Great Video, some Additions: - I would place the market earlier - cost you nothing and helps with approval. - Set someone to work in the Granary and Storehouse, at least briefly, to prevent your starting resources from getting damaged in the rain. You can remove them again, after they hauled everything in. - Also you have enough Lumber to start on the houses from the beginning so you should make 50% Approval when you hit April. - No need to invest in food and firewood so early, you have 4 months of supply and your hunters will drain the local wildlife faster than it can replenish anyways. - Those massive Plots, kind of a waste, at least if you are planning to do some farming later. Reason is, those families will take quite some time in the vegetable garden in spring - same time when you need their workforce elsewhere - in that case it is better to go for some chicken coops. Remember: For everything except Vegetable and Orchards, size of the Plot does not matter, as long as it can fit an artisan extension. - Do more scouting at the beginning: Where are the aquifers, how fertile is the land so you can plan if you want to do Farming or rely on other means of food production. - If you forgot your woodcutters camp: You can cancel another building / demolish it if already build and you will get your logs back. - Way to early for the church. Better to get someone to collect some berries, food variety is enough to get over 50% for levle one plots. Only for levle two is the church required.
I agree approval rating over 50 before the end of April. Getting new families in is more important and can be done by focusing on food variety housing and wood. Storehouse up grade is only done when the space is required.
I would add when making homes, always make sure they have the extra housing slot. This is because food consumption is not determined by the amount of families but by the amount of burgages you have
@@stewartmackay it’s the internet. profanity is part of the deal when using it unless you have profanity filters. besides, commenters aren’t responsible for your children.
@@stewartmackay You're right, Stewart. It's a gaming channel, they should be expecting kids to be watching, but unfortunately some people don't think before they write. This kind of thing is commonplace now, sadly.
I upgrade the homeless tents into a camp (1 log but you get it back), this way the popularity doesn't dip and you never get below 50% and get families in faster. Love your idea of opening with trade of planks, great idea, haven't thought of that. Thanks for the video my man
This was great, man. Concise, to the point, and not 40+ minutes long like other peoples videos. This has helped a ton. I played for 3 hours lastnight and finally got my trade down. Was banking good coin.
Cannot thank you enough for the many little tips, like how to make a 2-family plot, how to identify the king's home, and how to adjust the area where a lumber camp will cull trees. These are often overlooked because they're such small things, but man are they helpful.
In addition to these things, ive found on my last couple restarts, that with 5 starting bandit camps if you get an early manor you can take your 5 retinue and militia out during the first winter, farm the camps and finish winter with 18-22 retinue (depending on losses) and enough influence to claim whatever region best supports your main.
@TacticatGaming interesting, I'll have to try that. I did lose a couple of my retinue which countered some off the payoff from doing it. With mercenaries thay don't matter if they die, you would likely save more money without having to keep part of your work force in the field. That's actually much smarter than what I was doing.
@@jferrante831 I didn’t realize I could disband them like I could my own militia. I had my mercs run from a battle never show back up for me to control and continue to take my money lol. Has to be a bug
I really like how you built your plots for the homes, I think it's an effective way to build 6 homes and have vegetables. I'll start implementing this in my game too
I think those large back yards benefit veggie gardens and apple orchards only in terms of increasing production, chicken coops are unaffected by plot size, so may as well make them with small backyards
Also don’t convert double plots to artisans because I made that mistake and screwed over a save because you ‘lose’ both families in the plot, if you need fast production of a material it’s good though.
This game is absolutely stunning. I’m excited to see how it expands from early access. Been following it for a while and bought immediately. Even in this current state, it is a treat to play and learn. THIS IS HOW GAMES SHOULD BE MADE! Great intro video for the gameplay!
My only change is I build the Granary along with the storehouse first. I know a lot of people try to skip that, but I've lost a lot of food because of thunderstorms in the first month, and I don't want to risk it anymore.
Really cool video mate ! One of the better explanations for beginners. I find the tutorial is limited and this is a perfect guide. Cheers from Australia.
I just started a new village using this as a guide. I didn't follow it exactly but so far so good. I was having trouble getting my trading off the ground early so this was a big help
Use berries straight away together with carrots and hunters to create food happiness from the beginning. Make sure to upgrade the tents to prevent unhappiness in the first period before your houses are finished. Chicken and goats need only minimum plot size.
plus, always keep one family unoccupied. This guy's assigning all his families - great, no one to guide the oxes to move logs to your saw mill. Not the best guide of manor lords imo, tho it was entertaining to watch.
@@jimbobua4696 yes. But for 2(?) trees you are protected from immediate minus approval. So depending on difficulty you can buy yourself some time before you get into minus, which would cost you several months of new families coming in.
