Manor Lords Tips & Tricks I Wish I Knew Earlier

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  • Опубликовано: 24 ноя 2024

Комментарии • 505

  • @De_Wit
    @De_Wit 7 месяцев назад +204

    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 6 месяцев назад +36

      I love vegastables

    • @De_Wit
      @De_Wit 6 месяцев назад

      @@bravoisteal I know right? Nice and salty 🤤

    • @CorvinoDan
      @CorvinoDan 6 месяцев назад +5

      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 6 месяцев назад +5

      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

  • @artifixer
    @artifixer 7 месяцев назад +97

    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 7 месяцев назад +3

      How is this done?

    • @Patrick-zr8tv
      @Patrick-zr8tv 7 месяцев назад +5

      ​@@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 7 месяцев назад

      @@Patrick-zr8tv thx!

    • @wormfood83
      @wormfood83 7 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 6 месяцев назад +6

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

  • @ogjoep677
    @ogjoep677 7 месяцев назад +60

    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 6 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 6 месяцев назад +9

      ​@@Maatell those get addicted quickly😂

    • @seangallagher9435
      @seangallagher9435 5 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

  • @TheRealXartaX
    @TheRealXartaX 7 месяцев назад +272

    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 7 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 7 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 7 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 7 месяцев назад +15

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

    • @Yarblocosifilitico
      @Yarblocosifilitico 7 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

  • @macobuzi
    @macobuzi 7 месяцев назад +156

    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 7 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 7 месяцев назад

      good tips! thx

    • @Sergiblacklist
      @Sergiblacklist 6 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 6 месяцев назад

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

    • @Sergiblacklist
      @Sergiblacklist 6 месяцев назад

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

  • @Boss-Possum
    @Boss-Possum 7 месяцев назад +125

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

    • @unbearifiedbear1885
      @unbearifiedbear1885 7 месяцев назад +12

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

    • @Tiger4ever89
      @Tiger4ever89 7 месяцев назад +2

      i messed so much there! like a little kid

    • @viarnay
      @viarnay 6 месяцев назад

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

    • @royvelden1685
      @royvelden1685 6 месяцев назад +4

      If you press alt, f4 you get extra bonus

    • @Boss-Possum
      @Boss-Possum 6 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.

  • @Bloodtiger001
    @Bloodtiger001 6 месяцев назад +159

    Wait,... what Tutorial? xD

    • @mauricioquirogaf7683
      @mauricioquirogaf7683 5 месяцев назад +11

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

    • @INFJ-ThaneTr
      @INFJ-ThaneTr 4 месяца назад +3

      RUclipsrs don't really think before they talk.

    • @tehgerbil
      @tehgerbil 3 месяца назад

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

    • @thedarkside7508
      @thedarkside7508 3 месяца назад +1

      @@INFJ-ThaneTrJust like some commenters, amiright

    • @woa.h
      @woa.h 2 месяца назад +3

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

  • @lildjay480
    @lildjay480 6 месяцев назад +130

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

  • @baf_mcnab3065
    @baf_mcnab3065 6 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.

  • @addynaruto1221
    @addynaruto1221 7 месяцев назад +67

    Legend says the man is still givin out tips 😂

  • @karruza
    @karruza 7 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!

  • @mattperks9426
    @mattperks9426 6 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.

  • @StackinCash420
    @StackinCash420 6 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!

  • @cathulionetharn5139
    @cathulionetharn5139 7 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 7 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 7 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 7 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 7 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 7 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!

  • @saintsword23
    @saintsword23 7 месяцев назад +27

    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 6 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 6 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 6 месяцев назад

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

    • @phineasgage8252
      @phineasgage8252 6 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 6 месяцев назад

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

  • @KeepinItSteezyy
    @KeepinItSteezyy 6 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.

  • @Paintballerz100
    @Paintballerz100 7 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 6 месяцев назад +1

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

  • @Kinzarr4ever
    @Kinzarr4ever 7 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

  • @christophersreef7644
    @christophersreef7644 7 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 👍

  • @noakessimon
    @noakessimon 7 месяцев назад +10

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

    • @spamfilter32
      @spamfilter32 7 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 7 месяцев назад

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

    • @spamfilter32
      @spamfilter32 7 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 7 месяцев назад

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

  • @PolarfuchsGaming
    @PolarfuchsGaming 6 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.

  • @alamnaboss1404
    @alamnaboss1404 7 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 4 месяца 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 4 месяца 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.

