I love that farming involves the entire community - a history lesson built into the game. I think the developer has tried hard to create a simulation that is based on history, and this is early access so some quirks, but just a great way to relearn lessons from the past.
I absolutely never hit like on any video ever but the fact that you gave what you consider to be your biggest take away within 30 seconds instead waiting till the ucking last 30 seconds is mind blowing
Hahahha thank you so much dude. I watch videos too and I fucking HATE ransomed knowledge. Give me the gist of what I want, then help support your claims through the video. I approach content creation like I was taught to write papers: state your argument, then support with facts throughout!
My settlement got too big and I’m having food shortages now 😢. Pro tip: take out bandit camps immediately for the money and conquer more land for the resources.
I make really big backyard houses with an additional family expansion and set them to veggies, they collect absurd amounts of vegetables relatively quickly it almost feels like an exploit lmao
@@HenriqueRJchikiYes. I notice a lot of YT that build their plots to small and close together (like it's an American suburb) and don't leave space for expansion and upgrades. I'd suggest srarting by making single plots that are as large as possible and spacing out each founding family's plots with the expectation of infill of houses later. Then have at keast two families producing vegetables and one eggs.
Yes definitely want big back yards took me a bit to figure that out but don’t make the extra house they mess with the market and make it harder to upgrade your town. If you want to put them at the edge of town.
@@cartertran270 Strange, such thing never happened to me, I always upgrade them just fine. also you really want the extra house because it doubles the labor on the vegetables farm, and if you're building really big ones you do need it.
Potatoes too. You have to mark the side that's up though as it's impossible to tell the difference if you stop paying attention. Figured I'd save you some trouble. Lmao.
I would just like to add this. As a farmer myself we plant/seed wheat, barley before winter so the plants can grow throu the winter and we then harvest it the next year. This games is realistic when it comes to farming, wheat,barley,rye should be planted before winter season (oct,nov) and grow throu out the winter months.
@ItalianSpartacus Good vid. Manor Lords has very similar mechanics to the game 'Banished'. In that game it was a good idea to have 'specialised' storage spaces and as an example for Manor Lords you could have a specialised Granary next to your Windmill and Oven which accepts only grain, flour and bread for a centralised access point to these things and so it's near to the production chain requirements and end product.
Awesome video, it’s extremely helpful for quite literally anybody. I appreciate you not dragging out all the vital information to the end to boost watch time and such
Wouldn't it be a good idea to use multiple farmhouses so that you could have one ox per field that you need prepared for planting? So if you have 5 fields that you need plowed, then you would have 5 farmhouses with oxen. Then you wouldn't have to plow any of the fields by hand. Maybe this is what you were already suggesting? I can't think of any mechanic that would prevent someone from using one ox per field. It shouldn't take too long to acquire a decent amount of oxen. I feel like with proper farmhouse positioning, assigning oxen appropriately, and using the limit work area mechanics, that it would be feasible to use this method to speed up plowing significantly. Thanks for the great content on Manor Lords! Keep up the great work producing excellent content!
On my current play through, once October hits, you lose 90% of your yield if you haven't harvested it. I literally went from a field with about 100 wheat to a field with 10 wheat. Bearing this in mind, it probably makes sense to just put auto on and make sure you have 1 - 2 families in the Farm house.
You taught me how to play ck3 . Now I am learning about medieval farming simulator. Kinda wonder what game will bring me to your channel again in the future lol Well done and keep the good work
Just FYI - although I expect ItalSpar will probably know already, but I've seen a few videos now and nobody seems to have done it, so for everone else - you can change the name of your towns. Just click the Policy button, and then click on your town name.
I first playthrough I set the three fields at .9/1 Morgan each, but during the plow and harvest phases I assigned multiple families to work those jobs, unassigning things like planks and such for the duration. Then down to one family for the growing phase. This worked very well.
If you're unassigning people from jobs it means you don't have enough people and are in the early game, please don't use farms in the early game, they are useless resource hogs.
That's how historical farming worked. Whole villages would be busy plowing and sowing in the spring and harvesting in the fall. Then engage in livestock husbandry, building, crafting and other production during the summer and winter when agricultural labour wasn't as needed.
@@HenriqueRJchiki i mean, not really man, if you got good land and make small enough farms one family maybe 2 should be able to handle the load until more families move in then you can make the mill and oven to make the abundance of bread you now can make and sustain the village
1 morgen denotes the acreage that could be furrowed in a morning's time by a man behind an ox or horse dragging a single-bladed plough. Typically 1/2 to 2 1/2 acres.
