VYM It may be that you simply suck, but I might be wrong. By the time the brigands attack you should easily be able to have a full retinue of spearmen at 36 or 2x18 spearmen and archers no problem. Send out your army to attack all the bandits as soon as you have some troops. Be careful not to sprint to the location so as to not exhaust them, stay on top of favorable terrain and pick a good formation. Defensive at first, then balanced as the bandits start losing troops. This way you will claim all the money from them, which you should transfer to your regional wealth. This will allow you to buy resources necessary to upgrade both your army and settlement. You just gotta keep expanding fast and claim regions as soon as possible. Make sure to also claim some money from bandits to personal wealth so you can upgrade your retinue once you have the manor built.
Second region you should claim is one that has good fertility, because it will support a large population easily and can export all sorts of goods to the original one. It will also allow for full sized retinues to be conscripted.
The Baron uses influence gained from defeating bandits to afford his claims. Try to get a militia ASAP and bandit-hunt aggressively: don't let him get the influence!
Guys the trick is to always kill bandit camps for loot and denying the enemy ai from getting it.
You should be able to build a manor in around 1 year. With that you get 5 permenant troops, and with your 20 spearmen you can easily kill bandit camps.
Anyone else having issues with Ox and other livestock like mules and horses?
Ox: you cant specifically assign which Ox you want to be assigned to specific building. It just randimly assigns and logistically is a nightmare. Also issues with them spawning after you purchase but are not listed as livestock. Bug?
Mule and horses: saying you purchased mule abut it doesnt show up in stable or packing station
Its been frustrating but overhaul minor thing
I'm not sure if I understand you correctly, but....
If and when you purchase an Ox or Mule or whatever, it has to travel in from the edge of the map. If you scan, you will find it. So it takes awhile to get "home".
Furthermore, you CAN assign an ox to a workplace. Click on that workplace and there is an area to check off assigning an ox permanently. But be careful with this option because that is ALL it will do and other areas may suffer.
I noticed all of those. I keep rebuying them all the time
@@tomcoon9038 I understand it has to travel
But like I mentioned above it sometimes they dont pop up almost as if I didnt purchase them but it will fill a stable slot almost as if a ghost is present
I heard of others having similar bugs
Yeah I’ve seen this bug. My second ox didn’t show up on the Hitching Post list, even though my people are using it.
People are too afraid of the bandits. I sent a unit of 16 spears (all the men I had when the weapon shipment arrived) at the first camp to spawn. I defeated a force of 16 brigands with only one casualty. By the time the next camp popped I had 19 men (would have had 20 but I guess they just leave their dead comrades equipment behind. Long story short, do not wait until you have a full unit to go after the bandits
10hrs in, this game made me more anxious due to micromanagement. What a perfect time waster on weekends. I hope the full game is better than the early access version. Nice tutorial. Cheers!
Great insight provided on this video, thanks!
10 h in the game, and I literally broke it and waiting for full version to be released. The key is to defeat the bandits and collect as much money as possible. Then just invest in the backyards and then trade. The land I started with was not suitable for agriculture at all, but didnt have any problem there. At some point, the game gets little boring since no considerable challenge was provided! Still, it is a promising stile that will definetely bring in a new era to strategy games!!!
A guide on how I’ve been playing already. I do like having a cobbler shop though
If the person picking berries is also the one maintaining the market stall for them will anyone take them to market if I unassign them for the winter season?
I'm wondering the same
@Ricochetil Its not a single person, each "resource" added to a business is actually a family. You can see on the people tab, of that business, what the family members are doing.
So does the one family that has the market stall also pick berries?
@@Wombat89 per the "people tab" under the forager business, yes I think. It appears that one family member will man the stall and the other family members pick berries.
yeah if you remove the familie with market stall it gets abaddon to still get berry on the market you need a granary... i advise to get a storehouse and a granary asap so free you can woodcuter and berry picker in the off season abd when you have more than enought firewood and it is still supplied to the ppl because the granary and storage worker will also create market stalls
No offense to you. Your videos are great, but for this game a kinda want to make mistakes. To enjoy the game, to savour the moment i figure out things. It's a game that cure my boredom of playing games so i want to enjoy it as much as i can. Great work and have a nice day!
