Manor Lords Tips & Tricks I Wish I Knew Earlier

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  • Опубликовано: 28 дек 2024

Комментарии • 516

  • @De_Wit
    @De_Wit 8 месяцев назад +216

    The absolute first thing you should do: buy a second ox.
    100% efficiency increase in logistics and you have enough left for 2 vegastable gardens.

    • @bravoisteal
      @bravoisteal 8 месяцев назад +37

      I love vegastables

    • @De_Wit
      @De_Wit 8 месяцев назад +1

      @@bravoisteal I know right? Nice and salty 🤤

    • @CorvinoDan
      @CorvinoDan 7 месяцев назад +8

      Two plots of massive gardens that you can double up the families on and then 3 regular single family homes for level two shops.then I build 5 reg plots for whatever. But in the beginning, if you get 1 family a month, 5 to 10 homes asap will do for a year. Don't build too many homes too fast.

    • @Arrath777
      @Arrath777 7 месяцев назад +7

      I'm a big fan of one oxen, one veg garden, and saving the remaining starting cash for an initial trade route. Usually exporting firewood, shortly after you'll have cash for all the house extensions you want

  • @macobuzi
    @macobuzi 8 месяцев назад +168

    Some tips I found out after successfully building 3 towns:
    - Buy Ox as soon as you start the game, it helps boost up the building process and logistics.
    - If you need a stable income of food, don't do farming - It's too much work, too complicated for too little gain. Instead, build the burgage plot with a backyard as big as possible and plant carrots, 4 burgage plots of such can supply a town of 200 people. If you need the Ale, just import the Barley instead of trying to make them.
    - Setting up trade early is important, the easiest source of income is by exporting Warbows since you only need a burgage plot upgraded to Fletcher and planks to make them. Exporting raw materials such as: firewood, plank, stone,.. to earn some money early game is also good since you don't have to buy a trade route to export them, just remember to set the export limit so you won't exhaust your own resources
    The game is still in early access and AI players are still not available, play the game as you see fit!

    • @flyingdutchman9053
      @flyingdutchman9053 8 месяцев назад +7

      Apples is another insane food income boost as it does not require much labor(or any not sure)
      Exporting bows only works short time. Best export are pikes etc because then you dont flood the market.

    • @Tiger4ever89
      @Tiger4ever89 8 месяцев назад

      good tips! thx

    • @Sergiblacklist
      @Sergiblacklist 8 месяцев назад

      I'm on my 4 game 3 losses 1 win 🤣 I'm importing all crops for the first time it's wildly better 🤣 only needs 1 family not 8 🤣

    • @dustinmuller7309
      @dustinmuller7309 8 месяцев назад

      Are eggs worth it or am I way better off doing big backyards for veggies?

    • @Sergiblacklist
      @Sergiblacklist 8 месяцев назад

      @@dustinmuller7309 eggs are faster & they are not effected by the size. I always grab one of each and an ox straight away.

  • @Bloodtiger001
    @Bloodtiger001 7 месяцев назад +172

    Wait,... what Tutorial? xD

    • @mauricioquirogaf7683
      @mauricioquirogaf7683 6 месяцев назад +13

      Yeah what is he talking about, i just clicked new game and i started lmao

    • @INFJ-ThaneTr
      @INFJ-ThaneTr 5 месяцев назад +3

      RUclipsrs don't really think before they talk.

    • @tehgerbil
      @tehgerbil 4 месяца назад

      Yeah maybe he has access to some sort of tutorial that will be coming soon.

    • @thedarkside7508
      @thedarkside7508 4 месяца назад +1

      @@INFJ-ThaneTrJust like some commenters, amiright

    • @woa.h
      @woa.h 3 месяца назад +3

      @@mauricioquirogaf7683 it’s the little popups that tell you how to do things and tip or whatnot

  • @TheRealXartaX
    @TheRealXartaX 8 месяцев назад +279

    You should be making fields of smaller size so you can let them fallow but still be constantly harvesting every year. It also reduces the... mental difficulties of the oxen. I like to make 0.3-0.5 morgen fields in sets of 3. And then I set them to "wheat, wheat, fallow", "wheat, fallow, wheat" and "fallow, wheat, wheat". This way there's always soil fertility recovering but no year of downtime.
    Make houses as your first buildings (besides logging camp and extra ox). It might be tempting not to, but the "homeless" morale debuff will stay around for years if you don't (even if everyone is housed). Which means you will not get new families in probably around a year. Which will f you.
    Generally starting out the important thing to identify is that you will need two sources of food and either leather, wool or linen (can be used for the "clothing stall supply", you don't need actual clothes). Look at the resources in your territory and plan accordingly which ones you go for. Your goal is to be able to mass upgrade tier 2 as soon as possible.
    Save the game before you build any workshops. You don't want workers stuck doing nothing because you can't make the materials required for the goods. For example I made a tailor expecting to be able to utilize leather there. Nope.
    Edit: Also, you should be making stables because 2 planks is cheaper and less labor intensive than 1 log and it's more space efficient than two posts.

    • @LLMCxDak
      @LLMCxDak 8 месяцев назад +2

      You can overcome it the second you get all of your people housed and have a market thats setup properly. I generally get my first family moving in around july or august

    • @flyingdutchman9053
      @flyingdutchman9053 8 месяцев назад +8

      Little hint for the higher difficulty. Since the citizens need church need fulfilled to stay at 50% its better to have them homeless at first untill the church is done (usually summer). Because the homless malus is just one while unfulfilled needs is 3-4 different ones.