  • @louie2519
    @louie2519 6 месяцев назад +1

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

  • @richard1493
    @richard1493 7 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 6 месяцев назад

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

    • @leshinar
      @leshinar 6 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 6 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. 🤪

  • @unbearifiedbear1885
    @unbearifiedbear1885 7 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 6 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

  • @blackpanda1247
    @blackpanda1247 6 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

  • @blackmage471
    @blackmage471 6 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.

  • @Fernt
    @Fernt 4 месяца назад

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

  • @kruseda
    @kruseda 6 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 6 месяцев назад

      and I subbed!

  • @Falconn000
    @Falconn000 4 месяца 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.

  • @eugeneemerick4359
    @eugeneemerick4359 5 месяцев назад

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

  • @BavarianHobbit
    @BavarianHobbit 7 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.

    • @Ahkomaton
      @Ahkomaton 7 месяцев назад +1

      Did you name your town Ludwig? LOL

  • @northerncrozz8449
    @northerncrozz8449 7 месяцев назад +5

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

  • @MrAaDdRr
    @MrAaDdRr 6 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.

  • @2KXMKR
    @2KXMKR 6 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 6 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 6 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).

  • @schpooopy
    @schpooopy 6 месяцев назад +3

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

  • @ActitisHypoleukos
    @ActitisHypoleukos Месяц назад

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

  • @SetUSMC
    @SetUSMC 7 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.

  • @ddjay1363
    @ddjay1363 6 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.
    🙂

  • @vokez5297
    @vokez5297 6 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.

  • @julienpetit9376
    @julienpetit9376 3 месяца назад

    Exactly what I was looking for. Thanks mate 😊

  • @danielanzelmganszky2075
    @danielanzelmganszky2075 7 месяцев назад +1

    This is incredibly useful! Thank you Master Winter!

  • @tannerwayman2094
    @tannerwayman2094 6 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!

  • @sverebom7069
    @sverebom7069 6 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.

  • @PaulPhillabaum
    @PaulPhillabaum 7 месяцев назад

    Best 17.2.1-next tip video ever for any game.

  • @grga1vk
    @grga1vk 7 месяцев назад

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

  • @dem-aphobe
    @dem-aphobe 7 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 7 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 6 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 6 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?

  • @lakithmandula4323
    @lakithmandula4323 5 месяцев назад

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

  • @n00fer
    @n00fer 6 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.

  • @Reithan
    @Reithan 7 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.

  • @tobingj
    @tobingj 6 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.

  • @TheBatDERP
    @TheBatDERP 6 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.

  • @valcan321
    @valcan321 6 месяцев назад +1

    This was a great help. Thanks man.

  • @emadq8869
    @emadq8869 6 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

  • @mesaber86
    @mesaber86 6 месяцев назад

    Sell ox early, get planks trade route, profit, get ox back and horse, you can now trade all minor trades without trade route. You can move planks to trade house before selling ox so you can immediately get the ox back by buying it in hitch/stable.

  • @harambe4267
    @harambe4267 6 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.

  • @aireol
    @aireol 6 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.

  • @FreedomFighterEx
    @FreedomFighterEx 6 месяцев назад

    About the market; market stall range is region-wide but it prioritize plots near it first in case there aren't enough goods for every plots. It is better to put market near the granary, and storehouse since peddler will stock up goods from the nearest available storage. This included from production buildings.
    If a stall got abandon through a job being unassigned, the granary, and storehouse workers are prioritize to take over so it might be ideal to unassigned workers from a production building that currently having a stall on the market.
    Early on you only need 3 stalls placement for firewood, food, and clothing stall. You don't need the second stall for firewood, and clothing until the demand for those exceed 50 or you start supplying them with multiple goods of the same type. You will need the second food stall once you have over 25 plots with 2 food variety since a stall has only 50 capacity. No, two food types of 25 quantity each doesn't combine into 50 when serving a plot.

  • @asd123543666
    @asd123543666 3 месяца назад

    Thanks for the tips Mr. Winter.

  • @brandenwaite
    @brandenwaite 12 дней 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.

  • @retro2405
    @retro2405 7 месяцев назад +3

    Thx for the helpful tips!

  • @Smiley1967
    @Smiley1967 6 месяцев назад

    went always fine with one big market169 had more trouble with the smaller ones because they actually need the stores to work, one big market works for the whole village and will last until you reach something like 700-800 citizens. Remember to fix your trade routes and store houses. Especially firewood can block a lot of things when allowed to store everywhere.
    To upgrade even further houses you just need more houses behind them what you build first will be mostly also leveled first.
    when you level houses focus on these with troops in it!

