Updates: ***It looks like this patch will be updated for reflect 1 fire wood per month even winter***** This was a backdoor patch and confirmed by Greg Tool tip updated in beta patch
I've had problems with markets, specifically with clothes when I tried adding a second market. The storehouse that stocked clothes would tie itself to only one market and then would refuse to move stalls to a new market plot, even when I disabled clothes/leather in the old market and enabled it in the new. The common goods stalls would remain in the old market with 0 stock. And destroying the stalls wouldn't help. They would jsut rebuild the stall and not stock it in the old market. It's really irritating. It think it may have something to do with leather being combined with fuel in stalls
Have you experimented with the trading city concept or an export-oriented economy? What I mean is that the certain limited list of products can be sold with profit even if you buy all the ingredients to make them.
Use only one tavern - the taverns steal ale from each other causing chaos - bug has been reported - also use an upgraded tavern, two families, overstock 10-20
@TacticatGaming Thanks for that reply! I have at any given time around 100 ale, but the two taverns are getting only around 5-15 ale max. I have a granary that solely moves barley and malt, and one that only does ale. 3 families each, located well, and no market stalls. I can definitely remove one of the taverns
Wonderful video, I absolutely love the beta patch. I am pretty sure it's in one of your videos, but, does it make sense to put more than one family on an apiary? Also, only jasmine rice, it's about 28.73% more tasty than normal rice.
You only really need one worker - making them ideal workplaces for large veggie burgages. Wife and son are busy harvesting from the garden, husband is bringing home the honey.
Mate you make really great videos on Manor Lords, thanks for all the work! :-) Very inspiring! I have a question, I'm playing on the current beta, actually I have two questions. :-) 1. if I move a market stall from marketplace A to marketplace B, the new stall in marketplace B is immediately abandoned and a new stall is automatically created in marketplace A again. It's as if a warehouse or granary was tied to a marketplace. Is this how it is meant to be or am I doing something wrong? 2. can a warehouse/granary have stalls in several marketplaces? P.S. I really need to test your new layout for vegetables and apples in my stream on Sunday. Of course I'll point out again that it's your brilliant idea! Keep up the good work! :-)
I’ve had to delete the extra market stall created when moving - you can get it to work by deleting both ghost”” stalls. And yes, I’ve had 3 separate marketplaces served by one granary - though to be honest I’ll need to see if there were issues as I didn’t look lol
Please explain how can you get the numbers you mention for berries, what is the mechanics of doing that much?… How many people are working on it, do you get some and then stop so they con grow more?… I may sound stupid but I am new with this game and have learn so much from your videos!… If you can explain it, thank you so much!🙏
I tested it for hours many times using controlled setups. Put 4-6 families during March to when growing season stops. Then zero - I just leave ‘em in so I don’t have to micromanage
@@TacticatGamingI have done that and on a normal berry field the most I ever got with just 1 family it’s around 270 from the moment they start growing until is depleted.
@@edbarrantes2931place 4-6berry plots, assign 1 family to each plot, each plot can store 50ea. you will get more than 300 of berries before it depleting.
I'm confused on the honey. At 2 honey per day: 2x30x12=720 a year per hive. Do you mean 2 honey per hive per month - that would be 24 per hive per year, so 12 of them would be 12x24 = 288 honey a year? Assume this is how eggs work too - so you need 12 egg burgage plots to get 288 eggs a year too?
@@TacticatGaming ok so its 12 units of honey-making as an install set of hives, for the sweet-spot of getting 2 honey a day and if that carries through all year, but it may not, you'd get 720 for the year.
@@KG-1 You need around 24-36 to get 2 per day - 12 is the sweet spot and honey is really weird you can get anywhere from 200-300 a year with 12. bit of RNG going on. It's very labor intensive to get that extra 300ish honey - i think i got 250 one year with 10. - and with 6 i got like 40 a year - the math gets really wonky. something weird happens when you go over 8, and it just starts making honey like dam bursting. i don't want to confuse people so i just tell them to build 8-12. you could modify this design to do a corner granary and 12 hives no market stalls
@@TacticatGaming So each individual hive is doing about .07 honey a day average to do 250 honey a year with 10 hives. Using that math 12 hives gets you a mean of 300 honey a year.
