BEST Tips & Advice after 350+ Hours In Manor Lords

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  • Опубликовано: 28 сен 2024

Комментарии • 546

  • @ckhenson
    @ckhenson 4 месяца назад +54

    The micro-management of the market stalls is enough to make you walk away from this game.

    • @BNRmatt
      @BNRmatt 4 месяца назад +4

      I feel you

    • @Sparticulous
      @Sparticulous 4 месяца назад +5

      It is annoying

    • @JvP000
      @JvP000 4 месяца назад +11

      It's being updated through the latest patch, but not perfect. This is what it means to be in early access.

    • @errolsmith2176
      @errolsmith2176 Месяц назад +4

      @@ckhenson I play this game and pay no attention to the market stalls. I do fine I think a lot of people overthink it

  • @DeanGuitarist
    @DeanGuitarist 4 месяца назад +14

    You missed the source reason it is bugged in the section between 9min to 12min.
    The reason is because each Marketplace (no matter how many stalls it contains), start from 0 to distribute goods to the house for the variety sake thing. That means, as soon as you need more than 1 stall of one type (let's say food), let's say for simplicity sake, we only have lvl 1 burgage, so 2 food needed per house. if you have only 1 market place containing enough stalls, stalls 1 will do the 25 closest houses and then stalls 2 will do the 25 next for a 100% coverage. If you have 2 marketplace (near each other), with each 1 food stall.. the 1st food stall will populate the 25 closest house, but food stalls #2 will populate these same houses that were already covered by the other stalls, because they are in an independant market place.
    You can somwhat fix this by having a design where stalls are in the middle of a scallable section, and always prioritize (by distance), the houses that are not already covered by other stalls, but the more you scale that, the more it become impossible to reach 100% as you cannot choose which stalls will get filled first. so you'll always have a spot where it's not covered because of that.
    I have a cool plans for a scallable city, where I can scales squares of 300pop infinitly, with just enough stalls (food / cloth and firewood) in the very middle of each of those. but because of that, I can't make this happen, if they fix it so different marketplace doesn't overlap each other, this will be possible to use different marketplace with the same type of stalls.
    Right now the only way to get 100% is to have maximum 1 marketplace (containing enough stalls) per type of goods (so either 1 big with all 3, or 1 per type (clothing, firewood, food).
    In your example at min 11 where you rebuild the marketplace, I you rebuild these 3 food stalls in a different marketplace, (still side by side), you still won't have 100% coverage. Because of my explanation

    • @DeanGuitarist
      @DeanGuitarist 4 месяца назад +6

      TLDR: Don't do more than 1 marketplace per type of good (Food / Clothing / Firewood), until it gets fixed

    • @scully4life
      @scully4life 4 месяца назад +4

      Omg I think you just solved my problem. I used a second market to scale up because I didn't want to deal with all the supplies on the ground from destroying my market and rebuilding it. Before I added the second market it was fine until the population got too high and I needed more stalls. Then building the second market did nothing. This must be why I'm not able to cover all my plots. Thank you!!!

    • @hybralisk
      @hybralisk 4 месяца назад +2

      Oooo super interesting! I wonder how large one could make a zero stall locations marketplace. As someone else has commented on using zero stalls and a big marketplace together. They mentioned using this big market to catch incoming stalls and then place them on a zero market stall space, then deleting the big catch all market. I have yet to test this strategy myself. I do wonder if it could overlap with what you have suggested here tho!!! Perhaps a big ring around the city so that one could move the stalls to wherever they thought best? I keep having trouble with moving market stalls tho, in my experience they just become "ghost stalls". Hmmm!

    • @charlzwerth69
      @charlzwerth69 4 месяца назад +5

      Yes this! Spread the word once I realised what was happening all my issues with the game went away, it would be nice to have multiple markets for organic looking towns but I'm just happy to finally understand and sit on 100% supply the whole game now.

    • @neofromthewarnerbrothersic145
      @neofromthewarnerbrothersic145 4 месяца назад +3

      @hybralisk That will probably work when thr bugs are fixed, but for now when you move market stalls, the new market doesn't recognize them, and just sets up another stall overlapping the one you moved. So a market with only 3 slots can have 4, 5, 6+ stalls on top of each other. Doesn't necessarily always happen, but happens often enough that you can't rely on moving stalls as a solution for anything.

  • @salionshatterstar
    @salionshatterstar 4 месяца назад +7

    I didn’t realize rebuilding the market stalls would bypass the supply bug. Really, I hadn’t realized it was a bug - I thought there was some mechanic I was failing to grasp. Thanks! My cold and hungry people will no longer stare longingly at those full market stalls right outside their window.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +3

      Yeah that's a pretty nasty bug that I think got a lot of people to stop playing. They had the right setup, but couldn't figure out their issue was a bug :(

    • @hybralisk
      @hybralisk 4 месяца назад +2

      @@Strat-Guides I have restarted dozens of times due to this bug tbh. I'm still struggling with it even with destroying and rebuilding the markets. Endlessly frustrating!!!

    • @charlzwerth69
      @charlzwerth69 4 месяца назад +1

      @@Strat-Guides Its not a bug!! Well kinda but you seem to miss the point on what fixed it because you did change something! You went from 3 marketplaces with 1 stall each to 1 marketplace with 3. Markplace supply the closest burgages, even if another marketplace is already supplying them. So 2 different marketplace right next to each other both with food stalls and both with 15 bread supply the same 15 closest houses twice instead of all 30. Basically all your food stalls needs to be in one marketplace for perfect coverage which is what you ended up with.

  • @qd5683
    @qd5683 4 месяца назад +3

    1:01:34 You can actually still cram 3 iron mines on to a node on the new patch - one on bottom, 2 on top - if anyone is interested for their weapon and armour trade empire.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Interesting, I'll have to fiddle with it! I tried for a while and couldn't figure it out - although I suspect the hill was causing me some issue as well. Thanks for the info!

    • @qd5683
      @qd5683 4 месяца назад

      @@Strat-Guides It probably was the hill. I’ve had games where I had to restart because the slope prohibited the placement of even 1 mine.

  • @rodmucio255
    @rodmucio255 4 месяца назад +2

    Amazing advice on optimization, marketplace, development points and even trading. Thank you for helping the Manor Lords community. Tacticat brought me over to you. Cheers mate!

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Thanks for watching! He's good people for sure and I happily plug his content all the time as well :)

  • @genghistron7035
    @genghistron7035 4 месяца назад +26

    A lot of scientists, professors, mathematicians, and researchers in the comments; who needs a tutorial when we've got an info pool and community such as this!
    Thanks for your efforts, fellow Lords; and to Strat and Cat for leading the charge.

  • @50_Stars_and_Stripes
    @50_Stars_and_Stripes 3 месяца назад

    when trying to switch a market stall to be supported by a warehouse worker, simply remove the families that are supporting that stall, temporarily. The stall will know that it's empty and look for a supporting worker which will be provided by the storehouse or granary when no others are present. The stall notes this that removing the supporting family will force another family to support. Once your support is in place, move the families back into the jobs they were before.

