Manor Lords - The Ultimate Advanced Guide
ฝัง
- เผยแพร่เมื่อ 27 มิ.ย. 2024
- Learn the best starting strategies in Manor Lords with this intuitive guide from the perfect start to tier 3 -This essential guide offers unbeatable tips and tricks to master your strategy from day one. Discover how to dominate Manor Lords using our expert strategies and practical advice. Whether you're a beginner or looking to refine your skills, this guide is your ticket to success. Don't miss out-transform your gameplay today!
If There are individual areas you would like quick details on - see the below videos
Food Data: - docs.google.com/spreadsheets/...
-Town Optimization: Manor Lords Burgage Plot Guide - • Manor Lords: Ultimate ...
-Feeding Your City: Manor Lords Food Guide For New Patch - • Feeding Your City: Man...
-Manor Lords Guide - Perfect City Shield Design Roads - • Manor Lords Guide - Pe...
-Manor Lords: Efficient Market Strategies That Can Help - • Manor Lords: Efficient...
-Manor Lords: Bait Armies, Defend Cool Forts, and Dominate the Realm - • Manor Lords: Bait Armi...
Membership - Join this channel to get access to perks:
/ @tacticatgaming
PC & Recording Setup
docs.google.com/spreadsheets/... - เกม
If There are individual areas you would like quick details on - see the below videos
Food Data: - docs.google.com/spreadsheets/d/1etAVLGQdDtiutAvZSgch-4_UbBDLgYy9_YEsEgImfTA/edit?gid=0#gid=0
-Town Optimization: Manor Lords Burgage Plot Guide - th-cam.com/video/OhfU5WLB3RA/w-d-xo.html
-Feeding Your City: Manor Lords Food Guide For New Patch - th-cam.com/video/BSBBk4Qdwa4/w-d-xo.html
-Manor Lords Guide - Perfect City Shield Design Roads - th-cam.com/video/DmEox3vSX3g/w-d-xo.html
-Manor Lords: Efficient Market Strategies That Can Help - th-cam.com/video/xOtZwB-zHwE/w-d-xo.html
-Manor Lords: Bait Armies, Defend Cool Forts, and Dominate the Realm - th-cam.com/video/BlHYK6oEWEw/w-d-xo.html
By building burgage plots earlier it's possible to get the first new family around April. The first families are also not complete until after they have moved in, which affects the early starting workforce. I'm not sure but also suspect that leveling up the settlement to Small Village may have a hidden beneficial effect on when people start to move in.
Great summary of all you (and other gamers) have figured out so far! That'll make it easy for all the beginners to build a prospering city. Thanks!
This is a crazy good guide. I just started playing this game and i am learning a lot from this
Wow, I've never been able to produce THIS much eggs 😮
I’m a cat of many talents
@@TacticatGaming that’s my boy!
I took some clues from your experimental bender and did the following. I do 2 2x6 CP arrays on a road running longwise and centered and parallel to a line between the berries and game. Then I demo the middle 2 2x2's, put roads around the corner 4 2x2's, then a diagonal road pointing to center on the four corner 2x2's, four British flag look. Then you can build a total of 8 double burgage plots, with the houses at the inner corners, backyard extensions to the corners. go cw or ccw to optimize backyard extension, first 2 burgage points creating a cut-off tip for the inner pointed burgage tips.
The marketplaces goes 2x3 spaces centered one on each side of the axial road where the middle 2x2 CP's used to be. Granary & Storage on either side of the axial, central road. This leaves space in old center 2x2 CP survey areas also for tannery and the double burgage plot for shoes, tannery, double burgage for joiner, blacksmith possibly, but certainly the clay oven and bloomery. This seems to work pretty well, all the diagonals help with walking paths and general traffic outer to center.
I also make sure to survey my initial 4x6 CP array to align with grid. I'm not going to get .75 morgens veggies/apples, but I'm certainly getting the .5. I also don't build the second house on the double burgage veggie/orchards right away either so as not to put an early overload on stalls. I think the right call with centrally located shoemaker and tannery is to let them do stalls for clothes to lighten the load on the store house guys, so they can go get stone/iron/clay.
In the end you have a Paris metro map for your roads - good circumferential and radial travel. farms go outside of this. I like .7-.9 morgens a field - quite manageable with plow stations.
Also Rye is really worth it for the extra yield. It's worth noting how much you can sell bread for in that regard. Bakeries extensions if the DP are available for centrally located burgage that might have been chickens or hides.
Interesting idea!
A picture would really explain things, cheers.