According to my searches, 1 Morgen, in the European aspect, is different depending on country. Dutch Morgens of land were typically 2 acres, or 0.8 hectares.
😊3 sections with a farmhouse each. each section has 3-4 sections with 1 fallow and 2-3 up and running, wheat/rye, barley, flax, fallow. by having 3-4 farmhouses you get more oxes so faster work.
This may not work, but I'm going to make six fields for a farmhouse and have two on each stage. I plan to rotate emmer with whatever grows best in that spot for the second crop. At another farmhouse I will have six fields and do the same thing with a crop other than emmer.
Well done, and in an interesting manner! Although I would judge the humorous quality of this record worthy of a complaint to British Airways, the quality of its informational content is stellar, and not didactic at all - felt like, hey! I would definitely like to hear/learn more of what this guy has to say 🙂 Subbed.
I like to have big fields that an entire full farm house can only just plow and seed. You use one family and the heavy plow for the plowing, then surge the rest in for sowing. I rotate fields yearly leaving one fallow. Really helps with the fertility.
Very helpful. I hope you will do a short continuation video on processing barley to malt to beer to tavern, with placement based on this video. Thanks again!
love your video! --this is totally off subject, but currently largescale farms typically only do two-crop rotations, because we can now sample soil and place out the exact amount of nutrients the soil needs for the next crop's desired yield. The main reason for continuing to rotate two crops at all is for weed control. your autonomous robot comment made me laugh XD
Yeah, you mightn’t have gotten the winter wheat part right, but you are on the money with autonomous robots for sure! They are quickly becoming the preferred application system out my way for summer fallow!
Very instructional. What I'd really like to do is have a way to get people to populate the markets more efficiently. I've waited hours for someone to drop more than a single leather in the stall despite there being a full storage right next to it.
Really enjoying these videos! Got the game yesterday, and its been a blast so far! Im getting wrecked by raiders though. I never have extra weaponry by the time the default attack rolls around aftwr 2 y ars
Wait until you have about 15 men, and build the manor. You get a retinue of 5 OP warriors in your retinue. With your 15 Spearman and 5 retinue they will thump the bandits , then you can use that wealth to hire mercs or give to your settlement.
What month does the fertility bonus from fields being fallow kick in? I.e. if one has a field of 37% emmer fertility, and leaves it fallow, when will the 37% improve? I thought it'd be start of spring, but i've had 2 fallow fields for about 18months or so and no improvement yet.
Depending how u set it. Best to build a granary close by the windmill and artisan houses close to that granary.. so there walking distance isn't that big. 😉
This is an excellent video. It has taught me aw lot. I woulld really like it if you could expand a bit on the value of using animals to fertilize the fields. How many should you buy? Do you need a pasture for when plowing starts again? Thanks for your clear insight in how to play this complex game.
This is a great video! I was super frustrated with granary and storage overall! Thanks alot! Question: Would this supply chain work for leather/clothing as well? 1) Will tanner collect Hides directly from Hunting lodge and Goat Houses? (Disabling Hides from storage) 2) Will the Cobbler collect leather from Tanner directly? (Disabling Leather from storage) Thanks a ton! ❤
Not sure about the cobbler but I do know the tanner WILL collect hides directly from the hunting lodge (though not sure about the goat houses). My current playthrough I moved my tanner next to the hunting lodge specifically because I kept seeing the tanner walk out to the hunting lodge to collect hides....
13:05 you got it wrong. Field 1 Should be Year 1 and 2 Growing Field 2 Should be Year 2 and 3 Growing Field 3 Should be Year 3 and 1 Growing This way, you always have 1 field regenerating, while 2 are active.
heres a video idea, village layout and farm layouts, you know like historical looking layouts for the buildings, markets and farms. i always feel deficient in creativity whenever I start out a settlement makes me feel like my brain is catty wampus.
Something to add to this: crop rotation applies to different crops as well. I.e. year one, wheat, yr two fallow, yr three barley. Second field. Yr one fallow, yr two, flax, yr three wheat. Third field. Yr one barley, yr two flax, yr three fallow. Perfect rotation and scalable
Question: for assining to Ox is there a way to specifically select one? So far it seems to assign based on the order i got the Ox vs which is closer or another factor
@italianspartacus ok. Well from my messing with it so far it seems Ox are assigned based on when you got them 1st Ox goes to 1st assignment and 2nd Ox to 2nd assignment and so on. Does not seem to matter if they are in use or not when assigned as long as there is one free it take the "next in line" even if the hitching post is at the farthest point from the assignment. Moving posts can cause the Ox to unassign from the post and wander off - which was why I was curious.... should you learn something different I'd be interested!