@@TFOLLT You'll only need unoccupied families to build. You can clearly see at around 9:19 minutes into this video that both oxen are moving logs around although there are no unoccupied families. I'm following TactiCat for close to two years now and he's one of the few people I came across so far (and I'm watching a lot of videos), who dives deep into the mechanics of games and when he realises that he's made a mistake or it's pointed out to him, he'll not only admits it but apologises in one of his next videos, after he found out how it works correctly and then he lets everyone else know. I say his knowledge is profound and accurate and that makes him one of the best content creators on YT.
if you upgrade the worker camp you get 50% approval on normal difficulty which is enough to get a new settler, also each family gets 3 people instead of 2 which gives you a production boost early on
That's how I start my village: • Instantly place a Granary and Storehouse to prevent supplies from getting bad • Hunting camp and Forage Hut to start food production and get leather • Logging camp, put 2-3 families until 10-12 Timber • 5 Burage Plots and Well to stop homelessness and grant water access (Forage Huts smallest possible extension slot) • Woodcutter's Lodge and Sawpit for Fire Wood and Planks • First 2 Planks to upgrade Hitching Post into a small Stable. Order another Ox for 20g • 3 Marketplaces infront of the Granary and Storehouse (The families working in there should own the market stall) • Build a Trading Post, Tannery and another 5 Forage Huts with your next 18 Timber. (You can build the Forage Huts adjecent to the others without any road connected) • Sell Planks and Leather at the Trading Post, Skill into Trade Logistics and Establish trade Routes for both asap • Use the wealth to build Goat Sheds (around 20) for even more Leather • Build a Church and start Upgrading 2 Forage Huts to Level 2 (Always upgrade the ones closest to the market) • In those Extensions build a Fletcher's Workshop, establish Trade Routes and start selling warbows • Brewery Extension for the other Level 2 • Build a Tavern and Malthouse, start establish Trade Route importing malt • Build Forage Huts with Vegetable Garden (7 slot long) and Chicken Coops in Short Extensions From there I can decide my future develepment skills (if my area has farming potential or Rich deposits) and set policies acordingly
@@Patrick-zr8tv You sir, are boring. As the game would quickly be if one could not experiment and try different paths. It's what makes these games. You sir, are sad believing you must find the optimal path then .. well then go buy another game cos you broke this one 🤪
@@patrickkelly6691 well you're not trying different paths if you restart 8 times in a couple hours. You're just trying the start of the game over and over. Let it ride. Make mistakes. That's how you learn the game. You can't know what mistakes you make if you don't see the effects they have down the line. Plus it takes the stakes down, less risk if you just allow yourself to start over.
Nice video - well edited. First things I build: Storages - I don't want free stuff to spoil. Then Logging camp, then I have 2 logs left for either berry collector or first house. Is the second ox really necesary? Oh wait! you know you are too severe 🙂 Small tip: first make the road adjecent to a plot houses, make it curve a bit and it looks even better when you fill this up with houses - no straight curves in Medieval times. It is august when your approval rating goes up. I noticed you are a bit severe on oxen, but also workforce determines speed of building. With one free worker family it does not seem to matter much if you have 2 oxen, or not? This is a good starting strategy though!!
You make it look so easy. I just played the game on normal setting and before I could expand my population a bandit camp appeared right in my animals and berries and my villagers stopped gathering food. Sixteen of them to ten of me I had no chance... fight and be killed or starve.
Really fantastic and genuinely helpful. Great pace to your video and just enough explanation to stay on point while being clear and succinct. Thanks man!
Thanks to share this way to start, There is another way similar to get the first family moving in the first month, keeping the 50% and up so quickly. The secret is update the camp in the first step, then doing the same you did.
I would add one thing to your list for a start. Upgrade the camp to a workers camp first before doing anything. This will keep your approval at 50% for the first month, so you can start populating the town when April comes around.
Another tip you might consider: Pause the game and start planning your farms before everything else. Simply check fertility areas and then - since they are free - build the fields before plotting your actual village.
Save real estate... you only need large burges for carrots and orchards.size or the block effects production amounts. Goats and chickens you dont need large blocks, only large enough to get the extension option..the size of the bock wont affect the production amounts
@@GoldenBoy.17 So I assumed it is better to build separate houses, both with an extension for a production facility, rather than one block that can host two houses. In the first case, you have two production options, in the second one, only one for the same amount of population
I would advice to focus completely on houses for the beginning. If you manage to have 5 finished before april you wont have the before malus and therefore have 50 when required, so you can have your 6th family already in april if you manage to have 6 housing capacity
Thank you very much, great video because you are also briefly explaining why you are doing, what you are currently doing. Also it doesnt feel too min max, since this is still a game heavily implying on optics =D
I'm surprised at how late you built the Granary. Most videos recommend building it and the Storehouse immediately. I reached 57% Approval without a Church, but I'm struggling for cash. I'll restart using your tips. Thank you for this video.