@@Kidraver555 well I would, but this is YT right, not doable. The basics are just doing 2x2 CP based veggie/orchards instead of the L shape TC uses.
Save file? 😅😅 lost me at hello 😅😅😅
Great info. I am following your guide step by step. I am in August and have 0 meat. I even built a second hunting camp and nothing. 😢
Per Strat, always go stand your ground to absorb the charge, but then do push forward right afterward to win faster/probably avoid casualties.
Alway I take away a 'new' idea or two, a pleasure to watch
Thank you 😊
thanks for tips ... bender is amazing :D .. in return little tip from me ... when i go to steal camp from AI (not fighting just steal gold) i create 6 groupes of spearman and send out only one ... a lot of people still working during skirmish ...
I really think that Deep Mining Iron and Rich Game might be the best start.
There are SO many things iron can be traded for later with the blacksmith. Yes it will take a lot to get those trade routes going - but it definitely allows for vast wealth income to compensate.
Yeah it’s a powerful economy
22:19 I moved the wild animal zone, and after 5-6 years, the hunters went hunting off the map lol😂
When i moved my hunting ground ... i had a feeling like hunters go hunt to the old one ... didnt remember where it was exactly so not sure ... but i rather reroll map than move hunting grounds now
Thank you!
Keep up the good work!
I just purely love farming the bandit camps . Try and prevent the Baron to fight any camp since year 1, and in max 3 years he'll just be a bankrupt resulting in no other worries about him going for camps. Easy moneeey!
My play style is to fight bandits and claim territory (far to near) to deny the Baron from expanding at all. Since I don’t play deep into games before trying to perfect my starts, can you explain your observations about Baron activity mid to late game?
This helped me a lot. My problem was that my market area was way to big.
Great explanation of why you do the things you do. I think I've been upgrading to level 2 housing too soon, before I have a stable supply of the 2 food requirements. Which is tanking my approval rating and preventing it from reaching 75% for the 2 family/month immigration. I couldn't figure out why & it was pissing me off. Thanx!
Now, let's see the devs expand gameplay to refresh this. =^[.]^=
Thank you for the content, I’m heavy into micro management (just how I like things) so there is a lot to learn from seeing a set and forget system. I’m a bit surprised of how efficient (in terms of pop walking) your guides are in some areas (veggies, granaries, etc), but casual in others (like distance of churches, wells, sawmills, etc).
What are the limitations of having several small/specialized communities where things are hyper efficient all around?
Market stalls can’t be limited to specific granary or storehouse - workers will travel all over to fill them - you can split food to one, clothing to one, fire wood to one though
@@TacticatGaming my question is more about capping Burgess levels lower to focus on one research branch to exchange overstock with other regions doing other specializations
Thanks.
I learned so much from this!!! If you have a chance could you explain your reasoning for not taking the Trade Logistics Dev Point? Thanks.
Id doesn’t do as much as it used to - money isn’t too hard in this game
Thanks
. . . And one time at bandit camp . . .
Please do a min/max of a farming village
are helmets and armor not really important ?
They are important for fighting the baron
@@TacticatGaming ty!
Thanks for all the tips! Do you plan to make a new design soon? have a nice day too.
I might, was hoping for city walls for the next design
What is the difference between trading with and without trade route ??
Trade routes will result in substantially more trade - your horses and traders will move goods and others are more likely to come to you
Having an issue, fellow Lords: population of 200, 8 stalls, 2 clothing stalls stuffed to the gills with three types. All my stall workers are granary/storehouse.
Not one burgage has their clothing need met..?
Destroy and remake the market
Does building multiple hunting cabins work the same way as multiple forager huts if you're using the trapping perk?
This is a good question. 🤔
It should but I've encountered some bugs when hunting meat and laying traps.
The game still seems to have a lot of bugs.
Yes if you have trapping but trapping is buggy and sometimes the workers will do it correctly and other times they go one a spiritual quest and do Jack shit
I have had to stop trapping for now. It basically robbed me of one of my food sources when I got it.
The problem is exacerbated if you FORCE MOVE the deposit at the start of the game.
Ahhh that would explain the variance I’ve seen in it working or not working
Wolf? They're deers.... right`? xD
They are deer lol
lul still trying to milk this game??
Nobody playing this right now :)
This was potentially my last guide for a bit on this game - looking for my next mark but nothing is looking promising
@TacticatGaming one thing could be a hardest settings start in November. That was the toughest one so far and need to be spot on with build order to not below 25% approval rating. Start with everything turned up to the max not just challenging setting and get November on random start date. At least one person would be interested! 😂😂
@@TacticatGamingwell I’m coming back to the game and adapt to patches as they come out.