I Built the Worlds LARGEST Burgage Carrot Plot in Manor Lords!
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- Опубликовано: 26 сен 2024
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Manor Lords: a medieval strategy game featuring in-depth city building & more. Today we design and build our Castle to rule over these fair lands! Enjoy! :-)
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you made the work area bigger and then you moved it from a 5 timber to only 2 timber area . .
For the horse, I've discovered that unless you click on the trading post, go to the advanced tab, and click to add the permanent livestock assignment ... your poor horse will just stand forever in the stable, waiting for someone to come get him!
"Mom, can we go out in the back-yard to play?"
"Yes, alright. But don't venture further than 3 miles down."
😵💫
Imagine mowing the grass 🥳🤪
@@docolemnsx Start in mid May, and finish late September. And that's with a motorised mower!
😅
"When I was young mowing the lawn took me 4 months and it was uphill both ways!"
@@BiffaPlaysCitiesSkylines And in the snow?
Do I have my last exam for my undergraduate degree in less than 48 hours - yes. Have I worked towards it for more than 6 years - yes. Am I going to watch this instead of revising - yes, I am.
let us know how this went!
Will it work out fine? Yes.
I guess its about time to take a break for a min. Lol😂
Then you haven’t learned a thing in school.
Great job on getting to the finish line!!
Me: "Nice shoes you got. But they do look a bit unusual. What're they made of - cow?"
Biffa: "Nope!"
M: "Hmm. Pigskin?"
B: "Nah."
M: "Snakeskin?"
B: "Pfft. No!"
M: "Crocodile? Alligator?"
B: "No, and no."
M: "Kangaroo?"
B: "Try again."
M: "Beaver tail, then?"
B: "Nix."
M: "OK, I give up. Just tell me what they're made of?"
B: "Chicken skin."
Slippery!
@@BiffaPlaysCitiesSkylines But the cat loves'em!
I've found farming success with a full farmhouse, working on 6 fields. Each field spends 2 years fallow to regenerate fertility, with 2 at a time planted. I'm getting around 120-140 wheat per harvest.
i always do it like that in games with field fertility. 1 year growing crops, 2 years raising back fertility.
and to make sure you have crops each year, you end up needing 3 field for each kind of crops.
that tactic hasn't failed me (yet)
Good stuff!
If you have the upgrade for the sheep pastures and decent base fertility, having only one fallow year should be enough.
How big is each field?
@@SuperDave1426 they're all around 1-1.5 Morgens each. Tried to use all of my limited fertile land and I'm not specialising the village into farming due to poor soil, so no Oxen plough.
Families move in above 50%, but only 1 per month. If your approval rate is above 75% you can get 2 Families to move in per month.
I've actually gotten at least 2 famili3s per month but my approval rating is currently above 80%
Biffa that Burbage pipe is absolutely nuts and awesome as well on that size and what it could possibly do.
Plus, I checked out some other videos on RUclips in reference to farming and you might want to do some search and look at some of them since they provide a lot of useful tips. Since one person highly recommended that when setting up a form and it's field don't make one huge one. But instead divide it down to 3 to 6 small ones no bigger than .5 Morgan's in size. This way the family working it will be able to handle the field more efficiently and your crop yield will be better overall. Also the same person explained about the crop rotation and how to get the best results out of it and he also provided a lot of other useful tips in that area as well.
Also, sir sorry for the size and length of my comments since I'm not really good at keeping it short into the point.
I feel like massive vege burgage plots are crucial. Stumbled across it and have not looked back :)
Some say the family is still planting the vegetables to this day...
They go out, start planting, after few weeks of non-stop planting die of exhaustion and their bodies fertilize the garden. Then the next family comes and moves from that point, repeating that fate.
@@veevoir sounds like the ones that work inside the Warhammer's Imperial warships. Generations tending to the warships engines till the captain decides it's time for... Renovation
One of the current achievements is: Get to small town without harvest berry or hunting.
It is perfectly achievable(I have it), you just build your first house as a reasonable thin and long strip and set it to carrots/vegetables.
Spend your points on trades(2pts) then orchard(apples), then sheeps.
I did it by capturing bandit camps, sending the money to my town and just buying food
I wish that all own areas would be treated like one big area. So you don't need to trade between your own areas which is a bit silly in my eyes. Sometimes buildings are right next to each other on the map but don't share the resources...
i agree, its a nuisance to trade between your own regions
I could be wrong but I think that's why people hated feudalism. Gameplay-wise I agree with you but back then there were some really dumb rules lords, counts, and barons had to follow. You could be punished as a poacher if you shot a deer on your lord's land, and it died across the road on another lord's land.