One thing I haven’t heard anyone touch on is when your fields are showing a nice potential harvest and then your yield plummets down to virtually nothing just before your workers are meant to harvest your fields. I’ve had this happen to me twice on a save I was really fond of and now my 50 families are almost starving because my bread production just nukes itself for seemingly no reason.
@@tomuhawk96 I do have crop rotation turned on. I will watch the field have like a 60 or so yield, and then get to within 20 days or so of the projected harvest time and my yield numbers will slowly start going down to virtually nothing.
@@Invictus40k No that's a different issue entirely. Your projected yield BEFORE harvest is always accurate. Once you harvest and it shows a ridiculous amount like a few hundred or even up to 1000 as I've seen it is an integer issue.
I discovered that the number it shows when you click on the farm is meaningless. If you hold TAB you can see what the ACTUAL yield of each plot is in an icon above the field. It's super helpful and fixed my issues with not understanding farming. I was like "why am I being told I have 100+ yield, but then my serfs only collect 15-20?" and doing this showed me that the yield number is broken and prompted me to rejig my entire farm system.
Might seem easy to plan the fields around the eventual windmill location, and the granary and farmhouse both near that. Except for the wind blockage factor. I love the idea of plotting out fields in year one. Its no work for anyone. And lying fallow they can even come up from red to green eventually, lol. Great plan for barley for about year 2-3 when your tavern needs beer... to get you to T3 homes. Should be producing your own by then, at least some.
Found this super helpful, and answered my question about the logistics, I was thinking this, but you confirmed it. quick question, are you mil or prior? you said something that is jargen.
My brother just retired from the navy and father was an aviator as well. So I've been around it/know lots of active or previous mil folk. Brother went to Annapolis, I went on to do sales. Didn't become the Ranger I was supposed to be Hahahaha. What did I say?!
@italianspartacus you were explaining and. Said "lean into." It's like the common phrase used a lot now. I'm a contractor, working In Germany, so i hear that all th time 😂. Yeah i didn't become the Ranger i was supposed to be, but didnt turn out bad... Honestly, your video I watch 3 times, more like a briefing. I enjoyed the format. I'm still struggling with food for some reason. Then I don't have the troop strength to fight. I Start great and go wrong lol.
HAHAHA Okay yup, lean into for sure. I also say, "actual" describing a locale that is usually a HQ of some sort. Like "my granary out here then my granary actual." my brother used to used BRAH (bearing, range, altitude, heading) to point people out in public to me without pointing directly at them. All sorts of quirks. Glad it's helping you brother! I have a weird skill for breaking down abstract concepts Hahah If you're struggling with food, try to get 3-4 good farms up and running. Don't expand too fast. You want to make sure you have 8-10 months of good before you make another set of burgage plots. Then make more fields or what have you to compensate
@italianspartacus lol 😆 😂 that's great. Funny how we always pickup things from those around us, and incorporate into our lives. I guess I'll try again. What is the ratio, 1morgen per family?
Rain destroys your crop on the field as well. Just finished my first farming season and as soon as my peasants started harvesting it started to rain and 90% was lost to rot. It was basically an instant rainflood.
It might be min/maxing, but Instead of one Farmhouse with 8 families I have 4 farmhouses with 2 families each and one ox. They speedrun plowing with the 4 oxes :)
@@Captain_Hindsight I'm getting 160 grain per year with just 4 fields of 1M each, 2 active per year. Seems like you should be able to get better numbers than you are. I have so much bread in my village I can't eat it all.
Very different strategy than what i have been doing. I havent gotten that far into the game, like 5-6 years in and have 3 fields at 1 morgen each. I fallow each field for 2 year and 1 year of growing. I throw bodies at it be shutting down a few buildings, keeping them for use at the mill and oven after. I havent had a start with decent fertility with anything but grain. Should i be doing wheat/flax/faloow or something like that instead?
Fyi, woodcutter camp cuts their own logs. They do not get wood from the log camp so you do not need to put them together. In fact, the woods go away faster and therefore the woodcutter has to travel further.
So has this new release had any changes and bug fixes compared to the version many RUclipsrs had access to? I amhave found many bugs and hope the dev is working hard to correct them. Addicting so far though.