Love the brawndo. Noticing trade issues like you mentioned in the live stream. I have way too many veggies, four families at the trade post, only exporting veggies, no imports, bought the veggie trade route, set veggie surplus to 500, trade post directly on kings road, and yet my trade post maxes out at 50 veg in its storage. Trader comes every 10 min or so and veggie stock keeps climbing. Anyone having similar issues or am i messing something up?
Why does it say you can only have two apiaries? It doesn’t produce much (5-6 honey per time). So, based on your vid: I can ignore that message and build more apiaries?
My question for the brawndo is this, youre doing 2 families per burgage plot, can you divide that again so you have 16 families sharing the same space, instead of 8 families. When ive done it on mine, the space they harvest stays the same, but im using less enpty space where the normal 2 houses would be?
Eggs is still only 1 egg per burgage bk yd ext per month - so to get 300 net per year you'd need 25 of egg bye - quite a lot, correct? Seems like that would be something to fix by devs to 2 eggs per month per bye.
@@TacticatGaming per the new rules eggs seem like a good backup booster to net another food, for other things when they don't quite make it, but not to carry that lift on their own. So do 12 egg BYE at some point in a larger city.
@@KG-1 i use eggs on some inner city plots - it's a good setup - but realistically you shouldn't even need it with the amount of food you can produce. Food in general is pretty easy. I think it's more useful in sub regions where you want to export meat.
I want to love this game, but it just doesn't seem to work for me. My vegetables and other items dont get harvested even when the families are assigned, and i have lots of other unassigned families. My goods dont seem to move around the city very well. Items sit in the traders for ages even though it's completely full of families. My farms don't harvest properly even when i have loads of farmers. My armies dont move around the board properly. Berries, fish, and meat run out by about may or june if i have more then 2 collectors, even on rich resources. I think my ticks / proc's aren't working correctly, or I am doing something very wrong? I play on the x8 because everything happens too slowly otherwise, so maybe this affect my computers calculations... Any advice on what might be happening? I love city builders and i want to be able to play this game.
I feel a bit the same, both love it and hate it. It requires so much micromanagement, which is fun with low population, but as you grow bigger I'd like for basic things to just work. Sadly they often seem to do really stupid things by default. They'll transport goods back and forth across the map while the destination is right next to the source, they will cannibalize a resource in a heartbeat, resources available in plenty won't be used, etc.
I refunded the game when I found out x members of a family can only perform one job. So it was basically moving simulator 9000. Before I found any other stupid mechanics and got over the steam hour limit, I stopped.
Updates:
***It looks like this patch will be updated for reflect 1 fire wood per month even winter***** This was a backdoor patch and confirmed by Greg Tool tip updated in beta patch
It's like we're playing two different games 😂. This is really helpful
Hope it Helps
This is the type of content I needed to enjoy this game. Thank you for the effort!
Nice vid. FYI, Fuel is consumed at 1 per plot/month year round. The tooltip has been changed to reflect this.
Damnit lol
The brondo is awesome!
Thank you!
Awesome! Tyvm for the video. Happy new year! 🎉
Thank you!
I've had problems with markets, specifically with clothes when I tried adding a second market.
The storehouse that stocked clothes would tie itself to only one market and then would refuse to move stalls to a new market plot, even when I disabled clothes/leather in the old market and enabled it in the new. The common goods stalls would remain in the old market with 0 stock. And destroying the stalls wouldn't help. They would jsut rebuild the stall and not stock it in the old market. It's really irritating. It think it may have something to do with leather being combined with fuel in stalls
Have you experimented with the trading city concept or an export-oriented economy? What I mean is that the certain limited list of products can be sold with profit even if you buy all the ingredients to make them.
i stick to basic economies because a massive overhaul is coming - but i might dabble in a war city for trade
Could you do a video on keeping ale distributed with the new patch? I'm finding it hard to keep ale in the tavern and not sitting in the granary.
