Mastering Manor Lords: 10 Easy Tips For Success | Flesson19
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- เผยแพร่เมื่อ 14 มิ.ย. 2024
- 10 more things to help you in Manor Lords that some still don't know
@Strat-Guides Market Video: • How To Get 100% Market...
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Time Stamps
00:00 Intro
00:29 Additional oxen
01:29 Market Stall Placement
03:09 Slow Expansion Down
05:04 Artisan Plots/Workers
06:09 The TAB Key
07:19 Early Game Money Making
10:12 Efficient Building Locations
11:48 Granary/Storehouse Workers
12:58 Road System
14:08 Moving Buildings
15:47 Conclusion
#manor lords #manorlords - เกม
tips:
think like a worker if all of us are working and no one left to build the building are not going to get constructed keep a pop on the hammer in the top left open to build things
trading is ur friend and iron ore makes you a lot of money especially if you sell clay and ore or smelt them and sell but you can start with selling planks and hide by doing export establishing trading route make that good always trading faster so you can export without it but it's slower
build geometric shapes diamonds squares and such starting with market grannery and store house and building homes around it
food is always the most important thing get apples wheat and barley
don't upgrade homes until you have barley and malt house u need alcohol for them to be happy
Rooftiles aren't a big requirement, but cost a lot. I would recommend exporting those for good money
Biggest tip was the tab button lol I had no idea and that's such a game changer. I had been complaining about not having that info lol. Really appreciate it thank you!
me too, but I was wrong, the red just means no one is working there
5:50 I wish there was an option on the house to also exclude families from working that do Veggie farms, similar to when you make them an artisan shop.
I noticed when I have an actual farm and the familiy that has a veggie farm is assigned to my actual farm, they can't 100% focus on seeding my farms as the family also tries to seed their veggie farm during the season. I end up with my farm and house competing for labour time from the family.
I do not move the lumber camp, but just build a new one. The logger will use the storage of the empty camp That way you have storage up to 56 logs. probably, the empty camp is closer to where you are building ,and save time . If your building moves closer to the new logging camp then you can demolish the camp.
nice tactic
as a fan of strat I appreciate you pointing out tips that comes from him. liked and subed
Thank you, I feel it's important to always give credit if you ever take material. And I asked if it was ok first. Thank you so much for the support. Trying to coordinate with him so we can bring different guides to cover more for you. ♥
Another great video Flesson! I’m so happy we have similar taste in games and I can rely on you to be a reliable source of great data and advice!
Thanks bud, all hail The Bim
Hey @Flesson19 thanks for the tips. I didn't realise the market stall positioning related to the storage buildings instead of the housing plots.
Out of curiosity with your point about building the berry hut closer than further away, I was experimenting with the opposite where I place my storage in a central location and my processing and harvesting buildings further away.
The reason for this is the storage building workers carry 10 items instead of the 1 item people carry on their own. Yes the storage workers would be more busy but over time they might actually need to make less trips to keep up with the amount of resources that are being generated. Preventing them from doing small trips and collecting only 1 - 5 items and focusing on more significant trips collecting more items 6 -10. This way you can have a good idea also when you need to add more people to the storage building if the productions sources are exceeding 10 items.
Closer huts mean berry workers can also benefit from season growth and at the end of the season you can just assign them to do something else.
Would love to get your thoughts on this because this is just my own theory :)
Thanks again for the video!
Thank for the support. From what we see, only 1 worker of the family has a cart so the other carries 1. With so many people running around doing things, its hard to get exact numbers. You could make a case for all 3 but I think how you're setup might make the difference.
I remember watching your crossroads video for Banished years ago. You helped me master that game.
thank you. I am behind other content creators getting it 2 weeks later but hope to help again. Happy 2 year anniversary
If anything, ROAD ACCESS to the resource in question (berries, especially) is essential to time and efficiency. People will always take roads first, so a straight, direct path between the gatherer and the resource is the first thing to build.
💯
Ah yes, the Artisan Shops and me not reading the tool tip. "Where are my workers?"
I am 100% guilty of that
Another thing to help streamline crafting is to cancel/remove certain items from the storehouse. This allows the artisan to get the materials directly from the previous supply chain channel. You need to be strategic and place certain industry buildings in close proximity. Ex. Shoe economy- hunting camp collects hides, tannery gets hide and makes leather, cobbler gets leather from tanner and then only the cobbler takes to the store house. This limits unneeded trips to storage. This works for any trade that requires multiple steps.