    • @gunschel
      @gunschel 8 месяцев назад +26

      You can actually just upgrade the starting tent for like 1 timber and have no homeless debuff. That way your 5 starting families can continue to live there and once you build houses, you can get new pop moving in.

    • @LLMCxDak
      @LLMCxDak 8 месяцев назад +15

      @@gunschel hold up... you can fucking what now???! You're telling me I can just upgrade the damn thing?!?!

    • @Yarblocosifilitico
      @Yarblocosifilitico 8 месяцев назад +3

      @@LLMCxDak Yep, took me a while to notice that too. I think it's still gives a debuff, but much less. Once you're set up you should demolish the 'worker camp' so they move into proper burgages

  • @artifixer
    @artifixer 8 месяцев назад +101

    You can trade with all the basic resources without creating a trade route. It's a bit slower than with established trade route, but this way you can get into trade without any initial funds.

    • @Zseventyone
      @Zseventyone 8 месяцев назад +3

      How is this done?

    • @Patrick-zr8tv
      @Patrick-zr8tv 8 месяцев назад +6

      ​@@Zseventyone at the trade post, set the resource type to export or full trade and then set the required surplus (how much excess of the resource you would like to keep/not sell). If a resource is set to export or full trade and the number of items of that resource is above the requested surplus, you will begin to sell that resource.

    • @Zseventyone
      @Zseventyone 8 месяцев назад

      @@Patrick-zr8tv thx!

    • @wormfood83
      @wormfood83 8 месяцев назад +7

      @@Patrick-zr8tv ^This. It's a bit slow since the person assigned to it only carries a few in a backpack and walks to the trade post off map. So it takes some time and they only sell a few at a time. Buying a horse speeds them up a bit and lets them carry more.

    • @weekendthreat5576
      @weekendthreat5576 7 месяцев назад +7

      @@wormfood83 oh that's what the horse is for lol

  • @ogjoep677
    @ogjoep677 8 месяцев назад +62

    Tip 16.3 if you just have 1 ale in the tavern that will fulfill the needs of multiple houses. So you could pause it there and upgrade multiple houses if you’re running low on ale

    • @Maatell
      @Maatell 8 месяцев назад +15

      Another tip: not fulfilling the need for ale in the next month is more dangerous than you think. Families that had access to ale and later do not, are much more pissed than those who never had access in the beginning so it hit you harder.

    • @RF-qy8vr
      @RF-qy8vr 7 месяцев назад +9

      ​@@Maatell those get addicted quickly😂

    • @seangallagher9435
      @seangallagher9435 7 месяцев назад +1

      I heard the new beat reduced the ale consumption of taverns, it’s a good fix because they really go through ale faster than any other resource

  • @Boss-Possum
    @Boss-Possum 8 месяцев назад +129

    My game changing tip: You can click on your church and change the sound of the bell. 🙂

    • @unbearifiedbear1885
      @unbearifiedbear1885 8 месяцев назад +12

      If you press "Escape" it brings up the pause menu 👍🏻
      Best i could do

    • @Tiger4ever89
      @Tiger4ever89 8 месяцев назад +2

      i messed so much there! like a little kid

    • @viarnay
      @viarnay 8 месяцев назад

      You can upgrade the campsite to get home for 5 families and get a 50% approval..

    • @royvelden1685
      @royvelden1685 7 месяцев назад +4

      If you press alt, f4 you get extra bonus

    • @Boss-Possum
      @Boss-Possum 7 месяцев назад

      My actual tip. If you get to a huge population like I did and the game starts to freeze your PC on a black screen, launch both steam and the game as admin through compatibility mode and it will be fixed. I don't know why it worked but my game also runs a lot smoother.

  • @lildjay480
    @lildjay480 8 месяцев назад +132

    “Tip 13.1 you only need Jesus when people die” that sht had me rollin 😂

  • @addynaruto1221
    @addynaruto1221 8 месяцев назад +71

    Legend says the man is still givin out tips 😂

  • @karruza
    @karruza 8 месяцев назад +17

    Just started this game and absolutely love your tips, they're quick, direct and you start with the most essential tips first and goes to the more advance tips. Subscribed and greetings from Indonesia!

  • @baf_mcnab3065
    @baf_mcnab3065 7 месяцев назад +4

    Great video full of important information. For anyone wondering how he increased/decreased the size of the circle to designate areas for the woodcutters to work etc, hold down control and use the mouse wheel.

  • @StackinCash420
    @StackinCash420 8 месяцев назад +3

    RUclips Autoplayed this video and as soon as I heard your voice I instantly flashed back 10 years to SC2! Glad to see you still kicking around!

  • @saintsword23
    @saintsword23 8 месяцев назад +28

    Your hitching posts should be close to sawpits and lumber camps. You can't just put them anywhere. It's particularly important to put them next to sawpits given the quirks of that building.

    • @LeftJoystick
      @LeftJoystick 8 месяцев назад +1

      I believe sawpits also have an option to dedicate 1x animal per building. I’ve found it’s worth toggling that. Just click on the sawpit and go through its menu.

    • @saintsword23
      @saintsword23 8 месяцев назад

      @@LeftJoystick And also make sure the villagers working it live in a Burgage right next door, and hopefully the church and water pump very nearby them too.