I didn't realise you need oxen to carry logs. I was wondering why nothing was being built. I got 5 or 6 oxen going and then suddenly everything started moving again. By that time Baron had about 6 regions lol.
I'd say the first tip is bad advice. By immediately upgrading the tent you keep your approval rating at 50% and get new families right away. Not upgrading means it's likely to drop to like 46% and it'll take a while to get back up. This slows you down. Also: "Sometimes breaking them before font lines even meet", you mean before that was nerfed into oblivion because streamers said it was too good.
Excellent guide. Thank you.
Manor Lords is really amazing, but it really lacks max production caps for artisans and max barter caps imo. It would managing your resources much easier if your jointers shop wouldn't keep making shields till infinity. Same thing goes for the shoemaker, you need leather for lvl 1 burgage plots, so if the shoemaker would stop at a certain surplus of shoes. Now you've got to turn the shops on an off, which gets tedious after 5 hours. Same goes for barter stations, they just send all of the firewood to a different town for example.
How do you build the carts?
I’ve had this game a week or so and it’s frustratingly cryptic with a lot of crucial things. For instance, it took me forever to realize that you could assign things to people’s back yards to burgage plots and that they needed a tavern stocked with ale nearby in order for them to be able to upgrade to level 2.
The worker camp is currently bugged and the devs don't recommend building it at all. There's a post from them on the Steam forums.
Just bought the game today. I’ve never really played rts/city building games so I am kinda overwhelmed.
This game’s micro management is so tedious having to unassigned and reassign families every season and making sure they’re from the closest houses. It’s just bad.
Do the vegetable garden and orchard cost more if there's the expansion slot for a 2nd house on the lot? If not it seems like not only should you only put them on larger burgages, but double house burgages. Once you figure out how large an orchard/vegetable garden each family can farm, a 2 house burgage with double that size of a yard should give you the same amount of food as two, single house burgages, while only paying the 15 income cost for a vegetable garden upgrade once instead of twice.
I don't know how common it is, but I updated too quickly because I was following the checklist at top, totally forgot to build the manor which ONLY lets you build during the one specific stage of your town. I didn't realize it because it required so many planks that I just wasn't focusing on in such an early stage learning all the other buildings. Kinda wish it let you build at any point after the fact, because I needed new regions simply for the manors just to fight the baron in end. Had thousands of weapons and hundreds of extra people but it wouldn't let me build more militia if I already had six troops total x..X Was fun though playing through my mistakes for the first time lol started new game right after xD
I'm assuming he'll add that in as part of all the objectives once the manor functions are all complete. It still is a bit bugged. All great fun for whats there tho
Woah I made the mistake of upgrading the houses early. I was wondering why nearly no one was on construction work. The game didn’t do a good job explaining this
New player here, correct me if I'm wrong, but is the core gameplay of this game to wait for our town to grow with more people, and then ensure everyone is happy by fulfilling their demands and needs? Or do we need to actively set up everything beforehand so that our town can actually develop? I'm always kind of lost mid-game, wondering what I should do next. Like, do I need to build this building? And when I actually tried to build one and assigned a family to it, they just did nothing, lol.
Please, how do I save and use preset camera angles? ... like you do for timelapse
CTRL + SHIFT + Number Key will save a camera angle, and then SHIFT + Number Key will take you back to it!
I put the AI on reactive but the Baron already took over 3 territories in the first 2 years and now I'm surrounded on all sides FML
Great tips man, thanks
I am the type of guy who starts a new game, but then 5 hrs balls deep into it, makes a mistake and its easier to just play a new game all together lmao.