Very lovely video I just hit my first town with 500 ppl and got oversupply of food and fuel. This looks better tho. I wonder how do you know/understand how much yield you get from each house ?
Amazing ho efficient a good build like this can speed up your builds and food collection. This design got me to food sufficiency by end of the second year, great design. Thanks heaps
Before release, I decided I wouldn't watch any videos or look up anything that would help me learn the game. I soon realized that the game would be more of a learning curve than I had anticipated and that the way you start is very crucial. In the first few tries, I was trying to quickly obtain people and level up my town asap. I have recently switched that into trying to prevent people from coming as much as possible and take things much slower. As few people and housing plots as necessary. Everything as slow and only added if absolutely necessary. I have noticed much better results with this method.
I like to pause at the beginning and mentally lay out my toen plans and layout. also I like to put my market beside my store houses so it's easier and quicker for the villagers to keep it supplied
my starting strat is hoarding food with low population, and focus on exporting something. usually iron slabs if lucky with a rich deposit, then using the tithe at about 25% early game with low pop and high food until i can buy a new region with influence from the tithe
No wonder I got a huge surplus of Firewood and an assortment of equipment that wouldn't sell. I did have that notification wherein Trade Post needed to be connected to King's Road. I though simple connecting a new road would suffice. Guess it's time to restart.
Something I prefer to do during spring, summer and autumn is focus on berry bushes (especially rich deposits), as these resources die out during winter. They also keep growing, so you will have constant supply flow until autumn. Animals will keep reproducing regardless of the season.
Hey, can someone explain why it is a good idea to set the hunting limit to half the population? (seen at 3:06) Is it so the animals repopulate quickly? I've never used the hunting camp. Thanks!
right the key is this ( wells all around the town ) and market areas no more than 6 spaces. you need to make more graneries and and some at level one..max 250 so they put there food stalls in diff market areas.the games switched after the last update so EVERYTHING has to go through the graneries/warehouses . NO BIG MARKET AREAS.. your main wood is PLANKS now after the update ..
I don't understand why you set up the trade route. Planks can be sold without one and they come reasonably often considering you are that early in the year etc.
Are you sure the house gardens are plowed every year? I've read or heard that this is just a one time thing after a family moved in. Can't find where I got it from. Will keep an eye on this next time I play!
@@TacticatGaming The vegetable gardens are harvested in March and August (I thought there are two harvests in a year and now it's confirmed), both times there was no plowing involved. They pick up the crop and pretty much immediately new crop springs up. I believe it's safe to say that the plowing of the vegetable gardens is a one time thing.
What I generally do is go full on skin trade at the beginning. Upgrade two houses with goats producing skins, and get skins also from the hunters. Then full on sell those in my Trade House selecting 0 surplus. Skin sells more than planks, therefore you get more money faster. After I have 5 skin producing houses, I transition to leather export.
🎉I don't bother with family plot food sources I use berries and the hunting cabin,and a sawpit.Then I'll unassign where as needed while constructing and incense home size,by that point you have 2 settlement upgrades and a church built right on time,get a quick flood of settlers and build farms,and a trading post.i found farms to be much more efficient for food,plus once there fields are plowed you dont have to keep people in there untilbits harvesting season.during that time you crank out other resources,turn one house into a plot to make shields and within 3 years youll have like 3000 wealth from trading those
I did a chill playthrough with just the bulding then jumped to the one where you're suspose to establish peace and in that playthrough my trade was super bad and food was low...all cause i didnt place the trade house on the kings road and my hunting camp got the hide bug.
Yes, the Kings Road are the roads that are already on the map at game start. They can’t be removed or edited, but you can connect your own roads to them. Kings Roads are slightly thicker in appearance than the players roads.
Just experienced a bug with orchards where they were stuck in pantries and not going to granary only way for me to get rid of them was through the tithe tax since they were all marked as surplus food
True! I had my hunting camp jammed up and couldnt figure it out. Magically, later, when I put some staff in the granary and staff and an ox on the storehouse, things cleared right up. Huh. Go figger.
Love the guide, curious question though, how high do you prioritize building a granary? I tend to do it around the same time as the store house but unsure if that is a good choice?
If market stalls have a storage of 50 and only ever carry the right amount for 100% coverage (if supplies available) why then do more stalls automatically open by the industries? Should I always shut down the industry and add a worker to granary/storehouse to keep the stall worked by them or leave the stall open and run by the industry until I have surplus families to stock it from granary/storehouse workers?