Owning the whole map is more like a being a barony or count, a single section is the lordship.
You can do (more or less) direct region-to-region trade, but it takes a little bit of micromanaging. I wish there were a better way, but the Packing stations are slooooowww and kinda annoying to use.
Set up a Trading Post in each of the two regions and staff them. Have the region with the surplus Export a specific item and have the other Import that same item. The recipient region still has to pay for it, so I would suggest using Dev Points on the two Trading options to reduce the cost, but that should work. Not sure if 100% of the goods will go there instead of being sold "off-map" using this method, but it is apparently WAI (the tooltip at 12:00 suggests it). Might wanna grab a horse for each TP, as well.
Would be nice to unlock the ability to merge regions, but I'm okay with having multiple villages.
There is a building that allows trade between regions, weird Biffa has not found it. But it still requires tit-for-tat transaction, that you receive goods of equal value. No sending help one way.
Treating all the areas as one is a big development issue. Imagine the basic thing - NPC pathing and AI. If they are limited to their own region vs the whole map - those are two very different beasts when it comes to creating the game. So the decision to make a few villages instead of one mega-city is not only a historical/RP choice - but also one of the foundation of the game mechanics, ultimately. Dev actually answered on that topic in reddit:
"On merging into a single large region: I tried bigger Regions in closed alpha and it didn't play well. Imagine if you have house on one edge and tavern on another or church here and granary there, people just taking ages to walk between and dying of starvation on their 1 month way to the market. Soon you'll want a pack station that moves goods within your region bounds and a tool to draw districts to limit people walking to the other end of the map to get something and... bam we're back to where we are now.
Besides, regions aren't only a game design thing but an optimization tool. Dividing the game into parcels acutally makes it run faster.
My proposal is a system of colony type regions which would be simpler to manage and focus on just extracting basic resources and sending them to the main city, basically a village that can't be upgraded and is locked into specialization, and has no residential requirements (the worker camp was made with those in mind)."
FYI, the woodcutters don't use the timber, they cut their own trees down
You can hold ctrl and mouse wheel to increase the size when limiting work area
@@thomaslynch7318 I know, but it's a different area than the logging camp. Logging camp cuts trees for timber and Wood Cutter cuts trees for firewood.
This game is slowly taking over my feed and I couldn't be happier.
You can trade between your towns but its not through the trading post its a different building and you use the donkeys for them or whatever they are called in game
Barteting I believe, will be checking that soon :-)
It’s the pack station to barter between two regions
Please do an ep on the pack stations. I can't figure it out 😅
I don't understand why they can just let me simply transfer resources from 1 village to another but instead, trade for it. In real life, villages can give aid packages to others in need.
@@stevenwilson67 Pack stations are really helpful. Start with one in each region then select where you would like to barter with, what you would like to give that region and what you will take in exchange. No coins are involved they just balance it out with the exchange rate so one place might offer bread but get twice as much firewood in return. It's ideal for giving a new region some resources in exchange for a bit of quick and easy firewood. :)
I wonder if a region could just collect firewood and barter that for everything they need 🤔
Imagine walking a mile at night to use the outhouse. 😂
The interesting thing is that this huge vegi-garden is actually historically accurate. I highly recommend you to look up the Polish village of Sułoszowa (it looks really cool from a bird's eye view).
To trade between different regions under your control, you need a building named Packstation. One Packstation in one region is enough. then you will assign which region you want to trade with and select one good to export and one good to import (apparently, you can not trade with money). Also, each good has a value for example 1 iron slab is equal to 2 vegetables. Good luck.
If you have a rich clay deposit a great way to make money before houses are level 2 (this is when you get 1 gold per month from each of the level 2 house), is to get as much clay as you can (even importing it, which only costs 1 gold) and then turning them into roof tiles? (1st Tab on Trades) which you can export for 6 gold each!!! I'd go with the Trading Logistics + Better Deals, then get the Coal + unlimited Mining.