My first ever game, and I had food issue (I went on the crops route but actually better to have the berry's and meat at first then started to upgrade each house with chicken coops.)
Then I ran into a problem of not having any money. (next fix get trade post up!)
Then the next problem was that as the population got bigger, I when in circle again with the Food problem lmao I had to make my citizen skip the 5th meal!
But yea its a learning curve, but I don't know why but it is very fun lmao
my guys don't wanna bring firewood from the storhouse to the market. While my people are freezing a have over 100 units of firewood sitting in the storehose. i don't know what to do.
Put more workers in storehouse. put storehouse super close to market. Take all workers off firewood and wait until the stall for forewood is set up by the storehouse worker instead , then put whatever workers back on firewood
I have over 600 firewood in stock, the lumberjack's hut is full and there is no firewood at the market, what's going on?
I always upgrade the tents and demolish in the fall when shits all caught up
Major mistake #7: when you don't, every now and then, switch to normal speed, zoom in and just enjoy the sheer beauty of the game.
I didn’t know about limiting the hunting in my area 😭 I hunted the herd and it never repopulated. Now I can’t get any more meat 😂 I also got too excited and upgraded too quickly 😂
Thanks for these tutorials, they're super useful. As an excellent historical background in hardcore Medieval warfare and society I strongly recommend Schwerpunkt's videos series: plenty of manorial/seigneurial history there
I have built homes for the people but they were burned down then I rebuilt them but they won’t move back in. What do I do to get them to move in?
Ive been having issues with trading and logistics. So i bought like 150 flour. I have 2 dedicated bakeries but they seem to refuse to pick up the flour from the trading post...a lot of things i buy in bulk seem to be doing similar things and idk what to do.
Is there a bug on tailor shop? specially the cloaks, i cant get any even tough my yarn and dye were abundance and seems like the moment my villager created one it's immediately dissappear and i have 8 houses as a tailor and all of them producing cloak.
Just wanna give u props I don't know how u can remember all the things on manor lords big fan I loved all your planet zoo content really incredible have u ever considered doing planet zoo on console or are u strictly pc
I like games like this but it seems so complicated to learn playing it ..
Hey Party, thank you for the tips! I’ve learnt some of the lessons the hard way already. :D
What do you think about the question of whether to spend money on retinue upgrdes or on mercnaries? Hiring a retinue member and buying armour for him is quite expensive. You can easily get a mercenary unit for that price (although, you’ll have to pay them monthly) - so what would be the better strategy here?
Ok, I’ve got it myself. Early in the game mercs are better. But when your village grows to over 100 people, you can start taxing it and then it’s better to build and equip your retinue.
Also, the baron just buys out all mercs later in the game (not sure if it will be fixed later or not).
Nice work
How to win first war?
Enemy AI declare the war for a territory at the end of the first year everytime. And he has 6-8 stacks army with elite retuine which is 32 units. I can't delelop my settlment so fast as AI. Or should i just ignore his claim and continue to improve the settlment?
The trade post keeps glitching. It works fine then all of a sudden nothing I'd selling at all and you quickly run out of coins but build up large piles of stock you can't sell!
I wish you could set seasonal workers to shift automatically like you can in Ostriv.
moment i relocate or demolish then rebuild or assign a ox to a building or a worker to a ox stall or upgrade the ox stable they all just bug and freeze then basicly base dies due to them not moving :(
Is it not worth leaving seasonal workers if they have a stall.
I have a huge food problem. Everytime i make a big town and when im at around 4 houts food just runs out and its very hard to keep up because of the big population. And when i assign families to hunt they barely get any meat or they just dont get any at all. Berries is my only food source because bread is hard to get. Any tips?