    • @ddjay1363
      @ddjay1363 7 месяцев назад

      Yeh, the Sawpit does like to randomly just stop producing for not-easily indentifiable reasons!
      ;-)

    • @phineasgage8252
      @phineasgage8252 7 месяцев назад +1

      The sawpit is such a stupid building, why the hell did they set the limit to 1 timber? that is such a bottleneck, because then the pit is without input like 80+% of the time, and then the worker have to walk there when the timber arrives. so annoying...

    • @BirkAxarberi
      @BirkAxarberi 7 месяцев назад

      @@phineasgage8252 I only have 1 mod and that mod increase the timber storage to 5.

  • @cathulionetharn5139
    @cathulionetharn5139 8 месяцев назад +30

    warning about tier3 houses, double artisan families make way too much
    currently I have 4 trade goods: warbows, small shields, tools, roof tiles
    Single families already produce so much of these goods I easily crash the market on them and have to cycle exports
    15:49 about this size apple orchards are also really good, and it costs 1 dev point which you may want to spend anyway on your way to rye

    • @HenriqueRJchiki
      @HenriqueRJchiki 8 месяцев назад

      Small shields 22/m per family, uses Planks 1:1
      Warbows 22/m per family, uses Planks 1:1
      Tools 38/m per family, uses Iron Slab 1:1
      Large Shields 20/m per family, uses planks 2:1
      etc etc... Just scale your production accordingly and you'll be fine

    • @cathulionetharn5139
      @cathulionetharn5139 8 месяцев назад +2

      @@HenriqueRJchiki oh scaling the production up isn't an issue.
      The issue is I have hundreds of surplus of these because I can only trade 1 or 2 at a time without going oversupply and dropping profits HARD.

    • @spamfilter32
      @spamfilter32 8 месяцев назад +2

      ​@HenriqueRJchiki excellent info. Do you know how much eggs a chicken coop produces? How many hides do the goats produce?

    • @HenriqueRJchiki
      @HenriqueRJchiki 8 месяцев назад +3

      @@spamfilter32 chicken coops produce 1 egg a month regardless of plot size and family size, goats produce 2 hides a month.

    • @spamfilter32
      @spamfilter32 8 месяцев назад +2

      @@HenriqueRJchiki chicken coops must produce more than 1 egg/mo otherwise you would never get eggs in the market. 2 hides/mo explains why I had a never ending supply of leather with my 4 goat extensions in my last village!

  • @mattperks9426
    @mattperks9426 8 месяцев назад +3

    Just want to let you know, you changed the way I looked at this game. You put everything into perfect prospective....It is a different game now. I almost gave up playing until I watched this video. I really enjoy games like this and couldn't understand why I was stand-offish? It was I did not under stand the complexity of the smallest decision. Thank you for presenting this in a way that clicked for me. Now that I truly see it for the masterpiece that it it. This will be a game developers copy moving forward. Early Access with a Masterpiece, and someone to explain tips and tricks. Well done all.

  • @Paintballerz100
    @Paintballerz100 8 месяцев назад +3

    What a great help this video is! I jumped into Manor Lords without watching any informative videos on it beforehand. Which was a big mistake 😂. But I’m glad I found this and I’m looking forward to starting a new settlement.

  • @martapfahl940
    @martapfahl940 7 месяцев назад +1

    FINALLY a video on advanced tips and tricks. The tip with the policy on double breed was really helpful, thanks!

  • @KeepinItSteezyy
    @KeepinItSteezyy 7 месяцев назад +1

    I'm only on market basics so far but this video has already provided the most helpful stuff and I can tell just based on the type of things that the rest is going to be good. This is exactly the type of stuff we need to know. I decided to restart completely because my first town just became a mess. It's worth really planning and taking your time.

  • @Kinzarr4ever
    @Kinzarr4ever 8 месяцев назад +3

    Subscribed after watching!
    Love your dry sense of humor and your chilled out, mellow, meandering delivery, that's how my brain works too.
    When people get ale they need more ale. Too true.
    Tip number... next. Those had me grinning =D

  • @PolarfuchsGaming
    @PolarfuchsGaming 8 месяцев назад +4

    Just a tip… you don’t need to open a trade route for exporting “minor trades.” Like carrots, if you’re a carrot mogul. You just have to wait until someone comes by. It’s just non-dedicated trade.

  • @richard1493
    @richard1493 8 месяцев назад +11

    As of release, food is consumed in one unit per burgage plot each month, not one unit per family. This makes multi family burgage plots particularly advantageous as you can have families that cost no food maintenance.
    This is assuming that the tooltip is correct, however.

    • @Cabelius
      @Cabelius 8 месяцев назад

      What does this mean? "This is assuming that the tooltip is correct, however."

    • @leshinar
      @leshinar 7 месяцев назад +1

      ​@@CabeliusHe means that the actual food consumption could have been changed but the dev forgot to adjust the ingame tooltip

    • @tobingj
      @tobingj 7 месяцев назад

      So it is possible to have 4 families in one Burgage. Fed with one unit of food.
      That's would lead to skinny families. 🤪

  • @christophersreef7644
    @christophersreef7644 8 месяцев назад +2

    I’m so glad I watched this after my first two saves… great tips but there’s something about exploring a new game 👍

  • @alamnaboss1404
    @alamnaboss1404 8 месяцев назад +11

    It is quite frustrating on trading. There should be an "active trades" tab rather than manually searching for the specific goods you're trading

    • @gers.g.5707
      @gers.g.5707 5 месяцев назад

      there are several QOL improvements to be made for the stats and data displaying, still i find it kind of immersive to have these numbers and data to be more of a thought/memory work rather than to be displayed pre-digested data tables which i think would incentivize min-maxing, robbing a little of the immersion, pros/cons.