I dont quite get how the harvwsting works. I send people to plant in March and then when its all plowed and sown and the families are 'waiting' as the crops grow i take the families out. Then i wait until the field says its almost ready to harvest (a few days before) and set families back...but it only harvests like 8-15 of the crop before it plows and resows
I am in a triple plus area and one of my farms always has zero % no matter what I do. Not sure if that one field is bugged or if it a game mechanic I am missing. Will try burning the field and placing again
the blocker on storage to not take resources doesnt work, they still picked up 30 grain from the farmhouse and took it to the granary even with it locked
I came to this video after realizing that something is wrong with the Granary atm. Flour was the only thing I had left in the winter, but all my workers weren't able to bring flour to the mill that is just 300m away. So they better starve then haul :D Did you ever saw your barley or flux cropped then just vanasihing?
I feel farming is still a bit buggy at the moment, I had instances with farmers plowing my fields in summer, growing the crops through the winter and harvesting in spring. And I did not see any impact on yield. 🤔 so I think they will make some adjustments at some point.
What confuses me too is why I’m planting on the green fertile land according to the overlay but then when I plant it’s like 49% and 55% and stuff like that lol
Im havin an issue, i have farmhouses very far apart and i set the work area to the fields near those farms, but they keep walking over to the other feilds a long ways away wasting time. at first i thought it was field priority but that dosnt seem to be it, any ideas?
I love that farming involves the entire community - a history lesson built into the game. I think the developer has tried hard to create a simulation that is based on history, and this is early access so some quirks, but just a great way to relearn lessons from the past.
It really is very thorough. I love it.
I absolutely never hit like on any video ever but the fact that you gave what you consider to be your biggest take away within 30 seconds instead waiting till the ucking last 30 seconds is mind blowing
Hahahha thank you so much dude. I watch videos too and I fucking HATE ransomed knowledge. Give me the gist of what I want, then help support your claims through the video. I approach content creation like I was taught to write papers: state your argument, then support with facts throughout!
For this same reason i gave instant like and sub
I was there when he discovered Tab. Gave me a good idea of what a dude looked like when he first discovered fire.
Thanks for sharing.
Our bald Prometheus
This made me laugh way too hard
I subbed the moment you told me the main points of the video at the beginning. I will listen to the rest now!
For real.
Thank you so much :)
Honestly same, what a nice and viewer centered channel, I hope it goes far!
apparently a lot of wheat species do grow through the winter so it may be a feature and not a bug
Oh! Fuck!
It's literally called winter wheat!
Yeah winter wheat and winter barley is very common. Especially when it comes to being used for beer making.
We grow winter wheat in kansas
it is a feature - in real life itll give more crops but the mechanic is a it wonky but its early access
You got me glazing by getting to the point so quickly, you deserve the world brother
Bro thank you so much! Very kind of you!!
I love how you give the gist at the beginning. A lot like a proper essay does. THANK YOU!
That's actually 100% my methodology!! I present my thesis statement then back it up throughout the video! :) thank you for noticing
My settlement got too big and I’m having food shortages now 😢. Pro tip: take out bandit camps immediately for the money and conquer more land for the resources.
I make really big backyard houses with an additional family expansion and set them to veggies, they collect absurd amounts of vegetables relatively quickly it almost feels like an exploit lmao
@@HenriqueRJchikiYes. I notice a lot of YT that build their plots to small and close together (like it's an American suburb) and don't leave space for expansion and upgrades.
I'd suggest srarting by making single plots that are as large as possible and spacing out each founding family's plots with the expectation of infill of houses later. Then have at keast two families producing vegetables and one eggs.
Yes definitely want big back yards took me a bit to figure that out but don’t make the extra house they mess with the market and make it harder to upgrade your town.
If you want to put them at the edge of town.
@@cartertran270 Strange, such thing never happened to me, I always upgrade them just fine. also you really want the extra house because it doubles the labor on the vegetables farm, and if you're building really big ones you do need it.
@@HenriqueRJchiki apparently it’s just a bug.
My bad.
You mention crop rotation. Does that mean you have to dig up your carrotts and replant them upside down?
I'd start with a 90 degree rotation before you rotate the carrot 180. You can cover more degree variety that way year over year.
@majorballshack9722 Learn so many great things on the internet. Thanks, I'll try this... 🔩
Potatoes too. You have to mark the side that's up though as it's impossible to tell the difference if you stop paying attention. Figured I'd save you some trouble. Lmao.
HAHAHAHA
😂
I would just like to add this. As a farmer myself we plant/seed wheat, barley before winter so the plants can grow throu the winter and we then harvest it the next year. This games is realistic when it comes to farming, wheat,barley,rye should be planted before winter season (oct,nov) and grow throu out the winter months.