Pro tip; you can move your individual market stalls
well, now I get to learn new things from people. Didnt know that
@@Flesson19 I had the problem of people not happy with goods being in the marketplace, but I have the surplus. So I built another marketplace closer but would never fill in. Then I stumbled upon moving them to the new marketplace and was an aha moment.
@@AugustusMcCrae_LD how do you do this ??? I really need to know the market it driving me nuts lol
@@raymenoni4390 Click on the individual stall, then click 'relocate' upper right hand corner.
@@AugustusMcCrae_LD i dont know how i didnt see this sooner lol. This must make managing the markets so much easier thanks man
THANK YOU, for always being so awesome. You have helped on many games.
I know he's gotta to be busy and stressed being a 1 man creator but I REALLY wish he would fix the farms zoning....
I build farms near the fields I want them to work at ALL farmers swarm one field and I sometimes don't get all of them before the Oct tick where they all switch.
Its the start of early access. I expect 2 years before its done, at least. I am eager to see what we finally get
Your families that work the market stalls and the warehouse next to them dont just sit there waiting for the stalls to empty out. If pay attention to what they do, they rotate out. Typically its one at the stall, while the other two idle. Your warehouse workers will go home if there is nothing to do.
Market stalls get filled 1 at a time and dont take advantage of the cart from the storehouse. So, in your market, if two goods pop off the queue, the stall worker has an easy trip but the other iten has to come from the idle worker back home. Its a long walk.
You can sort of brute force it like tacicat, but its a huge waste of human resources to spam market stalls and empty warehouses just to fill the close by market slot.
The solution is to get those people busy with doing things so they are always carrying around the items they need. Then when the market double pops, rather than having an idle warehouse worker tending stall from home, the family closest to the stall with good will fill it.
In this way you dont have to build a town that radiates out from the center of a massively unproductive distribution center.
You only need 1 stall per 50 houses per trade good (eg. Food, clothes, timber). Which by the way timber is not teleported to houses like food and clothes.
Its beneficial to have a stall next to your early game resources. Just one stall between berries and the eggs/carrots and berries should suffice. If you do meat triangulate the.
Markets are supply side in this game, its why you get the pop up asking you to open more stalls and not a pop up telling you people are starving or have bunions on their feet.
Ignore it. Just make sure you get your markets centered in the middle of your production are. Only put a second one down when the center moves or if you get a nice stock pile chain going.
That is all.
Thank you so much for clarifying. Helps to learn the mechanics perfectly
I find that placing my industry around the storehouse and granary, as well as my market, shortens supply times to and from.
yes it's exactly what I love to do
so #2 isnt fully true, there's another aspect of the market and thats the ability of the individual artisan shops/industry shops to sell directly on the market. the downside of this is that 1 of your worker's family members will be managing the stall at all times but some goods just dont need full families working anyway due to other constraints. in the early years of the game i dont even use the storehouse/granaries that i set up as the logistic benefits dont seem to make up for the family slots youre giving up and most industries seem to do fine with just a family member doing the selling
thank you for clarifying
Very straightforward and informative. Thank you!
Thank you for the support
Granary workers use carts to carry 10 items. Berry foragers only carry one at a time. If the Forager hut is far away from the berries the gatherer has a long way to carry one single item. It would be quicker if the single item carry was shorter and the storage worker carried 10 per trip in a cart. You could always set up a second storage building next to berries and only allow it to hold berries.
the problem is I have seen many granary and storehouse workers only carrying 1 at a time, I think maybe only 1 family member gets a cart. Not sure if intended or not. As far as a second storage, I dont think they are shared so other people would have to go a long ways to get those goods, if I've seen that correctly.
@@Flesson19 The way it was explained to me was granary workers had carts. Industry/gatherers/miners do not.
Yes, for me is better locate near the resource (berries, wild animals, etc). One trip of 10 items is better than 1, even if there is only one cart per family
@@baltor74 Does only 1 person in the family use a car. Ive seen people in granary or storehouse take 1 item at a time
@@WawakGuitar I remember having no on the foragers hut and when I added a granary worker I saw only 1 taken.
Like and a comment for ya. Glad to see u covering a new game. 👍
Thank you very much
dam that tab button though
can't believe I missed it for over a week
When TAB is pressed, red doesn't necessarily mean it cannot be running, it just means you have no worker assigned to the job.
thank you for the clarification
@@Flesson19 Otoh, a house that is Red because of lack of fuel in the house COULD be due to a Market problem.