  • @blackhawksfan2525
    @blackhawksfan2525 5 месяцев назад

    Awesome tips! I always make sure that I build 6 single home plots with small yards, which I reserve for eventual artisans (blacksmith workshop, tailor, brewery, bowyer, etc.). This way you only remove 1 family from the labor pool when you convert it to the shop. I also never upgrade those to level 3 because you can't change it without demolishing the whole thing. All the rest I make as double home plots with huge yards, and use those to grow veggies early, apples later. I've found that chicken coups just don't output enough eggs to help, so I generally don't make those.

  • @Falconn000
    @Falconn000 5 месяцев назад

    As someone who has a couple of hours of into Manor lords and was in desperate need of some guidance, I loved tip 12.67.192.
    Jokes aside, cheers mate! Really useful video.

  • @noakessimon
    @noakessimon 8 месяцев назад +10

    Thanks, this was enormously helpful! I'm going to restart and get down a nice big vegetable garden!

    • @spamfilter32
      @spamfilter32 8 месяцев назад +7

      Just be aware that larger vegetable gardens require more work hours from the family that grows it. If you want really big gardens, then make the plot wide enough to accommodate a side house, too, so there are 2 families to work it.

    • @ThePrimeMinisterOfTheBlock
      @ThePrimeMinisterOfTheBlock 8 месяцев назад

      @@spamfilter32 or just give them to a family that doesn't have to work much throughout the year .. like farmers

    • @spamfilter32
      @spamfilter32 8 месяцев назад

      @@ThePrimeMinisterOfTheBlock except that the gardens need work at the same time as farms. Early spring and late fall. Farms and gardens both harvest at the same time.

    • @ThePrimeMinisterOfTheBlock
      @ThePrimeMinisterOfTheBlock 8 месяцев назад

      @@spamfilter32 farms don't need work in early spring, and gardens harvest in August, not September

  • @blackmage471
    @blackmage471 7 месяцев назад +1

    2:50 it's not about market zone sizes, it's about keeping stalls full - logistics. Markets have an unlimited range. This means your market could be on the complete opposite side of the region, and it will still supply all of the burgage plots.
    What you actually want to do is build your granaries, storehouses, and production facilities as close to your market as possible to minimize the travel time a villager has to walk to bring goods to their stalls.
    Having multiple markets scattered about your village can actually mess up the logistics. If a new market is far away from the granary or storehouse, you've created a long travel time. Therefore, it will not supply enough goods to fulfill the demand. Building multiple granaries or storehouses doesn't work either because the AI is not smart enough to have stalls built or operated by the closest granaries and storehouses.

  • @louie2519
    @louie2519 8 месяцев назад +1

    Thank you for this bro! This was by far the most helpful quick tip quide for me I've seen 👊

  • @kruseda
    @kruseda 7 месяцев назад

    Thank you for your tips and tricks! I purchased this game earlier and watching videos before I start my first game and this has been the most helpful :)

    • @kruseda
      @kruseda 7 месяцев назад

      and I subbed!

  • @eugeneemerick4359
    @eugeneemerick4359 6 месяцев назад

    Picked this game up on XBOX game pass and started to play Manor Lords. Thanks for the tips!

  • @Fernt
    @Fernt 5 месяцев назад

    you are the bob ross of game streaming, I love it. perfect for manorlords

  • @unbearifiedbear1885
    @unbearifiedbear1885 8 месяцев назад +5

    *New Start Tip:*
    Assigning a pop to your Ox when building your first structures is more efficient than just letting pops use the Ox ad-hoc.
    Once you've established your early game homes and stores etc though, you can unassign

  • @greg_snow2090
    @greg_snow2090 7 месяцев назад +2

    I'm literally making a new game save everytime I get to like year 1 because I've either messed up or wanna do something better lol. I love this game

  • @BavarianHobbit
    @BavarianHobbit 8 месяцев назад +7

    The way to stop the enemy lord from taking all territory is quite easy:
    First when the enemy lord starts a claim you click "Resolve this claim on the battlefield"
    Don't raise any militia. You won't be fighting at all.
    Second you go into diplomacy, negotiations tab and use "I can make it worthwile if you drop all your claims" and send it.
    The enemy lord ALWAYS accepts. You will lose zero troops and it will cost you nothing.
    I made a 47 second long video about it to prove this method works in case people don't believe me.
    Also, loot bandit camps while the enemy lord deals with the brigands and you will have enough wealth to get several oxen and upgrade dozens of plots by early year 2.

    • @Hunter.Simpson
      @Hunter.Simpson 8 месяцев назад +1

      Did you name your town Ludwig? LOL

  • @dem-aphobe
    @dem-aphobe 8 месяцев назад +9

    Doesn't matter where market is at as long as it's closest to granary and granary is the closest to food source.Since market supplies- ie- food magically goes to houses every cycle. Store house same way.. Ie clothes,bows ect ect. Noone from houses comes and gets supplies from market so for in the game market doesn't go door to door to deliver individually house, its technically telaported from market to houses. It's all about distance
    Longer the walk to collect food,supplies longer the wait. It's all about getting food from like a farm,egg chicken coop,berry deposit so on, to granary to market.

    • @VampiroGaming
      @VampiroGaming 8 месяцев назад +2

      True, but (probably only since release patch) there is now an invisible radius around the market. If plots are too far away they won't be magically supplied anymore (fun fact: the first firewood is carried manually, even outside the radius). In thay case you need to set up stalls in closer proximity. It says so in the faq and I also confirmed it by trying it out.