@ItalianSpartacus
Good vid.
Manor Lords has very similar mechanics to the game 'Banished'.
In that game it was a good idea to have 'specialised' storage spaces and as an example for Manor Lords you could have a specialised Granary next to your Windmill and Oven which accepts only grain, flour and bread for a centralised access point to these things and so it's near to the production chain requirements and end product.
ya the large unorganized storage units become backed up when they're filled with so many varieties of items and it slows everythinggg down
Awesome video, it’s extremely helpful for quite literally anybody. I appreciate you not dragging out all the vital information to the end to boost watch time and such
Wouldn't it be a good idea to use multiple farmhouses so that you could have one ox per field that you need prepared for planting? So if you have 5 fields that you need plowed, then you would have 5 farmhouses with oxen. Then you wouldn't have to plow any of the fields by hand. Maybe this is what you were already suggesting? I can't think of any mechanic that would prevent someone from using one ox per field. It shouldn't take too long to acquire a decent amount of oxen. I feel like with proper farmhouse positioning, assigning oxen appropriately, and using the limit work area mechanics, that it would be feasible to use this method to speed up plowing significantly. Thanks for the great content on Manor Lords! Keep up the great work producing excellent content!
Yes!! But you'd expand there with more fields. One family and one ox can handle 4-5 fields pretty easily. You'd expand as needed :)
On my current play through, once October hits, you lose 90% of your yield if you haven't harvested it. I literally went from a field with about 100 wheat to a field with 10 wheat. Bearing this in mind, it probably makes sense to just put auto on and make sure you have 1 - 2 families in the Farm house.
I've been making my 350 peeps skip a meal because food was getting rough, this helps a lot thanks :D
You taught me how to play ck3 .
Now I am learning about medieval farming simulator.
Kinda wonder what game will bring me to your channel again in the future lol
Well done and keep the good work
Was waiting for this exact video, what a blessing
Great video brother, it explained a lot. I appreciate you taking the time to make it. :)
Just FYI - although I expect ItalSpar will probably know already, but I've seen a few videos now and nobody seems to have done it, so for everone else - you can change the name of your towns.
Just click the Policy button, and then click on your town name.
Trying to give the most useful info at the beginning was a nice touch
I first playthrough I set the three fields at .9/1 Morgan each, but during the plow and harvest phases I assigned multiple families to work those jobs, unassigning things like planks and such for the duration. Then down to one family for the growing phase. This worked very well.
If you're unassigning people from jobs it means you don't have enough people and are in the early game, please don't use farms in the early game, they are useless resource hogs.
@@HenriqueRJchiki YOU'RE NOT THE LORD OF MY MANOR!
@@steppahouse just trying to help you fam
That's how historical farming worked. Whole villages would be busy plowing and sowing in the spring and harvesting in the fall. Then engage in livestock husbandry, building, crafting and other production during the summer and winter when agricultural labour wasn't as needed.
@@HenriqueRJchiki i mean, not really man, if you got good land and make small enough farms one family maybe 2 should be able to handle the load until more families move in then you can make the mill and oven to make the abundance of bread you now can make and sustain the village
I appreciate the up front info. That's awesome for you to do! Definitely going to watch the rest of the vid, though :)
1 morgen denotes the acreage that could be furrowed in a morning's time by a man behind an ox or horse dragging a single-bladed plough. Typically 1/2 to 2 1/2 acres.
Makes sense. Morgen is the Dutch (and German) word for morning.
According to my searches, 1 Morgen, in the European aspect, is different depending on country. Dutch Morgens of land were typically 2 acres, or 0.8 hectares.
😊3 sections with a farmhouse each. each section has 3-4 sections with 1 fallow and 2-3 up and running, wheat/rye, barley, flax, fallow. by having 3-4 farmhouses you get more oxes so faster work.
This may not work, but I'm going to make six fields for a farmhouse and have two on each stage. I plan to rotate emmer with whatever grows best in that spot for the second crop. At another farmhouse I will have six fields and do the same thing with a crop other than emmer.
Well done, and in an interesting manner! Although I would judge the humorous quality of this record worthy of a complaint to British Airways, the quality of its informational content is stellar, and not didactic at all - felt like, hey! I would definitely like to hear/learn more of what this guy has to say 🙂 Subbed.
I love how the dev made fertility accessible to the color blind with the '+' scale.
Subbed just for the front loading content. Hugely respect that.
Thank you for the TL;DR! Amazing :)
I like to have big fields that an entire full farm house can only just plow and seed. You use one family and the heavy plow for the plowing, then surge the rest in for sowing. I rotate fields yearly leaving one fallow. Really helps with the fertility.