I have built large market areas and seen my firewood gatherers build multiple stalls in the market. Good, right? In fact, it works out poorly because the FIRST stall may have plenty of fuel, the Second a small amount, and a Third that has none. Then, I get several homes that go Red for fuel, even though there is excess fuel at the market! I think it may be because the CLOSEST stall to the Red houses is the last, stall, the empty stall, and the AI doesn't look at the others. At this point, I'm just guessing but in future I'll try working with a small market of just 3 stalls, to test the theory. I'll just ignore their pleas for more stall space until I have more than 50 houses.
@@thomashazlewood4658 wonder if its best to make smaller markets and delete multiples
@@Flesson19 Be aware that, because the AI market sends to the CLOSEST homes FIRST, those farther out may not get their share.
Also, putting down a group of houses, like 5 at once, WILL throw the whole balance off if they are closer because, even before they are built and occupied, the AI will send market resources to those before those farther away!
It's easy to test this. Before you've built up a plush economy, like with only a dozen or so families, put down a string of houses closer to your market.
build the lumbercamp, hitchingposts and sawpit in the center of your town and you have fast and easy construction.
Then with housing around them, isnt the travel times to get wood alot?
@@Flesson19 not really. give it a try sometime
@@skraaaaz I will, thanks
When baron claim region just claim it as well, later go to diplomacy and make.peace with him
Hey Flesson19, great video as always! Quick question: What option do you pick when looting a Bandit Camp? I can't seem to find any info about it on the internet.
back to town will help if you need to add coups or garden to plots, all the trading from your trading post, that money is used. Your treasury is used for buying new land, increasing and upgrading retinue. Your money can be used in any territory but money in towns are only used for that town. Early on I put it in town, as I want to make sure I get all my extensions bought, do early trading. I will do it for 1 or 2 camps but then send to my treasury so I can buy another area and upgrade my retinue
Invest in apple orchards and vegetable patches early. Meat can usually supplement your stores well in winter, and you can always import some to make up the shortfall. I only use farms for barley and flax.
I havent gotten deep into farming just yet but cant wait to try. Trying to learn as many things from start to finish so I dont make too many mistakes, which ive already done
@@Flesson19 Same. I think I am on my 9th restart
@@Flesson19 The farming is kinda bugged, so thats why Apple orchards and veggies, after 3 years, will boom your food. Problem is on auto rotation, once crops hit 16% they start to retrieving them. and once fields are at 100% growth, its covered in snow and they wont gather them lol. Ids doable, but you need to micromanage the fields and not do auto
@@cerdic6586 nothing wrong with that, my first go i didnt read into anything, and my 2nd 3rd, i wacthed a few videos, but now im learning even more, ill gladly restart lol. TBH the game does have some limits so a nice fresh start will help the monotony
@@coltoncyr2283 Exactly. Learning is a major part of the fun for me.
Here is a late game strat if you have two towns and have one do a lot of exporting let's say chain mail you can export until you drop the price of chain mail in the market to like 1 silver you can then buy the chain. Mail back at. Another village for cheap easy way to supplie a village or if you wait for the market to correct it's self you can put the goods back on the market and make a huge 5x profit
I know you can use the pack stations but it's extremely slow and I don't like how you need to trade something in return for an item according to market value
that is a great way to move items
This is a fantastic idea, definitely trying this!
I was having so many bugs today with farming. Sometimes my grain would just disappear or the yield/grain count didn’t match up
I know if you don't get an entire plot done before I think its winter then the entire plot is wasted. That is why its best to use smaller plots in case you don't get them all done. As far as yield, that I am not sure of
Re: berry collection example, granary workers carts let them transport 10 berries per trip, I think berry workers transport only 1 at a time? So assumed put the berry hut close to berries with one worker, and make sure granary is well staffed, was best approach?
I thought so too, but when I took berry workers away and only had granary people transporting some only moved 1 at a time. I wonder if only 1 granary and storehouse worker uses a cart and other family members transport 1 at a time
@@Flesson19 interesting!! Great spot, thanks!!
Baron takes land slower if you kill the first bandit canp with your militia within a month of getting spears then if next bandit camp spawn is close i kill it if far away i pay mercenaries. But if you ignore and let the coming army kill the bandit camp it seems baron starts taking the map fast.
that could be it as I go after all of them, I think if he does then he gets the money to buy one quicker
I'm already playing quite well but that tab tip is going to shoot me to the moon
I cant believe I missed it for a week
I'm not sure this is a tip. Perhaps it's more of a heads up. It's about WELLS.