    • @jonasqueiroga5106
      @jonasqueiroga5106 8 месяцев назад

      @@VampiroGamingI do have houses far away and still get 100% market coverage. The distance from the market is about the priority to receive the goods. If you do not get 100% you need to increase your production. What is a good tip is to upgrade first the houses near the market, because this will likely be satisfied.

    • @VampiroGaming
      @VampiroGaming 8 месяцев назад

      @@jonasqueiroga5106 That is very weird. I tested it with varying distances and had fully stocked stalls (for all the plots) for several montbs but the only good arriving was the manually carried firewood. Also, according to the official faq there is a radius. This is very weird. I am pretty sure you played with release version, too?

  • @MrAaDdRr
    @MrAaDdRr 8 месяцев назад

    By far the most legit tips vid in manor lords!! although im pretty sure theyre all same tips or whatnot this one ill say is the most complete for me.

  • @blackpanda1247
    @blackpanda1247 8 месяцев назад +3

    Communal oven is just like an open oven where everyone can come and put his dough in it, so no professional.
    We reopened one in our village some years ago (dont know if still a thing). It was just a little happening few times a year.
    But yeah its not very efficient compared to a bakery. At least if you compare it to a daily output.
    So it makes sense :D

  • @julienpetit9376
    @julienpetit9376 4 месяца назад

    Exactly what I was looking for. Thanks mate 😊

  • @spamfilter32
    @spamfilter32 8 месяцев назад +18

    You don't actually need to purchase a trade route to trade commodities. Only certain commodities require a dedicated trade route.
    In my 1st playthrough, I sold enough planks at the trade house that by the end of year 2, I couldn't spend it all on plot extensions and oxen. And it only took that long because I didn't get the early ox, so I had a bottleneck.
    You only need the dedicated trade routes for high value commodities like leather, weapons, and anything with metel.
    Hides are one of the things you can trade without paying for a trade route, and they sell for 4 silver apiece. And you don't need to do anything with the hides until you are ready to start upgrading to lvl 2 dwellings. The only reason I sold planks instead of hides was my hunting ground was so far away from my starter village.

    • @Dagre7
      @Dagre7 8 месяцев назад +4

      I think it just sells an awful lot slower, since there's no 'dedicated' trader.

    • @unbearifiedbear1885
      @unbearifiedbear1885 8 месяцев назад

      Yeah I think it's more of a "buff" than an overt "ability" - seems to just speed things up (which would be inkeeping with the rest of the gameplay loop).. like assigning a pop to the hitching post early game

    • @TheGodHand291
      @TheGodHand291 8 месяцев назад

      do you think it could be a good tactic to get a bunch of goats and sell their hide as a good steady income ?

    • @spamfilter32
      @spamfilter32 8 месяцев назад +2

      @TheGodHand291 it's hard to say. I was told that the goats produce 2 hides per moth. They cost 40 silver to buy. If that holds up, it takes 5 months to pay back the goat pen. By the time you have the money to get a few of them, it is probably better to turn the hides into leather. The deer herds, though... that first year, you can't use the hides your hunters get from them, so you can sell them. For income within the 1st couple of months.
      The ox is just 2 valuable to pass up as the first purchase. Having only 1 ox is a huge bottleneck in the early game. Ox and 2 vegetable gardens. Hunt down to 10 deer in the herd, gives you another 40 silver. That is almost enough to buy 2 chicken coops, but by that time you should also be selling planks so 3 veggie gardens and 2 chicken coops plus hunting and berries gives you more than enough food for early game and with room for growth.
      Once your town starts to grow, the goats are a good source of hides for leather. Better than the deer herds. So they are something to get once your trade income is solid.

  • @2KXMKR
    @2KXMKR 8 месяцев назад +2

    I always re-roll for a region with rich wildlife and rich iron or clay deposits. The wildlife guarantees you a constant supply of meat and hides and the iron or clay gives you something to trade - tools or roof tiles. I've found that makes the best starting area. As you say, you only need enough stone to build your church, storage and manor, so exhaust the deposit you have. I invest my skill points (or whatever) into hunting and deep mining in my first region. Selling boots, war bows, tools and/or roof tiles makes you a fortune, so the more expensive trade routes won't matter. It's not worth investing a point just to get cheaper routes early on. And always have a street full of tiny homes with two families in each with no backyard. These will become your storehouse and granary worker homes that won't do anything for themselves but will run around your town moving and building stuff. Make sure to build these after you build your backyard garden homes that will provide your town with food.

    • @bravoisteal
      @bravoisteal 8 месяцев назад +1

      Iron is more valuable than clay because you can make multiple things out of it (even though it uses more families), whereas clay can only make clay tiles. Once you sell too many clay tiles you'll be stuck selling them for 1 a piece for a long time, or with a large stock of them.

    • @kindlin
      @kindlin 7 месяцев назад

      I don't think you ever want to build non-backyard homes, if nothing else, you can plop eggs or hides on there for free passive food and clothing (once you get some income coming in, which as this comment section readily points out, is not the hard part).

  • @TheBatDERP
    @TheBatDERP 7 месяцев назад

    16:40 You don't actually need to buy a trade route to start exporting or importing minor trades, you only have to pay for the major trades, like craftables and such, raw rescources therefore are free to export. Paying for a trade route only makes people from outside your village/town come and trade regularly.