This is soo good. Very well made!!
Thank you so much!
Bonus tip you forgot to mention. You can use fallowed farms as lifestock pastures to further boost fertility and keep it from going cattywampus.
Very helpful. I hope you will do a short continuation video on processing barley to malt to beer to tavern, with placement based on this video. Thanks again!
Subscribed because of the upfront info- Cheers!
Thank you so much for watching brother!
love your video! --this is totally off subject, but currently largescale farms typically only do two-crop rotations, because we can now sample soil and place out the exact amount of nutrients the soil needs for the next crop's desired yield. The main reason for continuing to rotate two crops at all is for weed control. your autonomous robot comment made me laugh XD
Yeah, you mightn’t have gotten the winter wheat part right, but you are on the money with autonomous robots for sure! They are quickly becoming the preferred application system out my way for summer fallow!
Subscribed for the info being up front.
THANKS for the upfront, liked and subbed.. I'm gonna stick around to see the sheep fertilization mechanic
Man thank you so much for all your effort, really helps me to find footing in this game❤
Very instructional. What I'd really like to do is have a way to get people to populate the markets more efficiently. I've waited hours for someone to drop more than a single leather in the stall despite there being a full storage right next to it.
If you get people in your store houses they open up new stalls!
thanks for the tab key info ,this changes everything
Really enjoying these videos! Got the game yesterday, and its been a blast so far!
Im getting wrecked by raiders though. I never have extra weaponry by the time the default attack rolls around aftwr 2 y ars
Wait until you have about 15 men, and build the manor. You get a retinue of 5 OP warriors in your retinue. With your 15 Spearman and 5 retinue they will thump the bandits , then you can use that wealth to hire mercs or give to your settlement.
Do yourself a favour. Build a trading post and a tannery and sell excess leather, then use that money to buy the weapons you need.
What month does the fertility bonus from fields being fallow kick in?
I.e. if one has a field of 37% emmer fertility, and leaves it fallow, when will the 37% improve?
I thought it'd be start of spring, but i've had 2 fallow fields for about 18months or so and no improvement yet.
Really good video, clearly explained and lots of useful information
Absolutely Brilliant. Very informative and well worth viewing.
Thanks for sharing.
👍
Glad it was helpful!!
Another question: Do Artisan bakers collect flour from the windmill directly or do we need to turn on Granary for that?
Thanks ❤
Depending how u set it. Best to build a granary close by the windmill and artisan houses close to that granary.. so there walking distance isn't that big. 😉
This is an excellent video. It has taught me aw lot. I woulld really like it if you could expand a bit on the value of using animals to fertilize the fields. How many should you buy? Do you need a pasture for when plowing starts again?
Thanks for your clear insight in how to play this complex game.
Thank you for making this!
My pleasure!
This is a great video! I was super frustrated with granary and storage overall! Thanks alot!
Question: Would this supply chain work for leather/clothing as well?
1) Will tanner collect Hides directly from Hunting lodge and Goat Houses? (Disabling Hides from storage)
2) Will the Cobbler collect leather from Tanner directly? (Disabling Leather from storage)
Thanks a ton! ❤
Not sure about the cobbler but I do know the tanner WILL collect hides directly from the hunting lodge (though not sure about the goat houses). My current playthrough I moved my tanner next to the hunting lodge specifically because I kept seeing the tanner walk out to the hunting lodge to collect hides....
Dont forget your goats produce leather
My inner immaturity found this video hilarious
13:05 you got it wrong.
Field 1 Should be Year 1 and 2 Growing
Field 2 Should be Year 2 and 3 Growing
Field 3 Should be Year 3 and 1 Growing
This way, you always have 1 field regenerating, while 2 are active.
I love lamp!
do you limit wheat/grain from the granary as well to speed up delivery to the windmill?
it looks like you did since it was still in the farmhouse at winter. but the wheat was still going to the granary?
Great video!! Subbed.
heres a video idea, village layout and farm layouts, you know like historical looking layouts for the buildings, markets and farms. i always feel deficient in creativity whenever I start out a settlement makes me feel like my brain is catty wampus.
Thanks. This helped me a lot :)
Such nice person u are, ty
Thou even plow, heathen ? ... great video!