Also, a Great way to make money early on is to upgrade all your Houses with Goats. Goats produce Hides, Hides are tuned into Leather in a Tanner, and Leather can be sold (exported) 😀
My house plots with carrots are all the size of a Giant Farm. I create a plot size using roads, then build 1 house in that Huge area (usually with an additional house), so when that house is upgraded to level 3, you'll have 3 families in that house. I have had a huge family consisting of 8 Husbands and 2 Wives 🤣
Love your videos they are the best on the platform
Thank you @tessatogo3579 :-)
Where do U get this game
If you upgrade the worlds largest burgage plot to lvl 3 you can have extra people there for the carrots!
That is one bonkers mega-plot! You've basically just recreated Lincolnshire haven't you? LOL!
Don't know if anybody mentioned so far: I think you village has a german-like name pronounced Swi-(h)ow. With a sharp "Ts" in the beginning and "how" without the exhaling part.
-au is a regional ending for some villages/cities an Zwei just means "two". Hope I could help and it matters. 🙂
enjoying this like cities skylines
a couple of small points. In Skylines you liked optimizing your supply routes.. Each store house and each granary if you click advanced you can select specific items that that store uses and does not deal with other types.
and to trade between your own towns you need a barter point with a pony.
It will be awesome to see a fort and a stone church on top of that hill in Goldhof
Hey Biffa i generally like your town designs, a little tip though you could try experimenting with, some wider spread out plots instead of crammed longer ones ;)
Problem is, small front with long backyard = more workable space for orchard and veggie garden. Wide front and short back = at worst just a wide house with space for extra addon, no matter how wide you make it.
@@Tim_van_de_Leur Thats not what I had in mind. You draw the parcel to be wider but all in all the square area remains the same. Creating parcels in this order makes for some interesting plot designs without losing on efficiency
i'm having a blast on this game, such a good early access game to be honest one of the best states of an early access ever in my opinion ! can't wait to see how it will progress !
All of my veg burgage plots over a certain size only grow veggies in part of it. They never fill totally past about 4 or 5 house lengths of backyard.
Was like you were living in England in this episode! So much rain 😂
That poor family.. The crop closest to their house is going to be ready to harvest before they finish planting lol
You need a pack station to trade between regions. Trading posts are only for external trade. Be warned, the pack station uses a slow and sometimes buggy barter system
Trading also works between regions. Once you start exporting something from one region, you'll see that the others now can import it without the 10-gold tax.
6:37 sitting here thinking... Does he realize he started a settlement right before winter? Let's see how this goes...
😆
I'm absolutly in love with this game and this series! The name of the ox is great, if you add and i at the end it's my nickname :D Love it!
if u don't already know, the TAB button is amazing to see so much info
I wonder when Biffa notices the stairs...
To trade between regions, use a barter station (mule)...
You can import planks from your other region via the pack house
The new release allows transport between your regions via mules
Poor Biifa never gets a hot brew now he's planting weeding his extra large vegetable plot
"that'd be a weird lookin' chicken" had me rolling :'D
🤣
also if you have dev's ear, this style of town start is amazing but somewhat blocked in first village by lack of wealth early game, changing the per plot wealth cost to a marketplace stall (combined or separate seeds and chickens) costing wealth or livestock trader routes, and make the plot cost another resource (planks for coop/tool shed?) would allow this sort of play right at the start
I do like Manor Lords, it’s very pretty and starting a new game has it’s difficulties but, it’s about as deep as a puddle once your village gets to a certain size
If each region only gets SIX development points, then I want them to be cumulatively-shared across ALL your controlled regions. That way, ALL the tech trees can be fully-developed, and ALL your mines, ALL your farms, and so on, ALL benefit from the development points. Really, if you think of the regions as counties, then think of how Yorkshire and Lincolnshire are both England just the same, and ruled by the same King. Them having the same technology stands to reason.
That way, you don't need Zweiau to be ONLY farms, and Goldhof to be ONLY mines. You also don't need Stobart to truck resources between your own towns.
I hope they go that route with updates 👍
The intent is to encourage regions to specialise... they're independent economies that trade with each other, even if they're ruled by the same lord. They all cover the basics, but a region with good iron deposits will develop metal-based industries, a region with fertile land will develop farming, etc. Having tech trees unlocked globally would act against that goal, so I very much doubt we'll see that change.
The fact that the trade posts don't allow you to "trade with yourself" makes that intent useless.
You have no choice but to make each county entirely self-sufficient.
If anything, that even further stresses how the technology tree needs to be shared across ALL your counties, with each county's six development points being cumulative.