So many thing which can be wrong here. I suppose you are trying to farm, which I am struggling aswell. 1st. is fertility - the fields are losing their value, the game even suggests for you to let them be every 3rd year and change crops to regain the fertility, so this needs to be managed, luckily the fields offer crop rotation preset. 2. not enough workers - the workers have cca 2 months to plant the fields and cca month to harverst, if they don't manage that in time, you waste resources, so you need alot of them. 3. Infrastruture - the resources have to be transported by the villagers directly, all the way from the fields to farmhouse and then to other buildings, since you are trying to get more food, you want bread, so you better have mill near a farmhouse and the bakery aswel, so the villagers don't spend a huge time traveling. You can also set up a granary for farming only and assign workers there as they will help with trasnportation. A grannary for food itself should be near marketplace so the market gets restocked. This applies other production aswell. In my current game I am trying to better orginize the infrastructure, keeping related buildings close and I have food for a year ahead after harverst, the winter passes before I even use all the grain and flour. Once you get enough money income, you can import food, and support the town. Accesibility seems to be a huge factor in this game.
What happens if i claim the loot from a bandit camp in the barons territory after the bandits have been killed by him? does that agro him?
Nope - not that I've seen with repeated tests!
They need to integrate into this game what Ostriv have done where you can fully automate Seasonal Workers by the month. I fully appreciate Manor Lords is in it's infancy, so it's understandable this has not yet been built into the game. In it's present state, there are just too many things you have to remember. That's ok for the micromanagement control freaks, but for those of us who want a chilled game it's a bit much.
Great channel
Bro how did you get your items that your exporting not devalue over time ??
I just ran into a pretty large bug, anything imported from trade will never reach the marketplace when reaching the amount of surplus i set. Instead of traders transporting the surplus goods to market they stand there. Anybody else have this problem and/or knows how to solve it?
I watched another video that stated the trading post did not need an assigned family once a trade route was established, any truth to this?
5:50 how do you get to that view?
If you're clicked onto the Market as a whole, it'll bring up the goods that are sold there. Hover over each item & it'll light up the houses that are getting said item.
Great video. On my 3rd village and I see where Ive got it wrong
Yeah, 3rd one was the charm. 1st one i didnt realize i needed a logging camp and could no longer build anything, 2nd I didn’t fight bandits and got rolled when two groups rolled through, killed all my militia and burned EVERYTHING!!. 😂
Im struggling to upgrade fast enough to fight the bandits & claik enough territory the AI claims everything before I'm able to get one
I need something to teach us about Sheep. I have 2 but only 1 shows and apparently they should breed overtime?
If i permantly assign livestock to a farmhouse, will that still use up a slot in the hitching post?
Yes. You can unassign the livestock too. "Permanent" is too strong of a word. They really should just have "assigned". That would make more sense. The hitching post/small stable/livestock trading post gives a spot for the animal to stay when not in use. The farmhouse, even with its upgrade, doesn't create a slot. I feel like it should..
Is the forester considered a seasonal job?
Cool video but does anyone know how to make workshops stop working? I want to have more planks but my workshops keep making bows and shields
There's a pause button when you click on the workshop in the top right of the box next to demolish
My biggest mistake was under estimating chickens, and trying to figure out where my planks are, after overproducing warbows 😂
I still don't understand how to physically send troops into other territory to fight bandits.
Gather them in you territory and right click in other another.
I tried to rawdog this game.. my nice little village got raided 😅 thanks for the help
Yeah I’m not managing that level of nonsense. Ostriv has a seasonal option and I’m 90% sure this will too - Eventually.
Can’t you just pause those buildings versus removing the families?
When I unassign food workers, they lose their stall and people don't get food.
For me, its definitely ignoring vegetable and chicken add ons and trying to focus on actual farming. I wasted so much time trying to farm for little profit and ended up starving by the 3rd year because I didn't have any other source of food besides berries and meat which quickly ran out.
I’m a couple hours in the game. Seems like this is way beyond my beginner status.
As a farmer, this game is literally my fantasy playground.
And he disabled the camp upgrade for now until the outpost sytem is in place more.
Tip 1 wouldnt be an issue if the dev added home swapping as a feature.
I wish I had the brains to play a game like this...