I have seen a guy exploiting this game by building multiple barracks in one area (which only one is allowed per area) and spam some 5000 retinue while profiting off of clay tiles by removing the tariff cost.
😆 That sounds like wholesome fun. Is that the spiffing brit? Sounds like his thing! Problem i found with clay tiles, and i guess it could be anything, is that when you oversupply, the price drops - so youre getting pennies for them! Still a fun idea! 😄
I think the way one processes information will chamge how peope see the game. One type of person is one that recognizes nuances, is capable of data gathering through observation and synthesizing that data into some form of action plan. This game values that greatly. The other type doesn't even recognize those things. I have seen this come out through some reviewers who make statements of the game systems being simplistic and shallow. To me, that betrays their complete and utter lack of recognition of nuance and deeper connections of those systems. For example, one reviewer's town was so horribly laid out in simple blocks that completely disrupted the flow of its people and from that I wondered if he just didn't recognize the very core of this game's depth: the citizens. As I watched him crap on the game (and attract like-minded people in his comment sections, which became a witch-burning orgie), i came to realize he was playing it purely based on each individual system or supply chain. That's what he saw as the complete experience. So he saw bread making as: farm wheat -> farmhouse to make grain -> windmill to make flour -> oven to make bread. Ok, sure, that is technically correct. But what he didnt even seem to process is how every single citizen is connected to the system, the entirety of the whole community. He called it a bug or bad AI when his citizens would simply not work in what he assigned them to, such as building a certain buiding that he set to highest priority. But he missed that he had 8 trillion buildings set to be built, but a total of two oxes. He couldn't seem to track the bottle neck (in this case too few oxen) and if he did see that he didn't understand that until the oxen are able to bring the timber the citizens can't work on that building project. And since they had no other assignment they just sat around. I could give many other simple examples, such as how the design if his town made his people have to walk miles to complete small tasks). Basically, he put no value on observing his people and seeing the flow of their day. That is truly the life blood if this game. I know, I have played nearly 100 hours and at least 20 or more of those have been watching individual citizens' work flow to help me understand their needs. No wonder he crapped on it. He simply didn't understand it and tried to play it like other city builders. It is very different than most other city builders. The daily life of your citizens matters. A lot. Every decision feeds into how efficient they are. Add more challenge by valuing a period based aesthetic. A modern engineering based design may work well to give maximum flow to your people, but the game actively discourages that, as evidenfed by the road system, for example, which fights hard against perfect squares. You can do it, but it feels like you are forcing it. Anyway, thanks for the review!
It's worth noting that Manor Lords is currently on sale on steam for 25% off until the 11th May - around $45 AUD. Just sayin...
I have seen a guy exploiting this game by building multiple barracks in one area (which only one is allowed per area) and spam some 5000 retinue while profiting off of clay tiles by removing the tariff cost.
😆 That sounds like wholesome fun. Is that the spiffing brit? Sounds like his thing!
Problem i found with clay tiles, and i guess it could be anything, is that when you oversupply, the price drops - so youre getting pennies for them!
Still a fun idea! 😄
I think the way one processes information will chamge how peope see the game.
One type of person is one that recognizes nuances, is capable of data gathering through observation and synthesizing that data into some form of action plan. This game values that greatly.
The other type doesn't even recognize those things. I have seen this come out through some reviewers who make statements of the game systems being simplistic and shallow. To me, that betrays their complete and utter lack of recognition of nuance and deeper connections of those systems.
For example, one reviewer's town was so horribly laid out in simple blocks that completely disrupted the flow of its people and from that I wondered if he just didn't recognize the very core of this game's depth: the citizens. As I watched him crap on the game (and attract like-minded people in his comment sections, which became a witch-burning orgie), i came to realize he was playing it purely based on each individual system or supply chain. That's what he saw as the complete experience.
So he saw bread making as: farm wheat -> farmhouse to make grain -> windmill to make flour -> oven to make bread. Ok, sure, that is technically correct.
But what he didnt even seem to process is how every single citizen is connected to the system, the entirety of the whole community. He called it a bug or bad AI when his citizens would simply not work in what he assigned them to, such as building a certain buiding that he set to highest priority.
But he missed that he had 8 trillion buildings set to be built, but a total of two oxes. He couldn't seem to track the bottle neck (in this case too few oxen) and if he did see that he didn't understand that until the oxen are able to bring the timber the citizens can't work on that building project. And since they had no other assignment they just sat around. I could give many other simple examples, such as how the design if his town made his people have to walk miles to complete small tasks). Basically, he put no value on observing his people and seeing the flow of their day. That is truly the life blood if this game. I know, I have played nearly 100 hours and at least 20 or more of those have been watching individual citizens' work flow to help me understand their needs.
No wonder he crapped on it. He simply didn't understand it and tried to play it like other city builders. It is very different than most other city builders. The daily life of your citizens matters. A lot. Every decision feeds into how efficient they are. Add more challenge by valuing a period based aesthetic. A modern engineering based design may work well to give maximum flow to your people, but the game actively discourages that, as evidenfed by the road system, for example, which fights hard against perfect squares. You can do it, but it feels like you are forcing it.
Anyway, thanks for the review!
dont buy it wait 6 months way better