I’m honestly still debating the best method as I’ve gotten it to work two ways - the easiest way was just over doing granary workers - which is a shitty solution - but it worked
@@TacticatGaming mate you are crushing the content for this game and its reflected in your views and stream watchers. Well done, keep it up. I'm bummed I can't always watch your streams live, but I do watch the replays. 👍👍
How did you get a 2nd Ox without first building the Livestock Trading Camp that lets you buy it? Is there a secret back door way to do this like you did or is this a prior version that’s not valid anymore? I tried to get an ox and it said I needed to do it through trade but then I did t have the required 60 dinar or whatever to buy one.
are trading posts necessary to build on kings' roads? i got spawned in zweiau and the roads are very far from the city and the closest area to steep to build on. would it hurt trade severe enough to avoid if i instead built them closer to my city?
@@TacticatGaming ah okay awesome, ever since i left that comment i played for a couple hours and thanks to the help of this video i survived raids and my second winter lol
This is rich deposit dependent but on this particular map, you invest into charcoal and deep mining. Clay and Iron never run out, so you can focus on selling roof tiles and producing weapons. Watch the money roll in.
Hard Lets play: th-cam.com/video/D1L-yLJtUHQ/w-d-xo.htmlsi=2Rt2JbQmG98wLzav
Great way to start my morning. Grabbing a cup of coffee, then building a new city.
Coffee games
Same here!
thats vibes
same!
Great Video, some Additions:
- I would place the market earlier - cost you nothing and helps with approval.
- Set someone to work in the Granary and Storehouse, at least briefly, to prevent your starting resources from getting damaged in the rain. You can remove them again, after they hauled everything in.
- Also you have enough Lumber to start on the houses from the beginning so you should make 50% Approval when you hit April.
- No need to invest in food and firewood so early, you have 4 months of supply and your hunters will drain the local wildlife faster than it can replenish anyways.
- Those massive Plots, kind of a waste, at least if you are planning to do some farming later. Reason is, those families will take quite some time in the vegetable garden in spring - same time when you need their workforce elsewhere - in that case it is better to go for some chicken coops. Remember: For everything except Vegetable and Orchards, size of the Plot does not matter, as long as it can fit an artisan extension.
- Do more scouting at the beginning: Where are the aquifers, how fertile is the land so you can plan if you want to do Farming or rely on other means of food production.
- If you forgot your woodcutters camp: You can cancel another building / demolish it if already build and you will get your logs back.
- Way to early for the church. Better to get someone to collect some berries, food variety is enough to get over 50% for levle one plots. Only for levle two is the church required.
correct me if im wrong, but i believe the woodcutters camp should also be placed by a treeline to max efficiency.
I agree approval rating over 50 before the end of April. Getting new families in is more important and can be done by focusing on food variety housing and wood. Storehouse up grade is only done when the space is required.
I would add when making homes, always make sure they have the extra housing slot. This is because food consumption is not determined by the amount of families but by the amount of burgages you have
this game is BEAUTIFUL! I can't believe one person actually did this. Well fucking done Greg Styczeń!
Why the profanity?
@@stewartmackay Probably to overemphasise their point. But they would be very bloody correct to do so!
@@philipwilliams6276 Not when you have a 14 year old girl watching gaming videos.
@@stewartmackay it’s the internet. profanity is part of the deal when using it unless you have profanity filters. besides, commenters aren’t responsible for your children.
@@stewartmackay You're right, Stewart. It's a gaming channel, they should be expecting kids to be watching, but unfortunately some people don't think before they write. This kind of thing is commonplace now, sadly.
I upgrade the homeless tents into a camp (1 log but you get it back), this way the popularity doesn't dip and you never get below 50% and get families in faster.
Love your idea of opening with trade of planks, great idea, haven't thought of that.
Thanks for the video my man
I restarted this game 3 times in one night. Somehow my first go was my best. But every time I learn something new. Tonight I’ll prolly start another 3
This was great, man. Concise, to the point, and not 40+ minutes long like other peoples videos. This has helped a ton. I played for 3 hours lastnight and finally got my trade down. Was banking good coin.
Cannot thank you enough for the many little tips, like how to make a 2-family plot, how to identify the king's home, and how to adjust the area where a lumber camp will cull trees. These are often overlooked because they're such small things, but man are they helpful.
In addition to these things, ive found on my last couple restarts, that with 5 starting bandit camps if you get an early manor you can take your 5 retinue and militia out during the first winter, farm the camps and finish winter with 18-22 retinue (depending on losses) and enough influence to claim whatever region best supports your main.
A trick a viewer taught me is take out one camp and then use that money to hire a cheap merc company to take the others out - pays for itself
@TacticatGaming interesting, I'll have to try that. I did lose a couple of my retinue which countered some off the payoff from doing it. With mercenaries thay don't matter if they die, you would likely save more money without having to keep part of your work force in the field. That's actually much smarter than what I was doing.
@@jferrante831 yeah but don’t you have to pay those mercs forever or untill they bankrupt you?