  • @adamk284
    @adamk284 6 месяцев назад

    About those marketplaces.. They do not distribute from market to houses. The only movement of goods happen between granary/storehouse and market. Then it appears in houses closest to the market but 1 huge market can and will supply whole region. Placing them closer to houses is in current patch causing nothing but troubles.

  • @Khambalia22
    @Khambalia22 6 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!

  • @kantalarski
    @kantalarski 6 месяцев назад

    The best early game extension is vegetables. Just make sure it is large and it can cover a lot of the food needs.

  • @phineasgage8252
    @phineasgage8252 6 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.

  • @spamfilter32
    @spamfilter32 7 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 7 месяцев назад +4

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

    • @unbearifiedbear1885
      @unbearifiedbear1885 7 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 7 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 7 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.

  • @Borlays
    @Borlays 6 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 6 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.

  • @nemesisfaust
    @nemesisfaust 6 месяцев назад

    maping out fetial lands for flax and barley is good using builder tools at the first thing you should do. so you are aware of where the building points are late region if you decide to use crops. this helps you determine if the region needs trades/trades and crops/ or just crops.
    the next thing to do is access where berries are, and build somewhat near the berries because they do not spring up all over the map. and do not want time delays for market resources. the next thing to do is access where the wild animals are. and determine if they are too far away or if they need to be relocated. and 70% of the time if you build on the opposite side of the direction you want the herd to move they will migrate the opposite way from what you build into their region. then this takes care of the basics.
    as for roads. it is good to build 2 circles around the wild animals parimiter, 2 cubic appart, meaning you could build a house there if you wanted but you dont want too this is just for distance guaging and to make sure there is enough forrest to allow animal repopulations. and from the dirrection of the town center. build a single road connecting, this way any point of travel using roads to get to a further point will always access the outside road.
    then threw the berries and threw the wild animals innar circle. draw a fork of 3 expanding out by 60 degree each. giving your harvesters fast travel on the roads to the point of resource pickup.
    as for starting with chikens. this is not so good. even if you make sure each house has 3 coops and pasture space for 8 animals per zone that is still only 6 eggs per year. and getting up to a decent resource gain to sustain any populations is a gather amount of 20-45. which is 4 perfectly medium size plots too 8 perfectly sized medium plots. 4x25 =100. and 8x25 = 200 local regional wealth. either scenario this is not enough money to open and establish trades with a profitable food resource gain. so starting and focusing chickens is a bad start tip.
    where berries or wild animal meat is sometimes redacted opening trades for berries or wild meat will only produce 6 months of harvest and only 2 months of sellable ladder on. meanwhile keeping the trade route open will cost you every month. so selling berries and meat is not recommended. especially since berries and meat are the primary and secondary food consumption on the ladder.
    but if you look at veggies. they cost 12 to start. and if you map 4 dots required to build a house face against a street. and 6 for a double house surfance. then 8 for 2 houses. 8 face is the size you want against the street. so 8x32 cubic is 4.5 aux of veggies from 1 house. maxium yeild. it is also very long and can split zones between flax and barley farms for split farm use if desired. keep the house face close to the towns people. where with 100starting local region silver wealth. you can buy 2 large plots of 8x32. for 9 aux harvest after the first year. producing between 48 and72 veggies on those 2 plots alone. where because of food order being berries, meat, eggs, then veggies... a tinny village needs is 20, medium town is 32, and a large village is 48. so 2 plots of veggies is plenty to carry you threw 3 years of trades and developments. establishing profitable income for 2 years + on veggies alone. of an average of 48-60 units of veggies per year for those 2 plots 9 months long. x2 = silver per trade. = 96-120 silver per month from 1st year on from 2 plots costing 12+12, +12 for a trade route. being 36 gold cost with an average of 100silver per month for 9 months of the year. and it leaves you with 64 silver at start.
    where leaving the first ox at the first hitching post is good. for managing some of those items at that locations. and to reduce plank cost for making stables. build 2 more hitching posts only costing wood. and buy 2 more ox, 1 for each hitching post. as now you have expended 0 tallen points, have a 100silver per month income from 2 plots, and a 1 to 3 efficient work load.