  • @theorixlux
    @theorixlux 4 месяца назад +3

    Great thumbnail! xD not sure if insulting your audience is the preferred strategy in your industry, but yourr the bossman ! /J
    Am so hype for stone ramparts and fortifications

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      Lol that wasn't my intention! I got a lot of comments from people saying "I suck at the game and game up" so it was more targeted towards them :)

  • @kickassinc.9658
    @kickassinc.9658 4 месяца назад

    This guide is well structured, easily explained with great information.. I have come back to this several times now and I am not even out of my first year. This one gets bookmarked, thank you.

  • @Jakeurb8ty82
    @Jakeurb8ty82 4 месяца назад +1

    ive taken to moving the source producer stalls (like the tanners) to satellite markets near them manually - it abandons but then gets reoccupied. I have the main market primarily warehouse stalls- i wish i could turn off markets for warehouses with items we need to trade - like coal. and i really hate it when a warehouse i made for a specific item gets firewood put into it for some reason and so that pure storage wearhouse becomes a firewood seller - for one piece of firewood that never sells.

  • @Indignation211
    @Indignation211 4 месяца назад +1

    Something i havent seen mentioned is that getting double pop growth requires having >75% approval at the START of the month, when all the current month approval modifiers have reset to 0. As far as i can tell you can only get double pop growth when your "previous" modifiers have accumulated to at least +25-26

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Yeah it seems like you need to carry the approval for the whole of the month to actually get the 2nd person. If you have it at 75% for half the month, you won't get both.

  • @ranggapermana7148
    @ranggapermana7148 8 дней назад +1

    the best content about Manor Lords for me so far! thank you!

  • @palarvesandy5798
    @palarvesandy5798 Месяц назад

    This is the perfect video to watch if you wonder about anything in Manor Lord. Excellent job

  • @nederkaans5659
    @nederkaans5659 10 дней назад +1

    Corpse pit is my new favorite unit of measurement.

  • @joshuaburgess4158
    @joshuaburgess4158 4 месяца назад +1

    The issue I have with specialized granaries and storehouses is the AI completely ignoring the do not accept list and taking in random bits of bullshit. For instance I have a storehouse that is part of my logging setup set to only accept planks charcoal and firewood but will randomly fill up with leather .

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      I recently found out that the storehouse and granary worker do follow the rules, but other people on the outside do not! So if you don't want a storehouse getting filled up with a product, make sure it's not close to the production building or they will dump all their stuff there even though it's restricted. I believe this is going to be addressed in an upcoming patch, but cannot confirm it yet!

  • @Jakeurb8ty82
    @Jakeurb8ty82 4 месяца назад

    things i struggled with:
    it was not apparent i could form a militia when it was understrength - to me the red letters signified 'no.' My first day I kept forming and disbanding that first unit.
    The trade drop down is not obvious at all. It looks locked to the uninitiated. Should be more intuitive from a UX standpoint.
    The limits/totals on things like berries are deceptive.
    I had no idea the trading post ON the Kings Road gives you the option to trade without paying a for a route, even if its less volume.
    Need production limits even if its 'stop when warehouse is 1/2 full' so it feels realistic and not overly micromanag-ey. Need to be able to 'force empty' storehouses -stone nobody needed it so it did not move despite workers being assigned to the destination storehouse and the storehouse the stone was located. Just lucky I stored it alone so i just demoed the storehouse.
    We need a seasonal worker roster where I can have some designated workers shift around to designated buildings.

  • @68bdbd86
    @68bdbd86 4 месяца назад

    Hey Strat, Awesome video as always! Great work man!
    Quick question I hope to get an answer to:
    In 2 of my 3 playthroughs I had a "jackpot" of a rich clay and rich metal province, I immediately set up a build around those two resources to bring in the money (following some of your previous tips ofc ;) )
    However, when I reach the point when I need to convert to the deepmine something happens (probably a bug) that the warehouse workers do not come to pick up the iron anymore and workers need to carry it out one at a time
    In both of my playthroughs this happened.
    Had an issue like that?
    Seen that you focus your industry around the resource so I guess that is one way to work around it - but in my "esthetic" villages I had a smithy and smelter share an allocated plot with a warehouse a bit away from the deepmine but for sure in an optimal walking distance
    Keep up the good work man!

  • @smrack
    @smrack 4 месяца назад +1

    At 2:09:22 right at the very end, is my favourite part. NOW I know why sending pack stations to my startup villages drains them of all their coin! Pack stations should be placed on the smaller economies side, despite the opportunity cost ;) of using a human resource at the smaller pop centre.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      This will be fixed at some point, hang in there! But yeah it's a pretty annoying bug lol

  • @coenraadfasen9599
    @coenraadfasen9599 6 дней назад +1

    Thanks this was now an awesome video
    I am also thinking of getting this game "Manor Lords" for myself

  • @StealthFB22
    @StealthFB22 4 месяца назад +1

    Thank you so much for the tips around markets! I’ve been having trouble with them 😅

  • @zoroff8980
    @zoroff8980 4 месяца назад +3

    I did really need a tip for market stalls thanks you ❤

  • @ionutrush
    @ionutrush Месяц назад +1

    the market coverage bug: whenever I get it, I save the game and load it right after. Fixes it, but it seems temporary, doesn't take long to bug again.

  • @coltoncyr2283
    @coltoncyr2283 4 месяца назад +1

    I still dont get farming and fields. well, im sure they are still broken, but they never harvest when its harvesting time, and the fallow (4 years now) does absolutely nothing. I took a huge risk and started a new game (to focus on city building) and i didnt care for crops, mostly red/yellow land, few green spots but wheat only, but i did want to add some fields and i cant grow anything LOL, even with some green land my yield is at best 38%! I made the crops anyways for the visual of it but it seems broken still. Like I have to keep re-setting the 'focus area' or else all families in the farmhouse just go home.
    Still loving the game now, and now im just doing a visual city build, its pretty dam fun!!

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Yeah the farming system isn't very intuitive in this game. So once you have some crops planted, hold tab and see if you're getting any yield from the fields. It should show a number like 0/100 or 30/60. If that's the case, just wait a little longer and they will continue to grow. If you see something at 58/60 or 60/60 then it's time to force the harvest. Click on the field, look towards the bottom for the "Force Early Harvest" button and you'll see people swarm that field to cut it down and store it. Once the field is fully harvested, make sure you TURN OFF early harvest or you'll cut that same field down again early lol. From there, you can flip fields to whatever crop you need - make sure each field has at least 25 - 30% fertility or you'll end up getting a bad yield. Leave them on fallow to get back up to the max. Keep in mind, fallow will return fertility to it's base fertility but you cannot go PAST that limit. So if it starts at 25% at the start of the game, it will never go beyond that and you'll just have to make that work.
      Hopefully this helps - I know this game can be very frustrating, but hang in there and you'll get it!

  • @o_O29866
    @o_O29866 4 месяца назад +1

    Great video Strat! I just have only 1 question: are you sure that the markets don't have a range because it feels that the houses at the extremities of the town are having the issues. Thank you for your service!

