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.
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
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!
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.
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.
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
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.
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 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
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 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.
@@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.
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
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.
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.
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!
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.
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.
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.
@@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.
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...
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
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
@@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.
@@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!
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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.
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 :)
*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
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.
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.
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.
@@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.
@@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?
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
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.
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 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.
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.
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.
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).
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.
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.
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.
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. 🙂
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.
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
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.
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.
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
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).
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
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!
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.
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?
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.
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?
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.
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
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)
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?
@@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
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.
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.
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.
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.
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.
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.
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.
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.
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.
I love vegastables
@@bravoisteal I know right? Nice and salty 🤤
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.
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
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!
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.
good tips! thx
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 🤣
Are eggs worth it or am I way better off doing big backyards for veggies?
@@dustinmuller7309 eggs are faster & they are not effected by the size. I always grab one of each and an ox straight away.
Wait,... what Tutorial? xD
Yeah what is he talking about, i just clicked new game and i started lmao
RUclipsrs don't really think before they talk.
Yeah maybe he has access to some sort of tutorial that will be coming soon.
@@INFJ-ThaneTrJust like some commenters, amiright
@@mauricioquirogaf7683 it’s the little popups that tell you how to do things and tip or whatnot
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.
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
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.
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.
@@gunschel hold up... you can fucking what now???! You're telling me I can just upgrade the damn thing?!?!
@@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
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.
How is this done?
@@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.
@@Patrick-zr8tv thx!
@@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.
@@wormfood83 oh that's what the horse is for lol
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
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.
@@Maatell those get addicted quickly😂
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
My game changing tip: You can click on your church and change the sound of the bell. 🙂
If you press "Escape" it brings up the pause menu 👍🏻
Best i could do
i messed so much there! like a little kid
You can upgrade the campsite to get home for 5 families and get a 50% approval..
If you press alt, f4 you get extra bonus
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.
“Tip 13.1 you only need Jesus when people die” that sht had me rollin 😂
Legend says the man is still givin out tips 😂
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!
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.
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!
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.
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.
@@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.
Yeh, the Sawpit does like to randomly just stop producing for not-easily indentifiable reasons!
;-)
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...
@@phineasgage8252 I only have 1 mod and that mod increase the timber storage to 5.
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
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
@@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.
@HenriqueRJchiki excellent info. Do you know how much eggs a chicken coop produces? How many hides do the goats produce?
@@spamfilter32 chicken coops produce 1 egg a month regardless of plot size and family size, goats produce 2 hides a month.
@@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!
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.
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.
FINALLY a video on advanced tips and tricks. The tip with the policy on double breed was really helpful, thanks!
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.
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
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.
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.
What does this mean? "This is assuming that the tooltip is correct, however."
@@CabeliusHe means that the actual food consumption could have been changed but the dev forgot to adjust the ingame tooltip
So it is possible to have 4 families in one Burgage. Fed with one unit of food.
That's would lead to skinny families. 🤪
I’m so glad I watched this after my first two saves… great tips but there’s something about exploring a new game 👍
It is quite frustrating on trading. There should be an "active trades" tab rather than manually searching for the specific goods you're trading
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.
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.
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.
Thanks, this was enormously helpful! I'm going to restart and get down a nice big vegetable garden!
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.
@@spamfilter32 or just give them to a family that doesn't have to work much throughout the year .. like farmers
@@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.
@@spamfilter32 farms don't need work in early spring, and gardens harvest in August, not September
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.
Thank you for this bro! This was by far the most helpful quick tip quide for me I've seen 👊
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 :)
and I subbed!
Picked this game up on XBOX game pass and started to play Manor Lords. Thanks for the tips!
you are the bob ross of game streaming, I love it. perfect for manorlords
*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
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
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.
Did you name your town Ludwig? LOL
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.
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.
@@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.
@@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?
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.
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
Exactly what I was looking for. Thanks mate 😊
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.
I think it just sells an awful lot slower, since there's no 'dedicated' trader.
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
do you think it could be a good tactic to get a bunch of goats and sell their hide as a good steady income ?
@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.
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.
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.
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).
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.
Tip from aether, u can use saw camps to design cluttered homes w as little as possible half size extensions
"ox are like children, you gotta use them if you have them."
Best 17.2.1-next tip video ever for any game.
For someone who is deeply interested in buying and playing this game, how long does one typical game last, time wise?
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.
This is incredibly useful! Thank you Master Winter!
Do you need to make ale for the tavern to supply families?
Chop chop video boy we need another manor lords to video
How did you manage to unbind the camera rotation from the mouse wheel?
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.
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.
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.
🙂
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.
Yesssss. I started watching your SC2 content but I don’t even play SC2 I just liked your casting 😂More manor lords content!
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
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 .
winter getting ahead of the curve with the tip videos. very nice
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.
2:19 The question is, how many people are enough to start a brewery, for example?
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.
can you somehow 'transport' resources between your villages? Like to make 1 hub, 1 farming
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
It’s next to the hitching post, you gotta get a donkey lol
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).
How Long do foresters take to plant trees ? i mean planted tree takes to be usable again ?
How do you rebind the camera rotate to another button, i cant find it in the settings
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
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!
you can INCREASE THE SIZE OF WORK AREA?
Yes
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.
How do you economically connect multiple settlements?
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?
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.
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
Man, you know what are you talking about. Keep up the manor lords content.
So, double house yard doubles the production but you only pay once for the workshop, corect ?
Can you trade between different portions of land?
This was a great help. Thanks man.
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?
No it doesn't need good ground for carrots, just a long vege plot, you want great fertility for farms..
I do need a backyard for like a brewery as well or just the house ground?
You need it for any upgrade, level 1 (garden, chickens, etc) or level 2 (artisans)
@@gloth thanks
Love the tips, there are quite a few errors in here though, for example you can export any basic goods without a trade route.
how do you move the camera around? I struggle with that
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.
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
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)
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?
Some of them still collect stuff. I believe only 1 person from that family is ever working the stall at a time
so there's the dedicated blacksmith and the burgage plot blacksmith, is it the same as the oven?
No the dedicated makes tools, the other one can make other stuff like spears
@@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
Thanks for the tips Mr. Winter.
how do you force right angles?
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.
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.
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.
hey winter. thanks for the tutorial. u make me plat player in starcraft 2 just watching your videos and build orders. :)
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.
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.
Do artisans work vegetable gardens?
Trading can be controlled you can set surplus level and that sets the total amount you are going to sell.
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.
Are early chicken all ins equivalent to a DT rush?
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.
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.
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.
You can have four families in a level the house?
how do you get more than a few develepment points? i cant seem to get past 2?
When i build goat sheds they glitch and stick out past the end of the yard and straddle the fence and it bothers me.
The export option can still be used without a trade route established. The family will do the shipping and not a dedicated trader