    as this is the best possible start for all manor regions of development paths. from there, i suggest building more houses for people, with enough room to encompass 16 outer region houses with 4x8's for maxamixed chickens. but pause 4, and only do 4 chickens. where when you build grainery and stock house you gain enough to gather 20 pole arm militia. then build 6 center houses 3 for brewery, 2 for bread or other, and 1 for thechers so you start to gain bows. by near end of 1st year those 6 houses should be level 2 and ready to build into thechers to make archers to fire from behind the polearm units. and not building stables allows you to build a basic manor to gain the regient arms units. where with 100 silver a month, that is enough to start taxations for if you need mercenaries, and then build church after. keeping housing small reduces fire and food consumptions which keeps those 2 veggies units in large trades. and you can expand those externial 4 chicken spots, and open 2nd trade for eggs to help income grow better for purchasing things like the brewery, armorsmith, the tailors, and the coblers. where tailor and cobler should come 2nd after the theachers(the bow makers) but you will have 5 manor guards, 20 polearms men, and 16 archers. which is a suffient troop to manage any first strike by an enemy opponents. which is usually 36x2 for enemy regents. or, a 16x16 year 1 bandit assault.
    and building the manor and church with 3 work force with 3 oxen does not take 6-9 months! so you will also have region happiness above 65% very quickly like this, which helps for population gains.
    this is the recommended start path for every region! regardless of building timbers, reguardless of building farmers, regardless of building armory's, regardless of building sheep herders.
    something else i recommend... in the center of the town because everything collects from the center and has same time to region. with all your crafter primary intrests of eventual T3 buildings. as the church can go pretty much anywhere. unless you plan to build 2 aparies for honey and wax. the aparies and brewers work better next to a chruch. but build the grainery and stockhouse with enough room the manor can use planks to build walling around it and protect it. and keeping the chicken houses and goat houses at the edge of the city on the outside is ok.... and keeping them at lvl 1 is good too. not being too eager to build every house up too T2 or T3... because T1 houses have a easy purpose and that is simple happiness, which is higher town happiness. and less T2 and T3 houses is less demand for food and beer.
    ie if everyone consumes 5 meals a day that is 1 piece of food each where bread and meat counts as 2 meals. a population of 200 people needs 420-500 pieces of food a day. this is why meat and bread can be set to a lower trade count if you open trades for bread to export if you advance bread for double efficiency with a T2 house. as 4 houses building bread is way better then 2 communal ovens. being 16 times the bread productions. being 32 pieces of bread a day. and you can buy flour and sell bread as 1 advancement path. as berries and meat is still the primary food sources. where collecting berries and spending planks to gain herbs getting only 1-3 herbs per month is not efficient. as it is cheeper to purchase herbs, and turn off or disable herb points in later game and just buy the herbs. this way you always have a 20 count in the stockhouse for if people get sick. which would take an average of 14 months of gathering -winter and regrowth = 2 years. as this also shifts the food dynamic from berries, meat, eggs, bread, veggies, honey... to... meat, eggs, bread... and veggies are still being sold. where 2 food resources is +2 nourishment. then veggies are only a summer thing when the wild animals are out of season. but berries are still crucial and important for 1st and/or 2nd year. till you have developed proper infrastructure for bakeries. again costing planks and 5 regional wealth and being a 2nd investment path past the plow. not really caring if you have the plow. because if you trade exports for veggies. 2nd trade cost 24 for eggs, then 3rd trade for import costs 48 for flour, then 76 export for bread. by now you are at 14-16 months. can invest into skip 5th meal. then every citizen only needs 4 units of food instead of 5 per day. meat and bread. then extra bread is sold, extra veggies are sold. and you income will grow too about 495silver per month. with use of 2 tallent points. allowing the remaining 3 to go into any focus you desire. as deep mining + sheep rich iron requires rich iron then can sell/trade iron+sheep, bees+wax+sheep to make and sell sheep and candels, or deep plate armory productions if your region has fertile ground so you can harvest your own barley and instead of buying flour and barley, you can sell them in contrast. flipping the flour and barley from import to export. as you then make armor and trade to your other regions as this is a fetial land path only. and each of these paths produce about 1200silver per month, where a 10% tax latter upped to 40% tax to lower happiness to keep the region from over growth to go from 110% happiness too 55-60%, helps you fouse on new regional developments. and you should always have about 2500 influence and gold before laying claim to a new region, so you can start an advanced region and not starting from square 1 in the new region.

  • @ShanomoBro
    @ShanomoBro 7 месяцев назад

    I love this guys tips for the game, but enjoy more how they are organised as nonsensically as my life :)

  • @hennyhenson9
    @hennyhenson9 6 месяцев назад

    Thank you for the tips!!! Was extremely helpful.

  • @stefosk3511
    @stefosk3511 6 месяцев назад

    the best tip is if you have farms to not store the items in granary but left in farm house , they have 1200 space units, granary is good for use only for bred appels carots finish food mostly.