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      100% sure they don't have range - what's happening is each stall will sell whatever they have to the closest house first, then work their way out to the last house. If they run out of goods to distribute, then you'll have empty houses without supply. Once you get to 100% coverage, then those goods will instantly teleport to the house (once the update tick happens). Thanks for watching!!

  • @znahardev
    @znahardev 4 месяца назад

    In order to get rid of starting homelessness debuff you can upgrade your worker camp for 1 log and get 5 living places basically for free.

  • @deanzaremba4242
    @deanzaremba4242 4 месяца назад +1

    Strat, can you test something on meat? Rich deposits, all 3 perks and hunt limit all the way up to 24-26. Seems like they populate faster than you can kill. I feel this yields a ton. Spam 4-5 camps, one family each. I think this can yield well over 1000 per year but I am not as skilled as you on how to calculate. ( I have had 500 pop towns with 5k meat inventory, and this was pre beta when meat was taken first)

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      If I get a chance this week, I'll try it out!

    • @deanzaremba4242
      @deanzaremba4242 4 месяца назад

      @@Strat-Guides Great, thanks. Rich meat also gives so much Hyde / leather that early export booms. So, I know is a gold strategy with 3 perks, but haven’t been able to determine how much value there is without the breeding policy and / or double meat development points. Which for all 3, is costly even though it produces massive meat.

    • @deanzaremba4242
      @deanzaremba4242 4 месяца назад

      @@Strat-Guides Yeah. Strat, you gotta check it out. My meat is at 2.4k on pop 850 on beta 7960. I have both perks, but not even using the policy that hurts farming. 4-5 camps with one worker, hunt limit at 26. They reproduce faster than you can kill. Added bonus is over $1000 / month of early game cash selling Hyde’s, leather, shoes. Rich meat might now be my favorite rich resource. From worst to first, it that OP in my opinion.

  • @tjpatton8562
    @tjpatton8562 4 месяца назад +1

    Rich iron deposit plus fertile soil and early veggies farms is definitely an S tier start.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      It's the best for sure!! You could go as tall as you want

  • @McYavelli
    @McYavelli 4 месяца назад +1

    Regarding automated farming, you mention an optimal plot size of 0.6M without an ox. What about with 1 or 2 ox?

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      From my previous testing, I wasn't able to get much more than that because they would plow 1 - 1.5 morgen without any issues, but the harvest would take them longer than that. I'm waiting for the next patch to come so I can do more testing and see what the best setup will be. A lot of things will be changing, but I know for a fact that right now 0.6 morgen per person will work 100% of the time. You can try to push that up further, but having only 1 month to harvest everything will be the bottleneck so just be aware of that.

  • @DutchBatNL
    @DutchBatNL 4 месяца назад

    1st great info, thx! But my issue is mostly lack of workers in a small town. When no workers, a lot of tips dont work 😕

  • @Syphirioth
    @Syphirioth 4 месяца назад

    Barley and wheat seem to be nice rotation also. Barley seems to increase wheat % and vica versa if i noticed correctly.

  • @ClearwaterBG
    @ClearwaterBG 4 месяца назад

    Crossing my fingers some of the levels of micromanagement used here for marketplace stalls are completely phased out with future updates. I doubt this was the level of marketplace management intended by the developer(s) 😂 I also have not found this level of micromanagement on marketplace in a game in this phase to be worth the time or effort in its current state. All subject to change as you seem to preface and are aware of… hence why some tips you mention it works sometimes. Appreciate all your work. I have 250 plus hours in and I am having more fun with less analysis.

  • @Marc79999
    @Marc79999 4 месяца назад +1

    I don't like your suggestion to collect the armor and finished weapons right next to the production. What happens if your mine is very far away from your town?
    Now you have weapons and armor that need to be consumed very far away, and people can only grab one at a time. Once they are in a storehouse, other storehouses won't pick them up, you played yourself.
    Storehouses and Granaries have to store things close to where you consume them, not where you produce them; since they are great at transporting.

    • @Marc79999
      @Marc79999 4 месяца назад

      The exception would be if the consumption is only the trading post, because they also use handcarts.
      Maybe you could use a trading post to empty a badly placed storehouse/granary. And then recover those goods with a different granary/storehouse.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      If they need to be consumed that far away, then I would place the storehouses to collect them in that area instead of at the production site. I'm pretty sure I mention this at some point in the video, but for much larger towns it's usually best to keep storehouses and granaries away from the production so you have more room and it's easier to specialize your storage areas. Also quick point about armor and weapons - they only need to be picked up once, so I think that's a poor example to use. They make the long walk once and own that gear forever. I understand what you mean though - like tiles being stored across the map from your trade post - that would be a bad idea and I agree.

  • @ob1983
    @ob1983 4 месяца назад +1

    Brilliant vid Strat....... are goats pointless? Also, do you replant trees and how quick do they grow? Cheers 🍻

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Thanks! Goats have their place - typically if you're doing a lot of leather and shoe production, then goats are great to supplement the hunting hides you get. When you get into the late game, you might need more than just the hunt even if it's rich and you have all the perks - so it just depends! Yeah I replant trees - it's hard to keep moving all the buildings around so eventually I just get the forester hut to keep the trees near the wood buildings. Early game it's not a good idea though - you need the labor for other things.

  • @MagnesiumSulfate
    @MagnesiumSulfate 4 месяца назад +1

    I like TactiCat but don't get the corpse pit stuff. you can use a field instead and get an exact measurement for the size you want.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      It's just faster to click a couple corpse pits, but doing the same measurement with a field would be accurate and you wouldn't have to use multiple of 0.25 Morgen (how big a corpse pit is)

  • @artifixer
    @artifixer 4 месяца назад +1

    But double family plots consume same as single plots, or has it been changed / fixed? If not, it's always better to use double plots, maybe except artisans (so that they don't overproduce and because they can't be used any other way).

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      I'm 100% positive they consume by the family for food - Tacticat also confirmed it with a lot of testing. There was some confusion before with how food was taken from the stalls and it SEEMED like they didn't consume based on families, but now that that's been solved (and fixed now with the new patch) it's accurate that food is consumed by family and not the plot while the other 2 resources are reserved by the plot.

    • @artifixer
      @artifixer 4 месяца назад

      @@Strat-Guides Thank you for the clarification!

    • @TacticatGaming
      @TacticatGaming 4 месяца назад +1

      Food is 100% 1 per family per month. Tested that to death. Clothing is still one per family when they move in - and fuel is one per plot per month and 2 per plot in winter

  • @vikingvampire6198
    @vikingvampire6198 4 месяца назад

    The best video made yet for Manor Lords.

  • @FrostRare
    @FrostRare 3 месяца назад

    I feel that potatoes would make such a natural addition to this game. Potatoes grow in rough ground, so you don’t need to rely on farms. Plus, you can make Vodka with them.
    Also, the idea of an entire town of people eating exclusively plates of berries three times a day seems both ridiculous and unhealthy.