  • @ActitisHypoleukos
    @ActitisHypoleukos 2 месяца назад

    Tip from aether, u can use saw camps to design cluttered homes w as little as possible half size extensions

  • @schpooopy
    @schpooopy 8 месяцев назад +3

    "ox are like children, you gotta use them if you have them."

  • @PaulPhillabaum
    @PaulPhillabaum 8 месяцев назад

    Best 17.2.1-next tip video ever for any game.

  • @rodneysmith603
    @rodneysmith603 7 месяцев назад +1

    For someone who is deeply interested in buying and playing this game, how long does one typical game last, time wise?

    • @bman7399
      @bman7399 7 месяцев назад

      Anywhere from 1 to 10 hours. Depends how often you "speed up" time and how much time you spend making your city look nice. For $30, this game is worth it.

  • @danielanzelmganszky2075
    @danielanzelmganszky2075 8 месяцев назад +1

    This is incredibly useful! Thank you Master Winter!

  • @Space__Rooster
    @Space__Rooster 26 дней назад

    Do you need to make ale for the tavern to supply families?

  • @jac.o.blayne
    @jac.o.blayne 7 месяцев назад

    Chop chop video boy we need another manor lords to video

  • @sidlake5954
    @sidlake5954 8 месяцев назад +1

    How did you manage to unbind the camera rotation from the mouse wheel?

  • @SetUSMC
    @SetUSMC 8 месяцев назад +2

    Good tips, thanks, subbed. I had such a problem keeping planks in stock midgame. I guess I have to rotate the work area or something.

  • @tobingj
    @tobingj 7 месяцев назад

    Well done. Good video. Lots of tips and you had fun with the numbering. Tip Jesus. 🤦
    Played for 4 days before I figured out how to rotate the camera. 😁...oh middle mouse.

  • @ddjay1363
    @ddjay1363 7 месяцев назад

    Good tips.
    You do need to be aware of the quirks and bugs that are present however as the game is still early access after all.
    The tailor shop bug:
    The workers of the the shop will collect yarn (from your storehouse/weaver) , take it to the shop then immediately take it to the market stalls and NOT use it to make cloaks for example.
    So no cloaks will be prodcued at all and the workers will do nothing.
    The Sawpit bug/quirk:
    The Sawpit will just stop producing planks for no indentifiable reason when at times it works fine.
    Assigning it a dedicated oxen guide sometimes helps as does having dedicated oxen guides from the stable/hitching post, but it does work fine at times without.
    The Building Upgrade/Construction quirk/bug:
    Sometimes a building you set to build or upgrade will just cease construction for no apparent reason even if you set it to 'highest' priority.
    There's a few more no doubt but these are ones that I have noticed that happen quite often.
    I did save and re-load the game and sometimes this 'fixed' the issue and sometimes not but as I mentioned above, this game is still in Early-Access development so there will inevitably be issues.
    The game is lovely though and is still a pleasure to play.
    It can only get better.
    🙂

  • @sverebom7069
    @sverebom7069 7 месяцев назад

    24:24 - long rectangular fields might speed up the heavy plow by allowing the ox to run down in long straight lines - but that also forces the farmers to walk large distances to the dead center of the field to drop the harvest and back to the far edges to pick up the rest of the harvest. So what's you again on the plow side of things you lose again when the farmers collect the harvest. just build medium sized square shaped fields on which the ox can still run ins straight lines albeit with more frequent u-turns, while that farmers walk shorter distances.

  • @tannerwayman2094
    @tannerwayman2094 8 месяцев назад

    Yesssss. I started watching your SC2 content but I don’t even play SC2 I just liked your casting 😂More manor lords content!

  • @thegoonies08
    @thegoonies08 8 месяцев назад +1

    Anyone else having issues with workers being located across the map? I built my main settlement, then i made a small sub division of housing near the iron mine 50 miles away... When i add workers to buildings it is pulling from houses on the other side of the map. I tried using the relocate workplace button but it doesn't really work how i need it to... Any suggestions on how to keep workers local?
    Edit: otherwise they take forever to walk back and forth between work and home

    • @witoldschwenke9492
      @witoldschwenke9492 8 месяцев назад +1

      I really don't understand why you say it doesn't work. You build a house near the workplace and then you assign that particular family to work it .

  • @northerncrozz8449
    @northerncrozz8449 8 месяцев назад +5

    winter getting ahead of the curve with the tip videos. very nice

  • @harambe4267
    @harambe4267 7 месяцев назад +1

    Honestly, the biggest tip for me was that you can scale the designated work area. I was getting annoyed with foresters constantly seeding only around their hut or this super tiny focused area, had no idea you could scale it up, didn't even try figuring out if you can.

  • @0xANIMAx0
    @0xANIMAx0 8 месяцев назад

    2:19 The question is, how many people are enough to start a brewery, for example?

  • @Reithan
    @Reithan 8 месяцев назад +1

    You only need to open a trade route to import/export certain good. "Minor" goods don't require it. However, paying for the trade route for any good ALSO spawns an NPC trader that auto-trades that good, so it's a huge accelerator. But you DON'T need to open a trade route to export many goods.

