Maybe it makes sense to assign families from veggie/apple plots not to churches or corpse pits, but to apiaries? Honey production support work is not very busy, so they can also have enough time for farming.
The city build videos from LasJoss cited the max was 2 honey collected per day in a region. I think honey production rate is fine atm, but I'd like to see it after the orchard perk and have the bees boost apple and vegetable production
If that's the intention, it's certainly not working Edit to match your edit; I agree I think it's all fine and I mentioned in my first ever food guide I'd like bees to boost production
I found that, in a pinch, you can maintain food variety early game with two apiaries manned by one family each. This is huge if you are missing a food source you can take honey first, the thing is, it takes two families...
Something you can try is letting 1 apiary family actually run a stall. This allows you to not have to worry about a 2nd family needing to run the stall from storage and frees up that family to do something else. Another person mentioned using your veg fam to work your apiaries which is something I've also done and works great. Apiaries don't care about time like farms or veggies plots or other time sensitive crops. Another reason to have 1 bee fam run a stall.
I found that the traders seem extra proficient at selling wax... it was a top export without really trying... might be worth it if you don't need the perks
Thanks for doing the work to find a good optimum. This certainly feels like an exploit, and potentially won't be this way for very long. On the other hand, the "intended default" of 2 apiaries per region never let me build any stock of honey at all. It got consumed as fast as it was harvested. Hopefully there will be a middle ground solution in the long run. In my own play, I had noticed how "distance walked" seriously impacted those long and narrow burgages. This game manages to include that logistics factor that most others ignore.
Yeah logistics is so important with manor lords, which feels like a huge curve that people struggle with. Honestly having one very basic resource that is a good as honey isn't as bad as it might seem. Considering that a) food variety is needed for happiness, growth and leveling up locations; to have one source that can be this potent just reduces the stress of "oh no, suddenly my entire city is dead because half of our food stockpile spoilt and the city is too logistically full to recollect said stock,"
The only rumor now is that honey is capped at two honey a day... each apiary is supposed to make 6 honey a month... not 30 honey a month.... at the 6 per month rate that means you are capped at 11 apiaries.... supposedly the other ones have to wait or something...
In your earlier video, you said two corpse pits for veggies and four for apples. In this video, you say four for both. Was that a mistake, or did you revise to four corpse pits for veggies?
Honey should be an ingredient for Breweries to make mead. It'll create a secondary resource for Taverns while competing with the food resources keeping it balanced. Apiaries should also give a production boost to orchards.
I'm So Sorry for Lying to ALL of You - To make up for it, if this video hits 1k likes; we'll give away another copy of the game in the next guide
Lol thanks this is a great video 😅
Maybe it makes sense to assign families from veggie/apple plots not to churches or corpse pits, but to apiaries? Honey production support work is not very busy, so they can also have enough time for farming.
Meshes nicely with their plot too - bees to pollinate the apple trees or crops
The city build videos from LasJoss cited the max was 2 honey collected per day in a region. I think honey production rate is fine atm, but I'd like to see it after the orchard perk and have the bees boost apple and vegetable production
If that's the intention, it's certainly not working
Edit to match your edit; I agree I think it's all fine and I mentioned in my first ever food guide I'd like bees to boost production
I found that, in a pinch, you can maintain food variety early game with two apiaries manned by one family each. This is huge if you are missing a food source you can take honey first, the thing is, it takes two families...
Something you can try is letting 1 apiary family actually run a stall.
This allows you to not have to worry about a 2nd family needing to run the stall from storage and frees up that family to do something else.
Another person mentioned using your veg fam to work your apiaries which is something I've also done and works great. Apiaries don't care about time like farms or veggies plots or other time sensitive crops. Another reason to have 1 bee fam run a stall.
I found that the traders seem extra proficient at selling wax... it was a top export without really trying... might be worth it if you don't need the perks
I can't believe THE Midgeman would lie to me, my world is collapsing around me, this is dark dark day 😱
Thanks for doing the work to find a good optimum. This certainly feels like an exploit, and potentially won't be this way for very long. On the other hand, the "intended default" of 2 apiaries per region never let me build any stock of honey at all. It got consumed as fast as it was harvested. Hopefully there will be a middle ground solution in the long run.
In my own play, I had noticed how "distance walked" seriously impacted those long and narrow burgages. This game manages to include that logistics factor that most others ignore.
Yeah logistics is so important with manor lords, which feels like a huge curve that people struggle with.
Honestly having one very basic resource that is a good as honey isn't as bad as it might seem. Considering that a) food variety is needed for happiness, growth and leveling up locations; to have one source that can be this potent just reduces the stress of "oh no, suddenly my entire city is dead because half of our food stockpile spoilt and the city is too logistically full to recollect said stock,"
Veg plots way too big even for a level 3, you get massive spoliage from a size that big, 2 corpse pit strategy is the most economic and logistical
Where are the candle makers! 😅
The only rumor now is that honey is capped at two honey a day... each apiary is supposed to make 6 honey a month... not 30 honey a month.... at the 6 per month rate that means you are capped at 11 apiaries.... supposedly the other ones have to wait or something...
thanks for telling everybody so slavic magic will shut this down. same with the "unlimited" goat leather....
I absolutely cannot believe this
Good info, the game looks good might pick this one up.
Manor Lords is an early access that in my opinion is worth your investment
It’s free on Xbox don’t pay for it
In your earlier video, you said two corpse pits for veggies and four for apples. In this video, you say four for both. Was that a mistake, or did you revise to four corpse pits for veggies?
I think I misspoke: It should be two deep, four in total for a veg and four deep 8 in total for apples
Yo where did you get the music in 1.39? It sounds terribly familiar but can't place it.
All our music is licenced through epidemic sound - I've used it in a fair number of my videos, and I doubt I'm the only creator who has
At 1:08 what do you mean by "Warning slightly modded footage" ??
We use a slightly modded game state to build our towns faster, add and remove finances, development points etc (basically console commands)
Honey should be an ingredient for Breweries to make mead. It'll create a secondary resource for Taverns while competing with the food resources keeping it balanced.
Apiaries should also give a production boost to orchards.
Agreed and I'm sure that's where theyll take it
This video has no sound for me.
Weird, refresh? Check if your PC sound is muted? Check if the tab is muted?
yay
Comment
.
.
2 minutes in, tl;dr : game not working according to tooltip. I won't bother until this is fixed or changed. Early access game, no worries.