    • @blowfish3
      @blowfish3 3 месяца назад +1

      Potatoes were unknown in Europe in the mediaeval period. They originate in the Americas, and were not introduced to Europe until the 16th century.

    • @FrostRare
      @FrostRare 3 месяца назад

      @@blowfish3 interesting. Thanks

  • @De_Wit
    @De_Wit 4 месяца назад +1

    Order a second ox right away.
    Good tip.
    But, you really should tell your audience they then need to have 2 free familys at all time, or drop down to 1 free family only after you TAB-check to make sure at least 1 ox is at a hitchingpost.
    If both oxen are in use, and no other workers need a ox when you drop down to 1 free family, your expensive second ox will instantly dissapear.
    Yeah that happend twice.

    • @hybralisk
      @hybralisk 4 месяца назад +2

      I have not as yet seen an animal run away or disappear so far for any reason other than not having enough stable space available. Interesting thought I suppose. Was this something you experienced on the OG early access version, or the current beta branch 7.960?

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +2

      There's a bug where if you order the ox before the hitching post is built, they will show as homeless. Then after the hitching post is built, they are still considered homeless even though there's room for them. If you save and reload, it will clear that issue. I've never come across the issue you're describing, but I'll look into it!

    • @hybralisk
      @hybralisk 4 месяца назад

      @@Strat-Guides yesum I've experienced this bug in the og early access version. I think it may have been fixed in the 7.960 beta tho? I have yet to come across it since switching to the beta at least.

    • @De_Wit
      @De_Wit 4 месяца назад

      @@Strat-Guides oh damn! Yes that describes it perfectly.
      I defer to your better knowledge of this buggy, beautifull game and please disregard anything I said 😁

    • @De_Wit
      @De_Wit 4 месяца назад +1

      @@hybralisk I thiiiiink I saw it in both versions?
      But I instantly order a second ox, so yeah I'm barking up the wrong, bugriddled tree here 🤤

  • @johannamayer2755
    @johannamayer2755 3 месяца назад

    Hi.How you make your farmworkers to not harvest the fields in september?I do manual farming all the time during the year, but the workers always start to harvest in september, no matter how grown up are the crops in the fields.

  • @gs2162
    @gs2162 3 месяца назад

    But how do you know how many granary or storehouse workers you need at any given time?

  • @swietytomasz
    @swietytomasz 4 месяца назад +1

    Wait. Isn't clothing consumed by year ticks?

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      In my previous testing from the content creator patch, that seemed to be the case but it's since then been changed. Both myself and Tacticat have tested and confirmed that. Unfortunately, that's just how things are going to be for a while since many aspects of the game will get balanced and patched :(

  • @salionshatterstar
    @salionshatterstar 4 месяца назад +126

    I’ve been experimenting with Forager layouts. A normal deposit produces 440 berries per season, generated in 11 ticks from mid-March through mid-June. A rich deposit yields twice as much - 880 berries per season, spread between the same 11 ticks. If placed just right, 3 total workers staffed at two forager huts and one granary can fully harvest a normal node; 6 workers with their own buildings can fully harvest a rich node (again, if placed just right). The berry specialization perk only doubles the internal storage limit within the berry patch, it doesn’t actually produce more berries.

    • @hybralisk
      @hybralisk 4 месяца назад +11

      Excellent info, thanks for sharing!!!

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +15

      Thanks for the info!!

    • @augustoluna5577
      @augustoluna5577 4 месяца назад +4

      So.... If you have 3 or 6 dedicated families (according to if it is or not a rich deposit) the Berry specialization perk is just a point wasted?

    • @artifixer
      @artifixer 4 месяца назад +1

      @@augustoluna5577 Required workers may depend on some other factors. In current stable patch, I have a reach berries region with 3 forager huts, two of them full and one half-full. And I almost never see berries go to 0 while it's season. Not sure I would get the same result with only 6 workers, but I'll try.)

    • @youwalrus123
      @youwalrus123 4 месяца назад +3

      Idk how people struggle, after 40 hours the game is too easy even on the hardest difficulty, early battles can just be cheesed as you run around in circles and have the baron deal with the bandit attacks.

  • @Cp0455
    @Cp0455 4 месяца назад +60

    We need more control over who builds a stall. I have plenty of supplies and plenty of stall locations available but they won’t build them, while all 8+ of my granary workers run a stall with barely anything in them.

    • @pgzimermann
      @pgzimermann 4 месяца назад +1

      Last experimental patch fixed this thankfully, now I hope we can actually control which types of stalls we can get at determined places.

    • @Xadov
      @Xadov 3 месяца назад +4

      It would be helpful if building a market stall was a menu inside the respective building UIs, like you specifically tell this granary to build a stall in this zone, rather than create a blank market zone and have families build stalls at a whim

    • @justinsellers9402
      @justinsellers9402 3 месяца назад +1

      @@pgzimermann In each building, you can turn off the ability to build stalls.

    • @90210bryan
      @90210bryan Месяц назад

      ​@@pgzimermann this doesn't work for me. There is a corner of my town, very close to the stalls and they never get any firewood. The logistics are terrible, at the rate it's consumed they need to haul more. I have three fully upgraded and fully staffed storage sheds supplying the markets and it still isn't enough. The logistics totally suck and are way too limiting. Another side of that is it forces players to all build the same towns in competitive mode which sucks! It's a beautiful game, I wanna strategize and enjoy the beauty of building a nice town. Not the same stuff everyone else is making.

  • @rickyspringer4478
    @rickyspringer4478 3 месяца назад +22

    Bro - you need to send this dev team your patreon and they should hire you part time. You've done so much thorough research and testing for this game - it is insane. I think of all the games I play and content I've seen, yours sticks out the most. The GOAT. You remind me of a data analytics engineer who loves strategy games, and you apply your knowledge into videos. You are the man.

  • @vincent999vx
    @vincent999vx 4 месяца назад +29

    Market places bugged me so when everyone under the sun wanted to open their own stalls. Now I cap the area to only allow 10 stalls (2 firewood, 3 clothing & 5 food) with all the owners being granary or storehouse. That setup is enough to satisfy 40ish burgage plots, and is obviously scalable. So many headaches saved once I just limited how many can spawn and of what type (all about mathing out how many resources you actually need). Ever since I've never had any marketplace issues nor productivity loss from everyone wanting to peddle 😅

  • @thedude7450
    @thedude7450 4 месяца назад +6

    I want to love this game so much. I have about 40 hours into it but the amount of micro-management involved is just insane.

  • @qd5683
    @qd5683 4 месяца назад +19

    Only you and tacticat have up to date info. Invaluable advice. Great content.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +8

      Oh shoot that reminds me, I forgot to add his channel in the description! Thanks for the reminder lol yeah he's great!

    • @EthanDyTioco
      @EthanDyTioco 4 месяца назад +4

      Nothing like youtubers who have the word 'tactics' and 'strategy' incorporated in their names 😎😎

    • @thomaslenzmeier183
      @thomaslenzmeier183 4 месяца назад +2

      They are my sources of truth too.

    • @hybralisk
      @hybralisk 4 месяца назад +1

      100% agreed! Top notch stuff from the both of them.