@riisky2411 you can disband them after they clear out the camps. Merc are just for temporary use not as a military replacement.
@@jferrante831 I didn’t realize I could disband them like I could my own militia. I had my mercs run from a battle never show back up for me to control and continue to take my money lol. Has to be a bug
I really like how you built your plots for the homes, I think it's an effective way to build 6 homes and have vegetables. I'll start implementing this in my game too
I think those large back yards benefit veggie gardens and apple orchards only in terms of increasing production, chicken coops are unaffected by plot size, so may as well make them with small backyards
Also don’t convert double plots to artisans because I made that mistake and screwed over a save because you ‘lose’ both families in the plot, if you need fast production of a material it’s good though.
@@eversoslightly124 if you don’t have a building they are still free
Probably the 4th tutorial i've watched today, by far the best. Thanks for the upload!
Glad it helped!
This game is absolutely stunning. I’m excited to see how it expands from early access. Been following it for a while and bought immediately. Even in this current state, it is a treat to play and learn. THIS IS HOW GAMES SHOULD BE MADE!
Great intro video for the gameplay!
My only change is I build the Granary along with the storehouse first. I know a lot of people try to skip that, but I've lost a lot of food because of thunderstorms in the first month, and I don't want to risk it anymore.
Really cool video mate ! One of the better explanations for beginners. I find the tutorial is limited and this is a perfect guide. Cheers from Australia.
Glad it helped!
I just started a new village using this as a guide. I didn't follow it exactly but so far so good. I was having trouble getting my trading off the ground early so this was a big help
Use berries straight away together with carrots and hunters to create food happiness from the beginning.
Make sure to upgrade the tents to prevent unhappiness in the first period before your houses are finished.
Chicken and goats need only minimum plot size.
plus, always keep one family unoccupied. This guy's assigning all his families - great, no one to guide the oxes to move logs to your saw mill. Not the best guide of manor lords imo, tho it was entertaining to watch.
Don't upgrade tents. These count as actual homes and you will need to destroy them if you want people to move to real houses
@@jimbobua4696 yes. But for 2(?) trees you are protected from immediate minus approval. So depending on difficulty you can buy yourself some time before you get into minus, which would cost you several months of new families coming in.
If I get a family one month earlier I'm happy to pay 2 trees for that (also I think you get the resources back anyways after destroying tents)
@@TFOLLT You'll only need unoccupied families to build. You can clearly see at around 9:19 minutes into this video that both oxen are moving logs around although there are no unoccupied families.
I'm following TactiCat for close to two years now and he's one of the few people I came across so far (and I'm watching a lot of videos), who dives deep into the mechanics of games and when he realises that he's made a mistake or it's pointed out to him, he'll not only admits it but apologises in one of his next videos, after he found out how it works correctly and then he lets everyone else know.
I say his knowledge is profound and accurate and that makes him one of the best content creators on YT.
if you upgrade the worker camp you get 50% approval on normal difficulty which is enough to get a new settler, also each family gets 3 people instead of 2 which gives you a production boost early on
That's how I start my village:
• Instantly place a Granary and Storehouse to prevent supplies from getting bad
• Hunting camp and Forage Hut to start food production and get leather
• Logging camp, put 2-3 families until 10-12 Timber
• 5 Burage Plots and Well to stop homelessness and grant water access (Forage Huts smallest possible extension slot)
• Woodcutter's Lodge and Sawpit for Fire Wood and Planks
• First 2 Planks to upgrade Hitching Post into a small Stable. Order another Ox for 20g
• 3 Marketplaces infront of the Granary and Storehouse (The families working in there should own the market stall)
• Build a Trading Post, Tannery and another 5 Forage Huts with your next 18 Timber. (You can build the Forage Huts adjecent to the others without any road connected)
• Sell Planks and Leather at the Trading Post, Skill into Trade Logistics and Establish trade Routes for both asap
• Use the wealth to build Goat Sheds (around 20) for even more Leather
• Build a Church and start Upgrading 2 Forage Huts to Level 2 (Always upgrade the ones closest to the market)
• In those Extensions build a Fletcher's Workshop, establish Trade Routes and start selling warbows
• Brewery Extension for the other Level 2
• Build a Tavern and Malthouse, start establish Trade Route importing malt
• Build Forage Huts with Vegetable Garden (7 slot long) and Chicken Coops in Short Extensions
From there I can decide my future develepment skills (if my area has farming potential or Rich deposits) and set policies acordingly
@@BelegCuthali0n Oh yeah my bad 😅
Dude. Seriously. You need to be working with the dev (singular) of this game. Such a good game intro. Nice work.