I have seen some of my citizens who were simply carrying/fetching water. It occurs to me that the usual tactic of building only one well might be causing a lot of wasted time traveling to get a resource I didn't know they have a need for. Do the homes require water for vegetable gardens? Do the trades need it for their products?
Anyway, it could be of use to those min/max players who are looking for greater efficiency.
I am thinking building multiple is a good idea
Top tips
thank you so much
Please can someone advise, do you need more than one market per region? Will it cross all houses in your region so long as they are placed close to grannaries and storehouses. Markets are the biggest thing blocking me at the minute, just can't get them to work right
I dont "think" they share goods. I would need to test if the coverage is for or less efficient. Until then I only work with 1 of each and keep them close to all my important buildings, trade post, industry, market stalls so its a quick trip
@@Flesson19 Thanks bro, so just one per region for the moment?
@@Hypoberic yes unless your running out of space, then add more
How much difference does it make to add 1 or 2 or no people to the ox hitching post? Same for trading hub. Do you need people there all the time?
Edit. 1 dude in the trading post allows for exports!
You don't need 1 full time however if people are free they will use an ox, but if no is free then no one will take one until they are freed up. Not having a dedicated one there at most just causes minor delays from what I've seen and don't worry much about it
don't move logging camp just build new one. you don't want log to get wet in the rain and get destroyed.
I saw 100 ale, I assume you're importing barley to make that much? Growing barley and processing to get that much ale is difficult.
yes import barley, make malt and ale myself, then sell off excess ale
i think with the trading nerf its not really worth it to invest points in that tree. I have way more succes now with the farming tree and 1 in hunter so i get unlimted meat
I need to check into that. I worked so hard on trading before the nerf and havent done enough to look into others areas
Just one is an “ox.” “Oxen” is plural.
how did u get so much barley?? Did u farm or trade? And the amount of money u got, did u use the trades u showed in the video?
for barely, I opened a trade route to get it, then convert malt then to ale, the extra ale produced along with the items I mentioned I sell and that is how I make alot of my money, but also when you upgrade burgage plots to lvl 2 or higher they provide passive income
@@Flesson19 okey, Thanks!
@@Commanderdawuh thank you for the support
AI took over all my land in one day 😂 they are going to slow down the AI now because AI IS taking land way too fast
it seems after their last patch they do that much quicker
I mean, It absolutely IS a race after the first hour the barron got 3-4 regions.... it's broken as hell.
At least that's what I experienced ....
I just did a game last night where I got my territory before the AI did. But normally we get our next one around the same time. I do feel it was changed in the last patch so the AI gets it quicker but if you build and plan right you should be able to get 2 or 3 along with them
@@Flesson19 yeah if you are not regulary fighting bandits to earn influence the AI will steamroll you, however it’s rather easy to cheese them…
As soon as a new Bandit camp appears the AI will instantly spawn mercenaries and walk up to the camp but if you also get mercs (as soon as the message appears) and just let them run up to the camp you’ll probably get there first, eventually the barron can’t hire new mercs because He can’t gain money or influence and will run out of money after spending it on Mercs again and again. At least I think that’s whats happening…
@@ericsonkennway9651 I havent played a long game yet but plan to try one with only 1 territory
you definitely do not need 3 people on granary
Astronomical apparently means 4 things.
sorry got too excited, over reaction
Honestly the game is Good but has so much content not there yet (placeholders) it's probably better to wait a Year till its all implemented
Is it a bit barren. I cant wait till a year or 2 goes by and see what it's like
@@Flesson19 Yes it is, as mentioned the placeholders are there for the things to come but as it stands right now you can easily get to a point there is not much at all to really do.
4:50. Have you even played manor lords sir? AI completely dominates the map before I have enough influence to claim one region.
Playing right now and claimed my first territory before they did
@@Flesson19 how?
@@justin323032 get bandits camps quickly, like you the AI uses that to purchase territories. Also getting that manor up for taxes helps
This game is too obscure.
So is that comment.
It got a ton of attention
Please talk faster, I had to watch this at 2.00x
I get that alot, the reason is because over half my audience is outside of North America so they have an easier time understand. It sounds much better at 2X speed that talking fast at half speed is the only reason I do it
@@Flesson19 I´m from Spain and my english is not very good so I appreciate that you talk slow. I guess it's impossible to please everyone.
@@baltor74 thank you, I want everyone to feel welcome
@@Flesson19 Disregard what I said if it helps your other viewers!
I don't mind slow speaking speed. If anyone has a problem with it they can speed up the playback. In fact, I think this trend of fast paced speech on videos is just exhausting. They give me no pause to think. Maybe some people prefer not to do that...