    • @salionshatterstar
      @salionshatterstar 4 месяца назад

      @@EthanDyTioco Oh man, too bad this isn't a multiplayer game. I'd love to see a tactics vs strategy competition! We could put Sun Tzu's quote to the test ;-)

  • @whyamihere3150
    @whyamihere3150 4 месяца назад +8

    Nah, just say "Oh, shoot, I forgot I have a doctors appointment to go to, bye , I got to go...".

  • @yadda360
    @yadda360 4 месяца назад +17

    I really wish you had more control over who owned stalls. There should be options for each industrial building/storage building to "add market stall" and it will only be opened by one of the workers within that building.

    • @josephThaPimp
      @josephThaPimp 4 месяца назад +7

      If anything, it would further add to realism as you would need a license to even think of selling a good you produced.
      Market stalls are really a heache that require tweaking. In my opinion, a tutorial campaign would open market stalls for you to show you they exist, then display a pop up explaining how to open one yourself

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +6

      Agreed - I suspect that mechanic will be changed in the near future lol

    • @James26285
      @James26285 4 месяца назад +1

      ​@@josephThaPimpthat's a great idea to flesh out tax system!

    • @neofromthewarnerbrothersic145
      @neofromthewarnerbrothersic145 4 месяца назад +1

      This is what i keep saying. If it's going to be so picky about it, we need to have more control. Right now it's just confusing and frustrating to deal with.

    • @ryedonable
      @ryedonable 2 месяца назад

      it's already updated, now every potential building who can make market stall have a toggle to allow/not allow the building worker create market stall

  • @hybralisk
    @hybralisk 4 месяца назад +20

    Another tip I'd give for early game money. Make dyes with any surplus of berries you have, and sell the dyes without opening a trade route. If you still have a big surplus of berries even while making dye throughout the year, go ahead and sell a bunch of berries without a paid route too. Dye sells for 4 each. It does take a dedicated worker family to run the dye station, but I've found that this family can often work as the food stall owner too. Provided there isn't much other food collecting needing to happen and the food stall/granary is super close to the dye station. This effectively lets one free up the granary worker and still gets production done as well as the food stall worked all at once. A win, win, win win! Oh and this works great even with a tiny sized village and normal berry node. 200-400 berries allows for year round dye production and double sales including berries, so long as other food is forthcoming.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +5

      That's a great point! That would effectively double the volume you can offload and increase profit by double (plus 1 more for dyes). I missed that and will add it to my list :)

    • @hybralisk
      @hybralisk 4 месяца назад

      @@Strat-Guides splendid! Yeah I think it's super duper effective. It even gives one the opportunity to have a desired stockpile ready to go for cloaks and clothes when needed. ^^

    • @hybralisk
      @hybralisk 4 месяца назад +1

      Oh and as I sort of mentioned in this comment, it's really best to have all related buildings hyper close to each other with little else obstructing them if possible. Including the trade route. In case you missed my other comment related to trade posts, this could help. @Strat-Guides to the best of my knowledge, trade posts do not need to be built upon the king's road to get access to any of the 4 types of $trade: free merchants, big merchant carts, and one's own walky merchants and useless carts (provided the horses are still bugged?) .Rather simply it must be connected in some way TO the king's road. I've had no problems getting all types of trade to work with posts being anywhere I've chosen in the region so far.
      It's probably going to increase income to have the trading post closer to the spawn point of the off map nodes. Though with that being nerfed in the beta, not sure how much of and impact it would have to have it close to the off map points. What will likely help with labor is having all related buildings as close as possible to the trade post. Any warehouse, granary, or production building with the goods one is trading away should substantially benefit from nearby placement to said trading post. This would have a similar benefit for any visiting packing station workers/mule folks too. A "trade hub" if you will. I'm not sure this is always worth building one's city around? I posit that having the workers that run all related buildings as close as possible and doing nothing other than running said trade hub will likely have a positive effect on efficiency for the whole endeavor.

    • @salionshatterstar
      @salionshatterstar 4 месяца назад +2

      @@hybralisk Oh, right, now that you mention it, I do recall hearing that the idea to build trading posts directly on the King's Road came about to circumvent a bug in the pre-release version. That bug may be fixed now, so perhaps we can take more liberties with our trading post locations.

    • @coltoncyr2283
      @coltoncyr2283 4 месяца назад +2

      @@salionshatterstar and its just as effective to keep the TP a good distance from where the trades come and go (edge of map) considering the QTY that gets put into the TP and the time it takes, if you look at the categories, the people in the TP will fill empty spaces from left-to-right, then in each category, top-to bottom. so bigger items like weapons, restock way longer, etc etc. so you need time for merchants to get to you, and time to restock.

  • @hybralisk
    @hybralisk 4 месяца назад +9

    The other nice thing with multiple forager huts is that that they can all each be upgraded to grow herbs. These herbs slightly slow down the berry picking during the berry growing season. However, the herbs can be picked any time of the year that they have finished growing, which doesn't need to be in this berry growing window of time. I have to test to see if the herbs can be picked in the winter. I know I have picked them in the summer and autumn at least! Even in this berry growth season, the herb picking barely slows down the berry pickin' imho.
    For anyone unfamiliar with the herbs in Manor Lords, they just act like an on demand healing item. People that get sick will automatically use them and thus recover to working status quicker. I have not yet tested to see if anyone actually goes to pick up the herbs or if they magically get teleported to the sick person as they are resting.
    Although the herbs don't sell for a lot, they can be nice to have to send out to other fledgling expansions. I hope the mechanics for doing such trades/sharing will be improved and bugs fixed. It feels bad to have mules that are even more stubborn than in real life!!!

  • @KG-1
    @KG-1 4 месяца назад +11

    Very, very helpful and I've watched less than half of this.
    I'm convinced on the default build order. Don't worry about granary, storehouse first - logging, housing. Don't chase the extra unit by waiting on the Manor build.
    Corpse pit: use 1 of these with a road around it to survey for a perfect 3xsingle plot w/bkyd extension, for the first 3 houses on default build, another one for the next 3 and so on.
    TactiCat recommends 2 Corpse pit long rectangle for the duplex single plot farm, bearing in mind inefficiency identified in this guide. get the bkyd extension line as close to the houses as possible to shorten the walking distance.

  • @devinden
    @devinden 4 месяца назад +6

    You can actually place 3 mining pits in a iron/clay deposit after the beta patch. Just place them in a triangle shape with the edge of the first one on top of the deposit but taking as little space as possible.

  • @LeftJoystick
    @LeftJoystick 4 месяца назад +6

    Still have yet to find any better Manor Lords videos out there. Yours are always the most informative/have the most actual testing + data. Sick stuff.

  • @HypaxBE
    @HypaxBE 4 месяца назад +5

    Oof you have saved me a lot of time on the markets. It's surprising how little market stalls you actually need for a pretty decent sized town.