Something to add to this: crop rotation applies to different crops as well. I.e. year one, wheat, yr two fallow, yr three barley. Second field. Yr one fallow, yr two, flax, yr three wheat. Third field. Yr one barley, yr two flax, yr three fallow. Perfect rotation and scalable
I like how he says “you’re not gonna be able to go 1 2 3 4 5 6 with your skills cause it’s early access” and that’s exactly what you can do
Question: for assining to Ox is there a way to specifically select one? So far it seems to assign based on the order i got the Ox vs which is closer or another factor
I honestly haven't tested. I assume it chooses the one that is both not assigned and idle. If none are idle, it chooses the unassigned one
@italianspartacus ok. Well from my messing with it so far it seems Ox are assigned based on when you got them 1st Ox goes to 1st assignment and 2nd Ox to 2nd assignment and so on. Does not seem to matter if they are in use or not when assigned as long as there is one free it take the "next in line" even if the hitching post is at the farthest point from the assignment. Moving posts can cause the Ox to unassign from the post and wander off - which was why I was curious.... should you learn something different I'd be interested!
One thing I haven’t heard anyone touch on is when your fields are showing a nice potential harvest and then your yield plummets down to virtually nothing just before your workers are meant to harvest your fields. I’ve had this happen to me twice on a save I was really fond of and now my 50 families are almost starving because my bread production just nukes itself for seemingly no reason.
Do you have crop rotation turned on? This changes at a set time so if you don't harvest before then it will trigger and reduce the fertility.
I think it's an integer bug. It says there's a like 160 yield right? And then they harvest like 20?
@@tomuhawk96 I do have crop rotation turned on. I will watch the field have like a 60 or so yield, and then get to within 20 days or so of the projected harvest time and my yield numbers will slowly start going down to virtually nothing.
@@Invictus40k No that's a different issue entirely. Your projected yield BEFORE harvest is always accurate. Once you harvest and it shows a ridiculous amount like a few hundred or even up to 1000 as I've seen it is an integer issue.
I discovered that the number it shows when you click on the farm is meaningless. If you hold TAB you can see what the ACTUAL yield of each plot is in an icon above the field. It's super helpful and fixed my issues with not understanding farming.
I was like "why am I being told I have 100+ yield, but then my serfs only collect 15-20?" and doing this showed me that the yield number is broken and prompted me to rejig my entire farm system.
Might seem easy to plan the fields around the eventual windmill location, and the granary and farmhouse both near that. Except for the wind blockage factor.
I love the idea of plotting out fields in year one. Its no work for anyone. And lying fallow they can even come up from red to green eventually, lol. Great plan for barley for about year 2-3 when your tavern needs beer... to get you to T3 homes. Should be producing your own by then, at least some.
Found this super helpful, and answered my question about the logistics, I was thinking this, but you confirmed it.
quick question, are you mil or prior? you said something that is jargen.
My brother just retired from the navy and father was an aviator as well. So I've been around it/know lots of active or previous mil folk. Brother went to Annapolis, I went on to do sales. Didn't become the Ranger I was supposed to be Hahahaha. What did I say?!
@italianspartacus you were explaining and. Said "lean into." It's like the common phrase used a lot now. I'm a contractor, working In Germany, so i hear that all th time 😂.
Yeah i didn't become the Ranger i was supposed to be, but didnt turn out bad...
Honestly, your video I watch 3 times, more like a briefing. I enjoyed the format.
I'm still struggling with food for some reason. Then I don't have the troop strength to fight. I Start great and go wrong lol.
HAHAHA Okay yup, lean into for sure. I also say, "actual" describing a locale that is usually a HQ of some sort. Like "my granary out here then my granary actual." my brother used to used BRAH (bearing, range, altitude, heading) to point people out in public to me without pointing directly at them. All sorts of quirks.
Glad it's helping you brother! I have a weird skill for breaking down abstract concepts Hahah
If you're struggling with food, try to get 3-4 good farms up and running. Don't expand too fast. You want to make sure you have 8-10 months of good before you make another set of burgage plots. Then make more fields or what have you to compensate
@italianspartacus lol 😆 😂 that's great. Funny how we always pickup things from those around us, and incorporate into our lives.
I guess I'll try again. What is the ratio, 1morgen per family?
dude, is this the guy from khan academy? why are you teaching me about farming. thank you for teaching me about farming.
Hahahaha I've gotten that a lot but I'm not! Happy to help though brother :)
Rain destroys your crop on the field as well. Just finished my first farming season and as soon as my peasants started harvesting it started to rain and 90% was lost to rot. It was basically an instant rainflood.
It might be min/maxing, but Instead of one Farmhouse with 8 families I have 4 farmhouses with 2 families each and one ox. They speedrun plowing with the 4 oxes :)
That is pretty nice.