Once again i gotta start again. You basically answer all my questions i was having issues with ha you sir have my Sub
Yep I was getting questions a lot on my starting strategy - I was like hmm - video lol
lol same here, I restarted 5 times today .. 8 times yesterday
@@slappy_chimp bro wtf just commit to one hahaha
@@Patrick-zr8tv You sir, are boring. As the game would quickly be if one could not experiment and try different paths. It's what makes these games. You sir, are sad believing you must find the optimal path then .. well then go buy another game cos you broke this one 🤪
@@patrickkelly6691 well you're not trying different paths if you restart 8 times in a couple hours. You're just trying the start of the game over and over. Let it ride. Make mistakes. That's how you learn the game. You can't know what mistakes you make if you don't see the effects they have down the line. Plus it takes the stakes down, less risk if you just allow yourself to start over.
Huge help. Thank you for this. Brewing coffee right now for my Manor Lords morning.
Nice video - well edited.
First things I build:
Storages - I don't want free stuff to spoil.
Then Logging camp, then I have 2 logs left for either berry collector or first house.
Is the second ox really necesary? Oh wait! you know you are too severe 🙂
Small tip: first make the road adjecent to a plot houses, make it curve a bit and it looks even better when you fill this up with houses - no straight curves in Medieval times.
It is august when your approval rating goes up. I noticed you are a bit severe on oxen, but also workforce determines speed of building. With one free worker family it does not seem to matter much if you have 2 oxen, or not?
This is a good starting strategy though!!
Great guide man, your explanations are quick and to the point.
this game is gonna blow up, this is my 2nd “city builder” after city skyline and i cannot stop playing this instead. love every aspect
if you like the production side of things, anno 1800 is a lot of fun as well.
@@sudo_rm_vrf thanks for the suggestion! i’ll check it out
Anno 1800 is so awesome
Holy tacticat this was actually such a good beginner's video. Glad to see all the views on this one!
Glad you liked it!
You make it look so easy. I just played the game on normal setting and before I could expand my population a bandit camp appeared right in my animals and berries and my villagers stopped gathering food. Sixteen of them to ten of me I had no chance... fight and be killed or starve.
Literally bought the game because of your guide. I feel ready!
Hope you enjoy it!
Awesome video, very helpful for me personally! I’ve restarted several times trying to get a feel for the mechanics
Glad it helped!
That hunting hut leather problem has fucked me up so many times and I had no idea what was wrong. Thanks! xD
Your guides and strats are the best for manorlords!
Thank you !
Really fantastic and genuinely helpful. Great pace to your video and just enough explanation to stay on point while being clear and succinct. Thanks man!
Glad it was helpful!
Great video! Just wanted to add that you can demolish a building and get the resources back if you make a mistake and don't build the logging camp.
Good tip!
This helps out a lot I've watched other peoples videos but was not helping me at all thank for this very useful guide 👍👍
Glad it helped
Thanks to share this way to start, There is another way similar to get the first family moving in the first month, keeping the 50% and up so quickly. The secret is update the camp in the first step, then doing the same you did.
I would add one thing to your list for a start. Upgrade the camp to a workers camp first before doing anything. This will keep your approval at 50% for the first month, so you can start populating the town when April comes around.
Only problem is that it counts as a building so you need to demolish it so they move to house
@@alslaitini1 Not really a problem.Just an extra step
This was a huge deal in my last startup. I didn't realize I'd be burned so badly for taking too long on the first houses.
also gives you an extra worker per family
@@JacobHurst-q8h just delete when you've got your burgages setup
Another tip you might consider:
Pause the game and start planning your farms before everything else. Simply check fertility areas and then - since they are free - build the fields before plotting your actual village.
nicely explained... thank you, I did max level town yesterday but learn alot watching this video.
btw, you are not using TAB to check situation on houses ?
Save real estate... you only need large burges for carrots and orchards.size or the block effects production amounts. Goats and chickens you dont need large blocks, only large enough to get the extension option..the size of the bock wont affect the production amounts
but they only consume 1 of each where 2 houses of single blocks consume 2 of each
@@japetox Could you explain that better? Whats the advantage of extending a plot rather than building 2 houses?
@@GoldenBoy.17 So I assumed it is better to build separate houses, both with an extension for a production facility, rather than one block that can host two houses. In the first case, you have two production options, in the second one, only one for the same amount of population
I would advice to focus completely on houses for the beginning. If you manage to have 5 finished before april you wont have the before malus and therefore have 50 when required, so you can have your 6th family already in april if you manage to have 6 housing capacity
Thank you very much, great video because you are also briefly explaining why you are doing, what you are currently doing.
Also it doesnt feel too min max, since this is still a game heavily implying on optics =D
This is a great guide that I'm gonna follow for my next one! One question though, when would you recommend building the manor?
Asap
The demo prompted the player through the initial build sequence. For some reason the early access version was less specific.