    • @James26285
      @James26285 4 месяца назад

      Right? I kept making enough for 30-50 as "future proofing" when maximum I'll probably need is like 20 and that's late game lol

  • @DarkxGaming352
    @DarkxGaming352 4 месяца назад +27

    ruclips.net/video/3QEtth4unAw/видео.html. i made a video on a better trick to dealing with the market stalls. I like to make a large market area. let them build until i get the one i need. then turn around and make a zero stall spot next to where i needed it and move my stall into that spot. then delete that large market area. No more wack a mole.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +8

      This is a great find! I suspect it will be patched soon, BUT it's a much more elegant solution than what I was using.

    • @James26285
      @James26285 4 месяца назад

      @@Strat-Guides what do you think the patch will be? Stopping us from doing it? Or utility and ability to do it?

    • @bvyner5727
      @bvyner5727 4 месяца назад +1

      I also do this, and also found, when you pause the game, you can make a person open a stall by hiring and firing them when a open stall is available. IE want a food guy, fire and hire a granary worker when there is an open stall available.

    • @hybralisk
      @hybralisk 4 месяца назад +1

      Ooo interesting!!!

    • @hybralisk
      @hybralisk 4 месяца назад +1

      @@bvyner5727 this is what I do too. It usually works best if the building one is attempting to do this with has some current quantity of the item type that aligns with the type of stall one is trying to get them to work.

  • @Ascaron1337
    @Ascaron1337 4 месяца назад +35

    Market stall pro tipp: You can MOVE stalls from one Marketplace to another!
    Pause the game, raise a new marketplace and move the stall via move button after clicking on it.
    Much easier than the destroy and rebuild from the beginning in this video

    • @salionshatterstar
      @salionshatterstar 4 месяца назад +6

      When I move market stalls, it leads to a second family setting up market stall overlapping the one I moved, clipping through as if the space was empty. I’m curious if anyone else has experienced that?

    • @1TheDocter1
      @1TheDocter1 4 месяца назад +1

      ​@@salionshatterstar yes i experienced the same.. I had 4 stalls on a marketplace with only 2 spots

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +17

      Just be careful with this one - I decided not to include it because it's very buggy. Often times the stall moves but it won't hold any goods and you can go way over the market stall cap by doing this (I had a single stall market plot have like 5 stalls by doing this and none of them worked lol). When it does work though, it's pretty cool :)

    • @Ascaron1337
      @Ascaron1337 4 месяца назад +2

      ​@Strat-Guides Oi, didn't have the problem, yet. But good to know! 😊

    • @hybralisk
      @hybralisk 4 месяца назад

      Yeah any time I've ever tried using the move stall option so far, it seems to only create what I have come to call a ghost stall at that location. The game just refuses to use it and it sits empty in my experience. It would be super cool and useful if it did work tho, especially if it kept the goods safe from the elements while doing the transfer!!!

  • @lowrider6419
    @lowrider6419 4 месяца назад +3

    I started my game yesterday. Never played this type of games. Opened trade route for stone, set 30% tax, established a barley field in October and after snow there is nothing left (crops died? lol), enemy AI baron captured all other regions, set double family home as tailors without any flax, and so on. But I learned a lot from your video, 🙏 big thanks

  • @Adekyn100
    @Adekyn100 4 месяца назад +2

    Thanks. This is excellent. I know from experience roughly how many hours you put into this. Do you ever sleep?

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      Sometimes lol That's one of the few things I'm not willing to sacrifice, BUT there are times when I can't sleep much so I just get up and work instead.

    • @Adekyn100
      @Adekyn100 4 месяца назад

      @@Strat-Guides Been there done that with the sleep and gaming videos. "Ten cuidado."

  • @Ghall2708
    @Ghall2708 4 месяца назад +2

    One thing is that it doesn’t matter where the trade post is. As long as u attach a road to it and that said road is also connected to the kings road it will work.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +2

      That's a bug actually - it's going to be fixed soon. You're supposed to be on the King's road to get the passive trade. Right now, traders just wonder across the map, clip through buildings, etc. lol but that will be fixed :)

  • @NETBotic
    @NETBotic 2 месяца назад +2

    Watched video, read comments. What the hell did I get myself into with this game ffs.

  • @pepsi4798
    @pepsi4798 4 месяца назад +3

    Nice tip bro and congrats on getting your 100k subscribers been watching since Bannerlord perk guide happy to see your channel grow

  • @mvarbanoff
    @mvarbanoff 4 месяца назад +3

    50:31 Tip for max difficulty + no berries and meat achievement
    1. Build a woodcutter
    2. Build a saw mill and employ with one
    3. Build a wood-chopper and employ it with one
    4. Build two houses + chicken coop (that's two eggs a month)
    5. Keep building 3 more. One of them goes for goats later
    6. Get the honey development and stop sawing you should be having enough planks for apiaries and church by this point.
    7. Build a church asap, this is crucial as people may die of starvation the first and second month , but families must stay at all cost and approval must be 25%+
    8. Then build a trade post (not earlier) and sell planks and extra firewood, to get the money for more coops and goats.
    *Build everything close to each other to reduce travel building time.
    *Play with the first 5 families wisely. No more than 5 leathers as a start. Sell the hides after.
    *If you manage to build and get ready one veggie farm the first year - you are good to go.

  • @holdenedwards
    @holdenedwards 4 месяца назад +1

    market stalls are the most infuriated thing about this game, really need to be able to allow/unallow certain trades from opening booths.

  • @maxzachry9277
    @maxzachry9277 4 месяца назад +2

    Wait, did you just say shoes and clothing don't get used? Does that mean burgage plots don't actually consume clothing?

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Correct - they reserve the clothing to satisfy the need but they don't actually consume the clothing. I fully expect this to change at some point, but for now that's how it works lol

  • @LaZieGoblin
    @LaZieGoblin 4 месяца назад +2

    I'm sorry, but this just looks tedious. You're doing so much just to get the game running like you logically would expect it to run that I feel like it's better to just wait for the game to be more fleshed out before taking another shot.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Yeah I see where you're coming from. It's early access, so my hope is that the developer takes some of this feedback and figures out a way to streamline some of the mechanics (without dumbing it down preferably)

    • @LaZieGoblin
      @LaZieGoblin 4 месяца назад

      @Strat-Guides Yeah, you can still allow people to increase productivity by manually moving people closer to their job for example, but when there's 700 firewood for 20 houses it's a bit insane a house with 3 families couldn't get to 1 of the 5 firewood stalls down the street.

  • @hybralisk
    @hybralisk 4 месяца назад +6

    The first tip about market stalls is great of course, but the example started to unravel towards the end of it. In my experience if one wants to get a market stall worked by a specific family/work station, that station must have at least one of the resource for the desired stall for the family to auto work it. At the end of your example, the food stall by the hunting camp still wasn't being worked by that family even after you were switching them. My best guess is that at the time you were attempting to force it, that building did not have food in it's inventory. Must have just been picked up or something right before you paused I suppose?