I haven't gotten to try the ox plow on my games yet, but it would make the management easier.
How big are your fields? Like how many Morgan can Two families with an of handle comfortably?
@@Cyprian96 I did really big fields (3-4 M each) 9 fields total and only 3 active per year. Got me about 160 grain per field each year.
@@Captain_Hindsight I'm getting 160 grain per year with just 4 fields of 1M each, 2 active per year. Seems like you should be able to get better numbers than you are. I have so much bread in my village I can't eat it all.
Great video, thank you. How do I make my houses show up Green/yellow showing their needs?
Tab
Very different strategy than what i have been doing. I havent gotten that far into the game, like 5-6 years in and have 3 fields at 1 morgen each. I fallow each field for 2 year and 1 year of growing. I throw bodies at it be shutting down a few buildings, keeping them for use at the mill and oven after.
I havent had a start with decent fertility with anything but grain. Should i be doing wheat/flax/faloow or something like that instead?
very helpful vid thank, i found that tab button yesterday. Is soo helpful
Winter Wheat is actually a thing. Plant in the fall, harvest in late spring/early summer.
so whats about if you keep the grain in the framhouse and not transfering to the storehouse ? its gonna be more efficent ?
Amazing explanation 👏
Learning allot thank you sir !
Fyi, woodcutter camp cuts their own logs. They do not get wood from the log camp so you do not need to put them together. In fact, the woods go away faster and therefore the woodcutter has to travel further.
That's true, I found that out the hard way in my first run of the game 😂
Can you do a video on how to quickly build up an army and how to manage ammor and weapons please?
Sure thing :)
@@italianspartacus Thank you :)
Very helpful thank you!
Very well done, Sir.
So has this new release had any changes and bug fixes compared to the version many RUclipsrs had access to? I amhave found many bugs and hope the dev is working hard to correct them. Addicting so far though.
If say you wanted to grow barley in a red infertile area, can you fallow if for a few years to gain fertility?
I subbed because of manor lords content
hey dude do you have any info on assiging animals? and how to get them please?
Morgen: Ancient folk way of saying how long it takes for field to be worked on. Morgen - Morning
Taking One morning to morning work cycle of work
I dont quite get how the harvwsting works. I send people to plant in March and then when its all plowed and sown and the families are 'waiting' as the crops grow i take the families out. Then i wait until the field says its almost ready to harvest (a few days before) and set families back...but it only harvests like 8-15 of the crop before it plows and resows
Hello I got a question, do you know how much morgen max for a full farmhouse can manage? Is it 1 morgen that split over 3 fields?
I am in a triple plus area and one of my farms always has zero % no matter what I do. Not sure if that one field is bugged or if it a game mechanic I am missing. Will try burning the field and placing again
the blocker on storage to not take resources doesnt work, they still picked up 30 grain from the farmhouse and took it to the granary even with it locked
when I tried to limit the workers area, they only worked on the field that is at the center of the selection, and not any adjacent ones
I came to this video after realizing that something is wrong with the Granary atm. Flour was the only thing I had left in the winter, but all my workers weren't able to bring flour to the mill that is just 300m away. So they better starve then haul :D
Did you ever saw your barley or flux cropped then just vanasihing?
The best of watching Italian Spartacus fail to draw a field. 😀
BTW 1 Morgan is equal to the area of 4 Logging Camps, or 1 Logging Camp = 1/4 Morgan
Italian Spartacus, more like dell'elmo di scipio
Thanks!
Thank you. Just thank you😊
Thank you
I don't think the crop names in the overlay, lineup with the tooltips in the build menu or inventory list.
Dont be afraid of re=rolling you starting map till you get a good one.
I feel farming is still a bit buggy at the moment, I had instances with farmers plowing my fields in summer, growing the crops through the winter and harvesting in spring. And I did not see any impact on yield. 🤔 so I think they will make some adjustments at some point.
I´m missing the labor feature from Ostriv. It would be nice to hiere free famalie to harvest or sowing
Im going to try ox plow and have one farm house per field since i can't use more than one ox
What confuses me too is why I’m planting on the green fertile land according to the overlay but then when I plant it’s like 49% and 55% and stuff like that lol
That's fine! it sounds like you might have too large of a plot though! It'll spread that fertility over the span of the entire field!
Im havin an issue, i have farmhouses very far apart and i set the work area to the fields near those farms, but they keep walking over to the other feilds a long ways away wasting time. at first i thought it was field priority but that dosnt seem to be it, any ideas?