Very helpful video and comments, I'm soaking up as much information before starting my first gameplay
Short, sweet and informative. That's how I like it.
Glad you liked it!
I'm surprised at how late you built the Granary. Most videos recommend building it and the Storehouse immediately. I reached 57% Approval without a Church, but I'm struggling for cash. I'll restart using your tips. Thank you for this video.
Very lovely video I just hit my first town with 500 ppl and got oversupply of food and fuel.
This looks better tho.
I wonder how do you know/understand how much yield you get from each house ?
check out my latest food guide for those details
I enjoyed this guide! Thank you!
Wow I didn’t know there was a way to make the logging area circle bigger lol, thank you that helps so much
Happy to help!
Thanks for this! I was pretty lost when I just got into the game
Amazing ho efficient a good build like this can speed up your builds and food collection. This design got me to food sufficiency by end of the second year, great design. Thanks heaps
Before release, I decided I wouldn't watch any videos or look up anything that would help me learn the game. I soon realized that the game would be more of a learning curve than I had anticipated and that the way you start is very crucial. In the first few tries, I was trying to quickly obtain people and level up my town asap. I have recently switched that into trying to prevent people from coming as much as possible and take things much slower. As few people and housing plots as necessary. Everything as slow and only added if absolutely necessary. I have noticed much better results with this method.
I like to pause at the beginning and mentally lay out my toen plans and layout. also I like to put my market beside my store houses so it's easier and quicker for the villagers to keep it supplied
my starting strat is hoarding food with low population, and focus on exporting something. usually iron slabs if lucky with a rich deposit, then using the tithe at about 25% early game with low pop and high food until i can buy a new region with influence from the tithe
No wonder I got a huge surplus of Firewood and an assortment of equipment that wouldn't sell. I did have that notification wherein Trade Post needed to be connected to King's Road. I though simple connecting a new road would suffice. Guess it's time to restart.
Something I prefer to do during spring, summer and autumn is focus on berry bushes (especially rich deposits), as these resources die out during winter. They also keep growing, so you will have constant supply flow until autumn. Animals will keep reproducing regardless of the season.
This is actually amazing! Thanks a lot :)
Just found your channel good content! Keep it up
Awesome. Thanks for this quick tutorial!
Glad it was helpful!
Hey, can someone explain why it is a good idea to set the hunting limit to half the population? (seen at 3:06) Is it so the animals repopulate quickly? I've never used the hunting camp. Thanks!
Pretty much yes it’s just a good ratio for reproduction
Needed this badly, great video!
Glad I could help!
Great Video my man 🎉❤
Remember to use the TAB button to quickly check the stats of everything. It will make the process much faster.
right the key is this ( wells all around the town ) and market areas no more than 6 spaces. you need to make more graneries and and some at level one..max 250 so they put there food stalls in diff market areas.the games switched after the last update so EVERYTHING has to go through the graneries/warehouses . NO BIG MARKET AREAS.. your main wood is PLANKS now after the update ..
Damn man thanks for the vid. I been trying to play but been lost this will help a lot and get me goin betta than I've managed so far
this man is a life saver.
"I'm very keen to doing wild animals."
Savage right there.
Lmao
If you gather from Hunting Camp, it gives you hide which in turn you can make into leather?
Correct, he is accidentally saying leather when he means hide. Hunting camp skins animals for hides, tannery turns hides into leather.
Super informative, I went in blind and it went awfully :D
Glad it helped!
Is there a limit on how big the garden can be for vegetables? Can you take advantage of that ?
You can but it gets a bit chaotic if they are too big
I don't understand why you set up the trade route. Planks can be sold without one and they come reasonably often considering you are that early in the year etc.
You can sell stuff without trade routes? Didn't know that
You then have to attach a worker to it which you cannot miss in the beginning
Thanks heaps you really do a fantastic job and really explain stuff so I'm happy to subscribed.
Take care
Welcome aboard!
Are you sure the house gardens are plowed every year? I've read or heard that this is just a one time thing after a family moved in. Can't find where I got it from. Will keep an eye on this next time I play!
I’ll have to watch a bit closely
Yes, they are harvested every year.
@@JoeyRhubarb Of course they're harvested every year. You must have misread my question, I guess.
@@TacticatGaming The vegetable gardens are harvested in March and August (I thought there are two harvests in a year and now it's confirmed), both times there was no plowing involved. They pick up the crop and pretty much immediately new crop springs up.
I believe it's safe to say that the plowing of the vegetable gardens is a one time thing.
What I generally do is go full on skin trade at the beginning. Upgrade two houses with goats producing skins, and get skins also from the hunters. Then full on sell those in my Trade House selecting 0 surplus. Skin sells more than planks, therefore you get more money faster. After I have 5 skin producing houses, I transition to leather export.