@@ThatBaritoneGuitarGuy Oh yeah, the trade part does need work. But I do like the intent behind the separate tech trees, and I think that changing that would be a mistake...
I guess Biffa missed CPP's 4 morgan burgage plot lol turns out a single family couldn't maintain it, who knew 🤷♂️😁 Keep up the great work! I've been a huge fan for years 😊
Didn't see the flying angelface this time 'round.... You really burned that into my brain; I keep looking out for 'em when I hear the chanting now😆
I laughed so hard when you said they are going to be sowing for the rest of their lives 🤣 So funny and interesting at the same time!! 🤩
I think there is a building called a Hulling Post that lets you trade with other towns; I built one in my game but I only have one region, so I did not get to use it yet.
ironically, theyre going to die of starvation (or old age) by the time they reach the end of that plot lol.. "we started planting these carrots 3 winters past..."
Eek!
You can send resources from town to town with the Pack Station. so you could send iron from goldhof in exchange for food from zweiau.. for example
Tithing is a percentage of you incoming surplus. so increasing it over 100% will decrease stored surplus.
That makes no sense? If I have say a surplus of 200, then giving 100% of my surplus would be 200. I honestly think it's bugged as I definitely got the Influence but no food went! :-)
@@BiffaPlaysCitiesSkylines If you hover over your notifications beneath the town name, it’ll clarify exactly how much went each month for tithe. Or should have done…
@@BiffaPlaysCitiesSkylines Tithing on surplus food is working fine in my games; both default and peaceful. .
37:16
You can set a workarea for the farmhouse the same way you can with the woodcutter/forester.
Makes me think, could you assign a farmhouse to work the vegetable gardens?
🤔
The Vegetable plot your girlfriend tells you not to worry about...
You can trade between your regions with the trade post I guess
Tonight on the Facebook group I will post a pic of my huge vegetable farm. Let's see who's is bigger
just to note veg gardens are great for foodsource only drawback is the family living there spends all their time farming the big garden instead of doing something usefull having 2 big gardens around 3 times the size of a regular plot is enough to feed a medium city
With a burgage plot that size you need two families living on the plot to be able to farm it entirely.
Remember: you need to assign horses to the trading post for them to actually get used.
yay! more before the reset! :)
New sub her, just to watch how much food this big big garden will provide in the end,
17:00 Biffa, just browse the logistics building tab plz ;)
29:10 is proof that biffa does not read the text, just the pictures! 😜
In fact you should be able to trade between your regions - you need to build pack station and hire a mule. Isn't this available in your early access version?
There are barter stations you can use to trade specialized resources between regions. They use a family and up to two horses to trade them. I think they are in the tab with the Storehouse and Granary instead of the trading one.
do you get more yield if your veggie plot is huge?
You do, although what it actually will be......!
To a point, at some point the family/families living there cant keep up to harvest it
I also made a huge veggie plot but never have more than 1 vegetable on the counter. Anyone else?
You don’t have to have a trading post to “trade” between your different areas. Under the storage tab you’ll see a building that you can build that imports/exports between your lands and doesn’t cost a thing
I'll check that out thankyou 👍
@@BiffaPlaysCitiesSkylines sorry didn’t have the game up at the time but it’s the Pack Station. This transports goods back and forth between regions under your command. This becomes very useful to transport things like food, firewood, and other essential goods between regions so you don’t have to spend resources and villagers making these in each region.
While not as useful in early access, as you can tell when setting up a new town in a new region we will eventually have the option for these other villages to focus on specific things like farming or mining. So instead of having to setup everything each and every time. Wasting villagers on things like gathering berries, hunting, or mining. You can have the entire village focus on farming and converting the farming into flour, cotton, and hops. Then transporting those goods via Pack Station to the regions that need it. This is huge because it allows you to set up say your main town with mainly artisans since you can import everything else.
I really wish we could utilize all the taxes, all of them but 2 in the manor seem to be grayed out for me! ;c
It's an early access game, there are going to be things missing/not yet implemented and that's one of them.
@@dannysmith7245 Thank you for pointing that out friend!
Ox = singular, oxen = plural. One ox, many oxen. You wouldn't say, I need another cattle. You would say, I need another cow (or steer). Can't believe I have to teach people how to speak English, especially as an American. 🤪
Imagine being the serf who is told they are no longer homeless and see that veggie garden....
Perfect. I just caught up last night
Do a comparison with a game like Ostriv.