  • @NoblemanFlux
    @NoblemanFlux 8 месяцев назад +1

    can you somehow 'transport' resources between your villages? Like to make 1 hub, 1 farming

    • @Skilez
      @Skilez 8 месяцев назад

      its all trade between your villages. not trade with money, you can for example trade planks to eggs or sth like that. you cant just pump ressources into a new village

    • @colinwhalen2632
      @colinwhalen2632 8 месяцев назад +1

      It’s next to the hitching post, you gotta get a donkey lol

    • @MadocComadrin
      @MadocComadrin 7 месяцев назад

      You have two choices: you can "barter" one good for another using the pack stations (don't forget to buy a mule when you build it) or you can use trading stations. If you have a trading post in both the source and destination region, export the good from the source region and import it in the destination. As long as the destination region has enough wealth to buy things, they'll actually buy from the source region WITHOUT the added 10 tariff (you can actually see the price change in the trading stations).

  • @Aindok
    @Aindok 7 месяцев назад

    How Long do foresters take to plant trees ? i mean planted tree takes to be usable again ?

  • @firefly956
    @firefly956 7 месяцев назад

    How do you rebind the camera rotate to another button, i cant find it in the settings

  • @zero8802
    @zero8802 7 месяцев назад

    Wait… where did you see the rebind for the camera lol one of the first things I tried to do was take that off my wheel but I didn’t see it anywhere in the binds lol

  • @Khambalia22
    @Khambalia22 7 месяцев назад

    I did that: I spent all my money. I raided a Bandit camp and carried on. I demolished my logging camp and ran out of logs! So I demolished the church I was building to have logs to build another Logging camp! It has been a struggle but it's great to succeed!

  • @gabrielegenota1480
    @gabrielegenota1480 8 месяцев назад +2

    you can INCREASE THE SIZE OF WORK AREA?

  • @vokez5297
    @vokez5297 8 месяцев назад

    Another top tip is to make use of trade logistics and better deals via the production points, then via the trading post check prices often for items selling cheap. Its possible to turn big profits by simply buying low and selling high.

  • @frenstcht
    @frenstcht 8 месяцев назад

    How do you economically connect multiple settlements?

  • @emanuel9534
    @emanuel9534 5 месяцев назад

    hi do you know how to extract resources from another region? i have no clay or iron in my region left. i can set up a new town but how do i get them to my main town?

  • @n00fer
    @n00fer 7 месяцев назад

    Is this the same wintergaming from like.... 2015? used to play starcraft 2? If so, i still remember a night that you hosted my stream when you were done. I had just over 1000 viewers watching me and I lost ever game that night but it was such an experience that i'll never forget. Good to see you're still around and making content.

  • @smile_virus_
    @smile_virus_ 8 месяцев назад

    How did change the middle mouse key to the side mouse key? Unfortunately I was not able to found it out in the camera adjustments

  • @grga1vk
    @grga1vk 8 месяцев назад

    Man, you know what are you talking about. Keep up the manor lords content.

  • @constantinanton8538
    @constantinanton8538 5 месяцев назад

    So, double house yard doubles the production but you only pay once for the workshop, corect ?

  • @clarkeldridge23
    @clarkeldridge23 8 месяцев назад

    Can you trade between different portions of land?

  • @valcan321
    @valcan321 8 месяцев назад +1

    This was a great help. Thanks man.

  • @Brentan1987
    @Brentan1987 8 месяцев назад

    For carrots/veggies at the back of the house; does it have to be on fertile ground? Or is that more specific to that specific farming crop when you look at the layers of fertility in the UI?

    • @Jackel-om5bz
      @Jackel-om5bz 8 месяцев назад

      No it doesn't need good ground for carrots, just a long vege plot, you want great fertility for farms..

  • @petergplus6667
    @petergplus6667 8 месяцев назад

    I do need a backyard for like a brewery as well or just the house ground?

    • @gloth
      @gloth 8 месяцев назад +1

      You need it for any upgrade, level 1 (garden, chickens, etc) or level 2 (artisans)

    • @petergplus6667
      @petergplus6667 8 месяцев назад

      @@gloth thanks

  • @phineasgage8252
    @phineasgage8252 7 месяцев назад

    Love the tips, there are quite a few errors in here though, for example you can export any basic goods without a trade route.

  • @tophat2115
    @tophat2115 5 месяцев назад

    how do you move the camera around? I struggle with that

  • @nicholasr5146
    @nicholasr5146 7 месяцев назад

    I’m on game number 4, and for the first time I am winning against the AI using a lot of these tips i’ve heard before. Early game is by far the most important stage of the playthrough as it sets the pace for the rest of it.

  • @emadq8869
    @emadq8869 7 месяцев назад

    I'm struggling with the game and found your video is helping me understand the game more even though English is my second Language .. i like the clear and pure accent you have Lol
    - What trade should I start ?
    - Should I build many storage ? how many you suggest
    I have followed you .. keep the good work my friend

  • @harrisonkovitz7123
    @harrisonkovitz7123 8 месяцев назад

    Thank You for the tips but I have to ask. What is that ascent? It sounds like a deep south mixed with Trans-Atlantic (IE Walton Goggins in fallout mixed with Audrey Hepburn)

  • @Tiltzy
    @Tiltzy 7 месяцев назад

    If I assign one person to storage say, and it puts the market logo on them, this is that family stuck at the market or are some of them collecting stuff also?

    • @bman7399
      @bman7399 7 месяцев назад

      Some of them still collect stuff. I believe only 1 person from that family is ever working the stall at a time

  • @vaineislive4798
    @vaineislive4798 8 месяцев назад

    so there's the dedicated blacksmith and the burgage plot blacksmith, is it the same as the oven?