🎉I don't bother with family plot food sources I use berries and the hunting cabin,and a sawpit.Then I'll unassign where as needed while constructing and incense home size,by that point you have 2 settlement upgrades and a church built right on time,get a quick flood of settlers and build farms,and a trading post.i found farms to be much more efficient for food,plus once there fields are plowed you dont have to keep people in there untilbits harvesting season.during that time you crank out other resources,turn one house into a plot to make shields and within 3 years youll have like 3000 wealth from trading those
Bigger plots produce more vegetables, it seems? Is the same true for chicken coops?
if kings road is far then is it better to put trading post somwhere in between storage house and the road or far away on the road?
I think from what I’m seeing it’s best to put it next to storage as long as a road connects to the kings road it will work now with the release patch
Are veggie garden yields affected by the different fertilities or just plot size?
Just size
So probably should avoid building those over any good fertility. Thanks for the mega speedy reply!
@@AeternusCDL Yes ideally you should build your houses in shit land - but we will see if patches change this.
Awesome Tacticat. Using this strategy provided good amount of shekels and logistics flow. Thanks man.
Excellent video! Subbed.
Thanks for the sub!
What is the benefit of a trade route? Trade seems to work fine without one.
Faster
I did a chill playthrough with just the bulding then jumped to the one where you're suspose to establish peace and in that playthrough my trade was super bad and food was low...all cause i didnt place the trade house on the kings road and my hunting camp got the hide bug.
this is excelent video 🤔👍👍👍👍
i'm working on version 2 which is even better
Would the Kings Road be the only roads on the map at the start of the game?
Hold alt with the road command it will tell you if it’s a kings road
Yes, the Kings Road are the roads that are already on the map at game start. They can’t be removed or edited, but you can connect your own roads to them. Kings Roads are slightly thicker in appearance than the players roads.
Hitching post first for me. The sooner you get that 2nd ox (aka right away) the faster everything else goes.
Just experienced a bug with orchards where they were stuck in pantries and not going to granary only way for me to get rid of them was through the tithe tax since they were all marked as surplus food
It corrects after the third year for me
True! I had my hunting camp jammed up and couldnt figure it out. Magically, later, when I put some staff in the granary and staff and an ox on the storehouse, things cleared right up. Huh. Go figger.
Great guides🎉❤
Glad you like them!
Awesome guide. Thank you
Glad it was helpful!
Love the guide, curious question though, how high do you prioritize building a granary? I tend to do it around the same time as the store house but unsure if that is a good choice?
It’s good to get it up as soon as possible to get the bread out of the rain from your starting supplies
Very helpful thank you!
Fantastic guide, thank you!
Glad it was helpful!
If market stalls have a storage of 50 and only ever carry the right amount for 100% coverage (if supplies available) why then do more stalls automatically open by the industries? Should I always shut down the industry and add a worker to granary/storehouse to keep the stall worked by them or leave the stall open and run by the industry until I have surplus families to stock it from granary/storehouse workers?
I’m honestly still debating the best method as I’ve gotten it to work two ways - the easiest way was just over doing granary workers - which is a shitty solution - but it worked
@@TacticatGaming mate you are crushing the content for this game and its reflected in your views and stream watchers. Well done, keep it up. I'm bummed I can't always watch your streams live, but I do watch the replays. 👍👍
How did you get a 2nd Ox without first building the Livestock Trading Camp that lets you buy it? Is there a secret back door way to do this like you did or is this a prior version that’s not valid anymore? I tried to get an ox and it said I needed to do it through trade but then I did t have the required 60 dinar or whatever to buy one.
When you click on your hitching post you will have an option to buy an ox, you don't need the livestock trader
How do you increase the area of work? i.e. make the circle larger?
Scroll wheel
@@TacticatGaming, thanks but that just zooms my picture in and out.
are trading posts necessary to build on kings' roads? i got spawned in zweiau and the roads are very far from the city and the closest area to steep to build on. would it hurt trade severe enough to avoid if i instead built them closer to my city?
You can build them anywhere now
@@TacticatGaming ah okay awesome, ever since i left that comment i played for a couple hours and thanks to the help of this video i survived raids and my second winter lol
i have found that if you remove a person from lets say the hunters lodge their stand becomes abandoned. better to just keep atleast one in the camp
Starting hard and going to conclusion is usually best.
This is rich deposit dependent but on this particular map, you invest into charcoal and deep mining.
Clay and Iron never run out, so you can focus on selling roof tiles and producing weapons.
Watch the money roll in.
Argh! I never noticed the +/- signs to adjust how many houses in the area. So all my house plots are thin and long.
Any idea why I can't see the underground water when choosing water access?
You may have it turned off and can place wells anywhere ?
@@TacticatGaming I have no idea, I just started playing and is soooo complicated! Lol