    • @Ascaron1337
      @Ascaron1337 4 месяца назад +1

      I have made the same experience.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      I haven't quite narrowed it down yet and frankly gave up trying to figure out why families can start a stall - I've seen corpse pit workers and church workers open stalls by they don't have production at those buildings lol. Maybe they have items in their burgage plot that allows it? Who knows... My goal with that section was to show how it actually works in game and how to manipulate it until you get what you want. It's a very messy mechanic, but it can still be manipulated in the end so we get what we want :)

    • @hybralisk
      @hybralisk 4 месяца назад +2

      @@Strat-Guides totally gotcha and no worries! I just wanted to bring up stuff to get it out in the open and discussed more. We as a collective playerbase can help each other understand it more. Hopefully figure out a work around or solution too!
      My guess as to folks that automatically pick to work the stalls on their own are doing so as a fail safe. I assume it was programmed in such a way that SOMEone needs to work on the stalls. If it can't find anyone with a related building, it will start to branch out to find anyone it can due to the importance of having the stalls worked. My point about the resources being in the building was in the case of manually attempting to get a family to take over a stall. I haven't been able to do so unless the building has the aligned resource type. Anyone else randomly taking it over from other professions should be fired!!!!

    • @James26285
      @James26285 4 месяца назад

      ​@@Strat-Guides Either way, thanks for all the tips and help. It'd be nice if markets could be set to auto populate, or manual population, that way none of these issues would have to happen and you wouldn't have to do tedious annoying work around.
      I know it's EA but it's frustrating that one of the VERY core mechanics doesn't work properly/very inefficient, which causes cascading effects of unhappiness and progress stoppage, and most people are not doing the testing you are doing and so will just quit.

    • @salionshatterstar
      @salionshatterstar 4 месяца назад +1

      @@Strat-Guides Each time I've noticed this so far, it's been with food stalls, and the owner of the mismatched market stall has been a burgage owner with veggies or eggs in their inventory. So I think this probably is the eligibility trigger. However, I don't particularly desire to devote time towards rigorously testing said theory ;-)

  • @nightwatch333
    @nightwatch333 4 месяца назад +2

    pfff this must be a game and fun.
    All these stuff are too damn tedious.

  • @gabrielnobrega3098
    @gabrielnobrega3098 4 месяца назад +2

    How to deal with raiders spawning on recent outposts? I can deal with them no problem when they dont rush for a 10 population and just fight my army or mecs, but when they spawn at the small outpost im usually defenseless

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      I will typically keep 1 unit there permanently until they get their own manor house up. You don't need to fight the raiders, but to pull them away from the town. Retinue from another town work - the 15g merc unit works well too.

    • @gabrielnobrega3098
      @gabrielnobrega3098 4 месяца назад

      @@Strat-Guides that makes sense, thank you =)

  • @RFHeimi
    @RFHeimi 4 месяца назад +1

    Good tips, but the issue is the bugs and unbalancing during EA (Beta Patches?), not the game itself. Your tips willl be obsolete almost after every patch. But i appreciate your work and finding the the tiniest quirk so we can even play the buggy EA. You are crazy :D !

  • @mickieg1994
    @mickieg1994 4 месяца назад +2

    Only managed to play 10hrs in the last 2 weeks, but really enjoying the game so far and excited to see where its going

  • @hoodedrage720
    @hoodedrage720 2 месяца назад +1

    Im leaving this comment before I watch the video but, I have had the game for about 3 days now. If anyone is struggling with armies and fighting, I found it helpful to line up your troops inside the fenced in area of a burgage plot so that the enemy will funnel in 1 at a time through the entrance, making it easier for your troops to defend. It works good as long as flanking enemies dont come in from the other entrance. (I struggle with invaders too much.) It wasn’t until today that I found out that I could place a manor, the lock icon in the description made me think that I couldn’t get it until I reached a bigger settlement. I didn’t even find out about the tech tree until day 2. I realized that I will need to watch lots of videos if I want to make it past the 3rd year hahaha

  • @olddangfool
    @olddangfool 4 месяца назад +2

    I find it incredibly useful to return here when I'm working on a particular problem and find the timestamp that might help. Thanks!

  • @Lornext
    @Lornext 4 месяца назад +1

    Too hard? I kinda feel like the game is too easy... And buggy.
    I was trying to do Mercenary Captain achievement on the hardest difficulty, but the big problem is that there is a bug that once Baron hires mercs, you can never hire them yourself anymore, which makes that achievement basically impossible unless you luck out with the order in which the mercs appear on the list and you need that list to be extremely specific to win. Then again that is not hard, that is just frustrating and tedious.

  • @simonguy3314
    @simonguy3314 2 месяца назад +1

    Just wanted to watch a couple tips while eating, 2 hours have gone by, no time to play anymore!! Tomorrow my new town will be perfect. Thank you for this

  • @stevenwest0
    @stevenwest0 Месяц назад +1

    Such a boring game. Build everything and upgrade then what...? Nothing. There's nothing else to do

  • @miked9115
    @miked9115 27 дней назад +1

    You shouldn’t even have to do all that for the stalls. You should be able to pick who makes a stall bro it’s so aggravating.

  • @jcc019
    @jcc019 4 месяца назад +2

    Some of the profit margins on trade don't make sense to me. A lot of the more refined items export for either a loss or just break even. Swords, for example, require two iron slabs (each worth 4 gold) and only sell for 8 total. Linen and dyes export for 4, but clothes only export for 6 (net loss of 2). It seems better to sell the mid-tier items rather than waste labor and logistics that seem to add little if any value.

  • @AnubisMRM
    @AnubisMRM 3 месяца назад +1

    Thanks for the info. I thought the pack mules send the resources for free, I didn't check to see that the village who receives the goods has to pay the normal market price.

  • @eannane8712
    @eannane8712 4 месяца назад +2

    Unbelievable video as always.
    I actually strangelt found the starting out section which I wasn't even expecting the most helpful. But everything g was pure gold.

  • @jaffakhal8873
    @jaffakhal8873 2 месяца назад +2

    Overly complex for medieval peasants.

  • @grobarBijeljina
    @grobarBijeljina 4 месяца назад +2

    Its great to hear that I am not crazy, and there could be issue with game about market stalls. And thank you for clearing that distance between house and market stall is not an issue. I will just demolish and create market stalls again

  • @russellmiller2087
    @russellmiller2087 2 месяца назад +1

    Listen, I like your videos. And I appreciate the time you take for these. But when you make videos over 2hrs long, the ads get ridiculous. Every 15minutes there is a 36minute long commercial. When I'm at work I just can't. I prolly won't be watching these anymore. I don't have nearly 3 hours to watch a video. Sorry man.

    • @Strat-Guides
      @Strat-Guides  2 месяца назад

      I don't typically make long guides like these unless it's a beginner's guide or if I just don't have time to make 5 separate videos. I understand about the ads - RUclips has been cracking down on blockers too and it's frustrating.

  • @namesbinge3073
    @namesbinge3073 4 месяца назад +1

    This is similar to Anno managing system. The tutorial in the game isn't that great but, the more I got into the video, around 7 mins, the more it resembled Anno.