Use only one tavern - the taverns steal ale from each other causing chaos - bug has been reported - also use an upgraded tavern, two families, overstock 10-20
@TacticatGaming Thanks for that reply! I have at any given time around 100 ale, but the two taverns are getting only around 5-15 ale max. I have a granary that solely moves barley and malt, and one that only does ale. 3 families each, located well, and no market stalls. I can definitely remove one of the taverns
Very awesome.
Thank you!
Wonderful video, I absolutely love the beta patch.
I am pretty sure it's in one of your videos, but, does it make sense to put more than one family on an apiary?
Also, only jasmine rice, it's about 28.73% more tasty than normal rice.
Jamsine is good - so far 1 per apiary has worked wonders for me - i haven't needed to do 2, but i also haven't tested that
You only really need one worker - making them ideal workplaces for large veggie burgages. Wife and son are busy harvesting from the garden, husband is bringing home the honey.
Awesome video.
Mate you make really great videos on Manor Lords, thanks for all the work! :-) Very inspiring!
I have a question, I'm playing on the current beta, actually I have two questions. :-)
1. if I move a market stall from marketplace A to marketplace B, the new stall in marketplace B is immediately abandoned and a new stall is automatically created in marketplace A again. It's as if a warehouse or granary was tied to a marketplace. Is this how it is meant to be or am I doing something wrong?
2. can a warehouse/granary have stalls in several marketplaces?
P.S. I really need to test your new layout for vegetables and apples in my stream on Sunday. Of course I'll point out again that it's your brilliant idea! Keep up the good work! :-)
I’ve had to delete the extra market stall created when moving - you can get it to work by deleting both ghost”” stalls. And yes, I’ve had 3 separate marketplaces served by one granary - though to be honest I’ll need to see if there were issues as I didn’t look lol
@@TacticatGaming Wow, thanks for the quick reply! That helps me a lot! :-)
does the location of the market not matter? Like how far it is from the burgage plots
It does not
so much better!
Please explain how can you get the numbers you mention for berries, what is the mechanics of doing that much?… How many people are working on it, do you get some and then stop so they con grow more?… I may sound stupid but I am new with this game and have learn so much from your videos!… If you can explain it, thank you so much!🙏
I tested it for hours many times using controlled setups. Put 4-6 families during March to when growing season stops. Then zero - I just leave ‘em in so I don’t have to micromanage
@@TacticatGamingI have done that and on a normal berry field the most I ever got with just 1 family it’s around 270 from the moment they start growing until is depleted.
@@edbarrantes2931place 4-6berry plots, assign 1 family to each plot, each plot can store 50ea. you will get more than 300 of berries before it depleting.
I want to put a Storage inside my manor walls, as an Armoury for military equipment...
I like rice. I didn't think you were releasing this video till next week.
This isn't the ultra guide that's coming out - that's still planned and is 30 minutes long.
I'm confused on the honey. At 2 honey per day: 2x30x12=720 a year per hive. Do you mean 2 honey per hive per month - that would be 24 per hive per year, so 12 of them would be 12x24 = 288 honey a year? Assume this is how eggs work too - so you need 12 egg burgage plots to get 288 eggs a year too?
2 honey per day - you need 12-24 to hit this though 12 is the sweet spot
@@TacticatGaming ok so its 12 units of honey-making as an install set of hives, for the sweet-spot of getting 2 honey a day and if that carries through all year, but it may not, you'd get 720 for the year.