  • @stevemolony9019
    @stevemolony9019 7 месяцев назад +2

    Some excellent tips

  • @geomod6850
    @geomod6850 6 месяцев назад

    Super helpful tips! Thank you. Subscribed!

  • @gers.g.5707
    @gers.g.5707 4 месяца назад

    I've read every single tip, none of them mention that at the very beginning of your game you can pause and trace the layout of your city using roads, it's free and lets you plan for the future which is better on the medium to long term expansion, i use lumber camps for unit of measure by placing the building area and demolishing it whenever i've done the tracing, a little tip is to use ctrl + mouse wheel to adjust the curvature of your roads, also; when getting to build your second territory i strongly suggest that you try the packing mule (with an assigned mule) to send any clothing item (Linen, leather o yarn and/or actual clothes) in exchange for planks or berries, that'll let you fulfill the requirements faster for the second tier homes, specialize the region faster and synergize with your first or main region doing bartering instead of importing/exporting missing/surplus goods

  • @Mittens_Gaming
    @Mittens_Gaming 7 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.

  • @its_uncle_carl3898
    @its_uncle_carl3898 6 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

  • @njalsen
    @njalsen 6 месяцев назад

    Tip# - YES
    This was great, thank you.

  • @moniqueholmes7416
    @moniqueholmes7416 6 месяцев назад

    This has beeen a very helpful video thank you soooo much!! Tip Next I could not stop laughing hahaha!

  • @kelmco
    @kelmco 6 месяцев назад

    wahahaha, cool vid mate! the way you explain is dope! keep it up

  • @geomod6850
    @geomod6850 6 месяцев назад

    Great tips. Very helpful. Thank you.

  • @nicholasr5146
    @nicholasr5146 6 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.

  • @AlphariusOmegon69
    @AlphariusOmegon69 6 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.

  • @TwistedMinimal
    @TwistedMinimal 2 месяца назад

    Best tips i found so far.

  • @BirkAxarberi
    @BirkAxarberi 6 месяцев назад

    Tip 18 or whatever: Place the Trade Post near the edge of the map near the main trades. It will reduce the trade time by months.

  • @mattbrown1931
    @mattbrown1931 7 месяцев назад +1

    Thank you Cleveland.

  • @jac.o.blayne
    @jac.o.blayne 6 месяцев назад

    Chop chop video boy we need another manor lords to video

  • @Adam-be3my
    @Adam-be3my 6 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.

  • @hausgeisttsiegsuah6666
    @hausgeisttsiegsuah6666 6 месяцев назад

    Nice to see you play this Game too

  • @Womblewobble1321
    @Womblewobble1321 7 месяцев назад

    From BAR to Manor Lords lets go man!

  • @DustBornKnight
    @DustBornKnight 6 месяцев назад +1

    You have the voice of a televangelist trying to convince me that my soul is a $5 donation away from going to heaven

  • @Numinex7
    @Numinex7 3 дня назад

    Thanks for the tips 🙌

  • @GarretGarlinger
    @GarretGarlinger 6 месяцев назад

    Thanks for doing this video!

  • @ayeejiff9847
    @ayeejiff9847 6 месяцев назад

    YEE BROTHER LETS GO MANOR LORRDS BABBY !

  • @mh1593
    @mh1593 7 месяцев назад +6

    NOTE: the baron will fight the bandit camps, all you need to do is then rush your own militia in afterwards to reach the abandoned camp and claim the reward. Barons troops rarely if ever actually go to the camp and remove it.

    • @trevorestep4678
      @trevorestep4678 7 месяцев назад +1

      I've noticed this also, ran over to a camp not knowing he already cleared it lol. 😂

    • @witoldschwenke9492
      @witoldschwenke9492 6 месяцев назад +1

      That's not true. I've never had him not take the stuff. The other issue is if you let him do this he will gain influence so fast you won't get any of the regions

    • @trevorestep4678
      @trevorestep4678 6 месяцев назад

      @witoldschwenke9492 could be a bug. But you are right that you miss out on influence if you don't beat the bandits. Still get the wealth though if you pick up the camp.

    • @trevorestep4678
      @trevorestep4678 6 месяцев назад +1

      Update, you can join the baron in Fights against bandits and you get the same amount of influence regardless of how much damage or casualties you inflict.

  • @tomsharman3136
    @tomsharman3136 7 месяцев назад

    Brilliant video mate, thank you!

  • @n3bie
    @n3bie 6 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.