Personally, I see one game, released twice.
It’s been too long since I’ve seen your videos pop up in my feed! RCE dropped a Cities Skylines that made me think of you and lane mathematics (Matt also gave you a shoutout, so maybe you’ll see a few more people like me!), and I had to come check you out. Glad to see you still making regular content, and sorry to see the numbers down. I’ll try to do my part to keep them up going forward!
Welcome back and don't be concerned about my numbers as I'm not. My channel is currently going through a change from 100% cities skylines to include other games and it's been a fantastic month 👍
@@BiffaPlaysCitiesSkylines Glad to hear it! Really enjoying this take on Manor Lords. Keep up the good work!
Thankyou ☺️
IF you build a church, they will come! And why don't you trade stuff until you get your infrastructure up to speed?
Biffa and his chicken hide coat😂
👍
From what I found if they are to big they cant get all the crops. please confirm!
Experimentation shall begin!
been watching a lot of other videos and playing a lot but you have such a soothing and relaxing tone.
hope you keep up the Manor Lord content.
been watching your videos for years, I love the Traffic videos and Teavill.
@@BiffaPlaysCitiesSkylines Won't know for sure until next yr when they can start planting as soon as possible.
And will they have time to do another job on top of it.
Hi Biffa, thanks for the content! Which key gives you the building overview again? The one you used to search for the second warehouse?
That'll be Tab 👍😁
What if you did goats on the longest backyard instead of labor intensive gardening. Would the whole thing fill up with goats?
🤔
Your videos and gameplay is great, but your commentary just makes these videos amazing. “Man alive” calling a garden hoe, “clappers. 😂
I had issues doing this, they would only work about 20% of the plot.
i realy think this game is great........BUT.............. i realy think you shot do a Banished serie again
I might do 👍😁
Not a good idea. Takes them too long to harvest.
But it's fun!
Is it just me or is it weird that the things you have unlocked with Developing points don't work in any other regions you conquer?
Yeah 🙄
42 carrots!
Nice Video!
I really cant understand the design choice of having to trade with your other towns. They are still my towns i should be able to exchange between them whatever i want :/ the game def has a lot of potential i just feel at the moment some areas are unnecesary tedious and not so much fun. Lets see what the future holds for this game :)
Hi mate. What is the radius of say a food stall?
if you have two fams on a plot and they become artisans. Do they both become artisans?
Yep 👍
Eastern European world records:
What is the horse in the trading post for? There is no explanation whatsoever
Hi Biffa. Did you try the Pack Station? Its a barter connection between regions
Love the game but having some trouble trying to figure out the item symbols in the build menu.
7:00 road, but no roundabout? Disappointed.
when are you going back to kettle bridge
for anyone still struggling with trade between owned regions; shoes. shoes shoes shoes. you almost certainly have a sizable surplus of shoes because of ur cobbler being left unchecked and you can use those to easily increase a regions wealth or basically trade materials between regions for free because everyone has a surplus of shoes.
Anyone had any problems running this game?
I bought it a couple of days ago and I can't get it to start.
I don't think it's lack of power even tho my pc is 10+ yrs old it do have 12gb RAM and a i7 CPU and 2gb GPU.
CPU is probably fine, and 8GB main RAM is the minimum/12 recommended.
What video card do you have? The minimum requirement for that, per the Steam page, is:
NVIDIA® GeForce® GTX 1050 (2 GB) / AMD® Radeon™ RX-460 (4 GB) / Intel® Arc™ A380 (6 GB)
Also, does it throw an error message or does it just try to start up and never actually do anything.
@@EricTheKei NVIDIA GeForce GT 650M
It's a laptop, so probably not the greatest lol.
The game loads to the loadingscreen for a bit and then just shut down and it give me the option to send in a bug report.
Where did you find the requirements? Was looking around steam when I bought it but couldn't find any.
I just bought this using your link. I did not see your name in the purchase. How do I know it was ok?
As long as you use the link it'll be fine, thank you :-)
People out there playing the game like it's "Communism: the game" building cities like they are communist blocks and then we have your lovely village. That's how the game should be played imho
Thanks! @_d-- :-)
CHICHES?
I comment to help statistics
Hi
:-)
lol. why??
Huge vegetable gardens produce enormus amount of food. Best and easiest way to cover food supply.
Because I can! 😁
Why not?
You still have your church and church tax still on full your influence has hot enforced s different zones
More regions coming!