  • @artifixer
    @artifixer 4 месяца назад +1

    @artifixer
    0 секунд назад
    @Strat-Guides Are there any changes to how people are selected for work in the new patch? In previous patch my first region had very spread-out recourses (and it also was the largest region), so I ended up with two big cluster of houses, almost like two sub cities in one region. And shuffling people between jobs was a huge pain, because by default families are assigned regardless of where they live. It seems that game stores the order in which families moved in the town and always assigns next unemployed family from that ordered list. So I had to manually pick families for most of the jobs.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Yeah that sounds accurate, although I didn't cover it here because for smaller towns it's not as big of a deal. They like to store the order in which things were built and use that for A LOT of things lol

  • @larrylindgren9484
    @larrylindgren9484 4 месяца назад +1

    Market places. What a horrible design. Why would you want to make it so tedious. I'll pass.

  • @GunnarGr.
    @GunnarGr. 4 месяца назад +1

    Sheep breeding can get out of control 😅 i had like 500-600 sheep and a massive lag in the game 😅

  • @rocus80m
    @rocus80m 2 месяца назад +1

    LOL I gave up because it was boring, I mean whats even a goal in this game...

  • @michaelofmarble2094
    @michaelofmarble2094 4 месяца назад +1

    What is your thoughts on goats giving meat and milk as well as hides? Do yo thing it would effect the balance of that game?
    Also adding a late game perk to add cows to giving meat, hide, cheese, and milk. A Possible need for level 4 and 5 plots?
    Great information, I thank you for making this video. I have found a few youtubers making videos about the beta patch that is just plain wrong based on assumption's that are untested. Thank you again.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      I think it would be cool to see that as a perk perhaps - it would be a bit OP if it worked like that. Most foods have an opportunity cost - eggs are expensive, veggies need a lot of labor, apples require a perk, etc. So if goats also produced all that other stuff for free, it would be pretty OP I think.

  • @gutembergcraft
    @gutembergcraft 4 месяца назад +1

    man needing this much micromanaging for the markets is so fucking bad, the dev needs to focus on this instead of fucking with trading

  • @GiGod2
    @GiGod2 14 дней назад +1

    question:- To avoid the overstock isn't it simpler to just dedicate one or two storage to that item, limits the total and stops it blocking all your other storage.

    • @Strat-Guides
      @Strat-Guides  14 дней назад

      Yeah that's a good solution - they also added to a recent patch the ability to limit production so it's not as big of a problem as it used to be. He's changing stuff so fast, it's hard to keep up lol

  • @hybralisk
    @hybralisk 4 месяца назад +2

    A note about the hunting limit. I would advocate to set the limit to at least 10 (the default), or possibly 11. I keep seeing hunters bring the number of animals down to 6 or 7 sometimes, even if I have the limit set to 10. If ever going for multiple hunting camps and many families set to them, I'd suggest setting the limit even higher. Maybe even 15 on a normal node! They seem to not update when it's ok to hunt after they decide to do it. So multiple people can get their bloodlust on and all of a sudden the remaining number of animals dips dangerously low!
    This is even more so the case with a rich animals node snd with all the hunting related dev points and perk. I'd suggest setting the limit to 20 or so to be safe if using 10-20 hunting families (5-10 full camps etc). The dangers of dipping below the limit will be deminished with this scenario tho since the people going out to trap will be chaotically spread out all over the place, lessening the likelyhood of over hunting the actual node.

  • @luizarthurbrito
    @luizarthurbrito 4 месяца назад +1

    Manor lords too hard? Lol. Give these people Banished. Figuring that game out was brutal! After some experience it was enjoyable with a fine amount of difficulty.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Yeah Banished was pretty rough - but also a lot of fun!

  • @busterjay64
    @busterjay64 4 месяца назад +1

    -Clothes should be consumed every 4 months.
    -The game should auto place a grannery/storehouse worker to market stalls. I shouldnt have to go around babysitting who's working at the market.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      Yeah I think clothing consumption is a bug tbh. And we need to have more control over the market and stalls - it's poorly implemented in it's current state.

  • @SabacoCoyote
    @SabacoCoyote 4 месяца назад +1

    I hit a point in my game where my production got all tangled up. Decide to watch this video to see how to untangle my logistics. Watch the narrator tediously mess around with market stalls for almost 20 full minutes. Uninstalled Manor Lords.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      The next patch it much better. I know exactly what you mean though - stalls were a mess. Farming has seen a massive change too. It's much better! Patch coming soon

  • @Phobos_777
    @Phobos_777 4 месяца назад +1

    @Strat Gaming Guides Do You have plans to make a new beginners guide playthrough from scratch with a new checklist? It appears that the priorities and opinions have changed since that content you released.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      I have to see how often he's going to update the game - I'll definitely make content with each patch, but if it takes me 30 hours to redo one guide and he's releasing a big patch every could weeks it wouldn't make sense. I'll see what I can do - but I promise I'll get the changes from each patch covered and a few more guides to help out! I'm part of the alpha testers now (NDA so I can't share details) which means I'll pretty much matter each patch before they go live so I'll have no problem getting good, accurate info out quickly

  • @foshizzlefy
    @foshizzlefy 4 месяца назад +1

    Does anyone have a good understanding wether or not assigning dedicated family's to hatching posts/stables is actually worth it? I don't seem te notice any improvement, as long as you have a couple of idle families open for construction.

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      I personally don't assign families to the hitching post as I always like to have a few idle families for construction anyways. I haven't ran tests on it, but doesn't seem to make much difference.

  • @bohfadeeze5329
    @bohfadeeze5329 4 месяца назад +1

    in this video it is shown that for the automated farm rotation with 1 farmhouse and 1 worker to set 3 .6 morgan fields. any idea how big you can go per field if you have heavy plow perk and an ox stationed there? or would that cause you to add more fields since the ox will "scare" people off of the field it is working?

    • @Strat-Guides
      @Strat-Guides  4 месяца назад +1

      I need to retest everything because much of it changed with the new patch. I usually try to standardize it to make it simple to expand (you'll guarantee a good harvest keeping 1 family per farmhouse on at 0.6 - 0.7 plot size), but there's definitely some benefit to have more families and a bigger plot. As soon as the next patch is firmed up, I'll start testing again!

  • @matts5247
    @matts5247 3 месяца назад +1

    It’s so annoying that we have to put so much effort into getting market stalls right.
    That system needs to be more intuitive they need to come up with a way where we can control it better and even some advanced options would be nice like where you could control the order of which houses get food first.
    The button where you could turn off a buildings ability to set up a market was a good start but we need more.

    • @matts5247
      @matts5247 3 месяца назад

      I mean if you take a step back to think about it it is kind of ridiculous the amount of finesse it requires to get them operating properly

  • @huglazz
    @huglazz 4 месяца назад +1

    Deos it not matter where the assigned workers live in relation to their workplace? How often do the walk back home and how does it affect productivity? Feels like something you would have experimented with!

    • @Strat-Guides
      @Strat-Guides  4 месяца назад

      It's massive for farming, but not as big of a deal for other professions. I'm covering it in the updated farming guide (as soon as the patch goes live - probably this week)