    • @witoldschwenke9492
      @witoldschwenke9492 8 месяцев назад +1

      No the dedicated makes tools, the other one can make other stuff like spears

    • @vaineislive4798
      @vaineislive4798 8 месяцев назад

      @@witoldschwenke9492 thanks for that, i was afraid to build the one on the burgage plot and have to delete the entire plot if it doesnt fit my needs lol

  • @asd123543666
    @asd123543666 5 месяцев назад

    Thanks for the tips Mr. Winter.

  • @MrMeepzor
    @MrMeepzor 8 месяцев назад

    how do you force right angles?

  • @n3bie
    @n3bie 7 месяцев назад +1

    If you do need money early game, send your retinue to claim the money from bandit camps the Baron's men just defeated. The Baron isn't smart enough to take his spoils of war whilst he's busy building influence. On one map, I sent my personal retinue of five men behind the Baron's men to snatch up his leavings and made over 600 gold--off of the four camps I'd neglected--split between my treasury and my people, all without risking a single man. I then used that money to hire enough mercs to defeat the Baron during his next claim, even though I only had 20 men in my militia, gaining a military victory and a second territory before I had a single point of influence. I was quite jumped up.

  • @AlphariusOmegon69
    @AlphariusOmegon69 8 месяцев назад

    Also worth noting you and the Baron recruit from the same merc pool so youve gotta get in before him. Though on my current run he has 2 companies just standing around doing nothing and theyve been there for 2 years now, not sure if thats a bug or what.

  • @Mittens_Gaming
    @Mittens_Gaming 8 месяцев назад +1

    You don't need many roof tiles early, and usually have 200 clay, which is good for nothing but roof tiles. You can sell like 50 planks early on, buy a horse and the roof tile route, then sell like 100 roof tiles for roughly 800 regional wealth, and be able to afford all your backyard chickens and veggies for your next 50ish houses at about 18 months in, game time.
    Farming for wheat kinda sucks, and I have found more success with backyard gardens. Really only farm for barley for beer, and maybe flax if you don't buy some sheep, though buying sheep to make clothes is much easier, though you have to buy the sheep.

  • @lakithmandula4323
    @lakithmandula4323 6 месяцев назад

    hey winter. thanks for the tutorial. u make me plat player in starcraft 2 just watching your videos and build orders. :)

  • @brandenwaite
    @brandenwaite Месяц назад

    As soon as a bandit camp pops up, you see another leaders army thing after, see where they are, and where the bandits are. If you can rush and win the battle against the bandits, without the other army traveling over your city, might attack idk yet¿ Then go for it. When fight ends the other army heads toward an edge of the map. Lastly click to control some of your military then right click the bandit camp, message pops up, send money where needed.

  • @aireol
    @aireol 8 месяцев назад

    You can quickly clear trees by building farm plots or pastures over them, then demolish it. The forest floor will look brown at first but grass will eventually grow and turn it into green.

  • @prorican48127
    @prorican48127 8 месяцев назад

    Do artisans work vegetable gardens?

  • @Tense
    @Tense 8 месяцев назад

    Trading can be controlled you can set surplus level and that sets the total amount you are going to sell.

    • @witoldschwenke9492
      @witoldschwenke9492 8 месяцев назад

      Trading can't be controlled in the way that lets you manage prices. You can't say "only sell if price is x or higher". Setting the surplus will mean you still totally flood the market and drop the prices down.

  • @dariusjavidan5609
    @dariusjavidan5609 8 месяцев назад

    Are early chicken all ins equivalent to a DT rush?

  • @Adam-be3my
    @Adam-be3my 8 месяцев назад

    16:40 it is not necessary to purchase trade route for minor trade. Your own trader will deliver the items to the nearest tradepoint for exchange.

  • @Borlays
    @Borlays 7 месяцев назад

    One big market can be an option very well. I have city with 600 people with only one market, just storages around basically 6 storages (3 of each) and 2 trading station close by. Fills full houses even far away. Most further one usually lacks goods because it's normal that when someone buys that goods is missing for couple seconds and further one gets last, but thats not the problem, i still have 100% approval all the time, never dropped.

    • @Borlays
      @Borlays 7 месяцев назад

      Basically for 1k city with 100% approval you want to have one big market place (split in two with street in the middle) surrounded with 8 storages (4 - 4) then closest next building would be at least 2 trading post since it acts like storage, and then start building houses in a way that most wanted resources should be as close as possible and less wanted resources further. For example vegetables should be closest ale with tavern should be close too, but later you can add second tavern further it will be fine. While apples could be further bc they don't eat apples that much (unless they will patch it) and clothes can be even further.
      And i believe some goods is good to trade in post with "Full Trade" option since then some goods will be placed in trading post from where it will be placed to market faster then from houses directly since for example vegetables don't go to storage very often only when house is full, but if you trade it will go to trading post which will be closer to market place than house. But it's theory that i didn't check properly.
      Logistics is the key here. It's better to have in one place than across the map.

  • @SuperToughnut
    @SuperToughnut 2 месяца назад

    You can have four families in a level the house?

  • @jakemiller3850
    @jakemiller3850 8 месяцев назад

    how do you get more than a few develepment points? i cant seem to get past 2?

  • @Agnovelli
    @Agnovelli 8 месяцев назад

    When i build goat sheds they glitch and stick out past the end of the yard and straddle the fence and it bothers me.

  • @its_uncle_carl3898
    @its_uncle_carl3898 8 месяцев назад

    The export option can still be used without a trade route established. The family will do the shipping and not a dedicated trader