@@KG-1 You need around 24-36 to get 2 per day - 12 is the sweet spot and honey is really weird you can get anywhere from 200-300 a year with 12. bit of RNG going on. It's very labor intensive to get that extra 300ish honey - i think i got 250 one year with 10. - and with 6 i got like 40 a year - the math gets really wonky. something weird happens when you go over 8, and it just starts making honey like dam bursting. i don't want to confuse people so i just tell them to build 8-12.
you could modify this design to do a corner granary and 12 hives no market stalls
@@TacticatGaming So each individual hive is doing about .07 honey a day average to do 250 honey a year with 10 hives. Using that math 12 hives gets you a mean of 300 honey a year.
@@KG-1 again it's not a stable math - it can fluctuate it has randomness - a bit of RNG is going on with when combs spawn and such
Love the brawndo. Noticing trade issues like you mentioned in the live stream. I have way too many veggies, four families at the trade post, only exporting veggies, no imports, bought the veggie trade route, set veggie surplus to 500, trade post directly on kings road, and yet my trade post maxes out at 50 veg in its storage. Trader comes every 10 min or so and veggie stock keeps climbing. Anyone having similar issues or am i messing something up?
They are totally revamping trade next patch - yes it’s a nightmare
Why does it say you can only have two apiaries? It doesn’t produce much (5-6 honey per time). So, based on your vid: I can ignore that message and build more apiaries?
Yes
My question for the brawndo is this, youre doing 2 families per burgage plot, can you divide that again so you have 16 families sharing the same space, instead of 8 families. When ive done it on mine, the space they harvest stays the same, but im using less enpty space where the normal 2 houses would be?
Tier 3 each house is 4 families
I do like rice 😊 and the brawndo 😊
Thank you!
Is this beta only? Coz I play this game every day and cant see these new updates.
Beta
@@DENIEL1908 there’s instructions in the latest patch note on how to switch to the beta version, if you’d like to anyways :)
@thegirlwiththatface oh nice, i see. Thank you very much! Have a wonderful day. ✌️
Eggs is still only 1 egg per burgage bk yd ext per month - so to get 300 net per year you'd need 25 of egg bye - quite a lot, correct? Seems like that would be something to fix by devs to 2 eggs per month per bye.
Yep 1 per plot per month
@@TacticatGaming per the new rules eggs seem like a good backup booster to net another food, for other things when they don't quite make it, but not to carry that lift on their own. So do 12 egg BYE at some point in a larger city.
@@KG-1 i use eggs on some inner city plots - it's a good setup - but realistically you shouldn't even need it with the amount of food you can produce. Food in general is pretty easy. I think it's more useful in sub regions where you want to export meat.
I want to love this game, but it just doesn't seem to work for me. My vegetables and other items dont get harvested even when the families are assigned, and i have lots of other unassigned families. My goods dont seem to move around the city very well. Items sit in the traders for ages even though it's completely full of families. My farms don't harvest properly even when i have loads of farmers. My armies dont move around the board properly. Berries, fish, and meat run out by about may or june if i have more then 2 collectors, even on rich resources.
I think my ticks / proc's aren't working correctly, or I am doing something very wrong? I play on the x8 because everything happens too slowly otherwise, so maybe this affect my computers calculations... Any advice on what might be happening? I love city builders and i want to be able to play this game.
I feel a bit the same, both love it and hate it. It requires so much micromanagement, which is fun with low population, but as you grow bigger I'd like for basic things to just work. Sadly they often seem to do really stupid things by default. They'll transport goods back and forth across the map while the destination is right next to the source, they will cannibalize a resource in a heartbeat, resources available in plenty won't be used, etc.
Like the video to appease the TH-cam Algorithm God! Also, comment: Do you like rice?
Cat, promise me that you'll do a face reveal at 1M subs.
2 million
@@TacticatGaming Good things are worth waiting for.
Thank you for your coverage of this game!
Bro is a week in the future
I'm that good
I guess im a week early
I refunded the game when I found out x members of a family can only perform one job. So it was basically moving simulator 9000. Before I found any other stupid mechanics and got over the steam hour limit, I stopped.