Manor Lords Guide: How To Make 100% Efficient Cities

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  • Опубликовано: 1 июн 2024
  • 100% Efficiency in Manor Lords is achievable. Food Mechanics in Manor Lords Deep Dive. Food Mechanics are a bit more complicated than i realized. In This video i do a deep dive into hours of data i collected and present to you my findings. What has your experience been here? Manor Lords Guide: Unleashing A Particular Set of Skills To Figure Out Food Mechanics.
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Комментарии • 143

  • @user-ws9lr4fk7d
    @user-ws9lr4fk7d 26 дней назад +22

    Thanks for sharing the findings in your videos. The insight of the basic consumption order also seems to apply towards the food donations to the church as well. I was looking to farm some influence, but instead of taking my 5K plus of veggies, it wiped me out of berries and bread first, completely tanking my variety and stalling my upgrades to tier 2 and 3 plots.

    • @TacticatGaming
      @TacticatGaming  26 дней назад +8

      Thank you for telling me this - that’s another huge factor I didn’t think of

  • @mister-x2
    @mister-x2 27 дней назад +31

    The miracle here is that you got apples to show up in a stall.

    • @TacticatGaming
      @TacticatGaming  26 дней назад +3

      Lmao

    • @russella9692
      @russella9692 26 дней назад +3

      In two of my playthroughs, the granary wouldn’t pick up apples until the house granary storage was full. Then all the excess apples went to the granary/market. I had to keep the burgage plots at level 1 since they only have 37 storage space.

    • @mrsplosh999
      @mrsplosh999 26 дней назад +2

      For me apples only show up once the pantry storage is full, and it triggers the granary guys to get it

    • @waggna469
      @waggna469 26 дней назад

      @@mrsplosh999 same for me

    • @NastyPasty1123
      @NastyPasty1123 26 дней назад

      I’m getting to it right now, circles n shapes, market in the middle, not too many plots and will get back to you. However when the noise/smell / industry proximity / undesirable residential zone thingy gets patched in then it’s all change. Will it be like Foundation I wonder ?

  • @Mojn001
    @Mojn001 24 дня назад +4

    I was hoping you would do a video on the "optimal" place to put different buildings. Like what building works best together and where in relation to the storehouse/granary. All the best

    • @spurtikus1
      @spurtikus1 24 дня назад

      Same, I end up with a 100 empty market stalls, and 12 warehouses filled to the brim with workers who don't like stalking goods. Would love a video about getting it right.

    • @kruseda
      @kruseda 22 дня назад

      I agree!

  • @mariembuenaventura1278
    @mariembuenaventura1278 26 дней назад +12

    Yeah its really confusing. I've experienced only having 1month supply of food while having 100+apples...

  • @xSpam42
    @xSpam42 25 дней назад +4

    The more i learn about the mechanics the more it feels like a chore and i can't bring myself to play it anymore...

    • @lateralus6512
      @lateralus6512 23 дня назад

      This is exactly how I feel.

    • @bschultz470
      @bschultz470 22 дня назад

      Just sell the eggs and veggies, while importing meat and bread. Works like a charm.

  • @hodgeman
    @hodgeman 27 дней назад +8

    I had issues with Apples not going to market, they need to be huge to fill their pantry, or the apple just stay in the apple orchid plot pantry, rather then being picked up by workers. So its better to keep it a low level so its pantry stays small.

    • @TacticatGaming
      @TacticatGaming  27 дней назад +4

      That’s another bug well reported I’m afraid

    • @mariembuenaventura1278
      @mariembuenaventura1278 26 дней назад +2

      If you choose apple, should you create a big plot to have more harvest?

    • @mikloskoszegi
      @mikloskoszegi 26 дней назад

      @@mariembuenaventura1278 Yes. Lvl 3 double plots have something over 200 storage so even with a big plot you may not fill it with only one harvest.

  • @Felofh
    @Felofh 27 дней назад +4

    Hey Great video! was in the live stream earlier and did some testing based on what you said. Your 100% correct about the order the food is Eaten but I think a little mistaken about the stall placement. How Ive found a village is consuming food is that they will always eat from the first stall created until it becomes empty no matter what. If it never runs out of food it they will not start consuming from another stall even if its directly infront of their burgage. The reason you start getting different food consumed happens when u start Getting multiple Food stalls. Once the secondary food stall fills up on meat it stops the first stall from stocking anymore so they move onto the berries like you said. That stall you saw them consume from was the one you made first thats why they are eating the other food from it.

    • @TacticatGaming
      @TacticatGaming  27 дней назад +1

      Interesting idea it’s really wonky isn’t it lmao

    • @tomgymer7719
      @tomgymer7719 27 дней назад

      If that's true could you force them to take the more produced but lower down food like apples by having stalls run by families who work for a granary with only apples allowed?

    • @infomolerat
      @infomolerat 26 дней назад

      Seems like if you can only stock the exact number of food you have as plots but you eat 4 per plot at tier three, then you need to have a big cushion in food variety. You would think you would constantly be bricking your requirements at 4 types fully stocked as the good is eaten and replenished. But if you stock two extra varieties than your tier level requires you should not have to micro your stalls as much to get full coverage. In theory. But how do you get all that variety right away, as you start with 2 food varieties required, that really means you need at least three varieties ASAP and to be safe 4 varieties. And as one egg doesn't feed 2, much less 4 familys, that leaves you with veggies, which are hard to get first year, for the extra varieties above berries and meat. Maybe a solution is to do single plot eggs, don't build the extra family addition, until you can get some other varieties on line. Winter start no berries either, no bread until next year, no veggies yet, apples are miles away, need meat and eggs to scratch by so needs to be super efficient and double family plots would seem to tank your happiness. Import prices prevent efficient supplementation early, so it just pushes you to go down that trade development tree and eliminate tarrifs ASAP. Then you can just sell planks and tiles and keep everything stable with imports until you can build out the food industries.

  • @lateralus6512
    @lateralus6512 27 дней назад +6

    Good video. This game has some serious balance issues, along with the obvious problems like the marketplace logistics. There are so many threads on Steam about the marketplace.

    • @TacticatGaming
      @TacticatGaming  26 дней назад +2

      Yes it has steps to understanding for sure

  • @n7havoc711
    @n7havoc711 26 дней назад +1

    This would explain why I had such an easy time starting a city in a rich hunting region. Meat production was so high due to the hunting node upgrades + the hunting>farming policy. My 2 veggie plots, ~12 egg extensions, and a handful of berries seemed to last a long time on the market while my people were prioritizing eating hundreds of meat.

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      Yep lol looking back it all makes sense a ton of things we saw

  • @tomgymer7719
    @tomgymer7719 27 дней назад +5

    Ugh, this is what I mean when I say making the production and consumption so opaque doesn't really work with the current set up. Hopefully with more tutorials and some market changes this stuff will make more sense to new players. This is a really good video, and I'm really curious about more of these mechanics. So, when having multiple families in one plot, does that mean that the market can't fill up enough food for their consumption unless you add bonus food stalls? Does the order of operations mean you can cheese variety of foods by making sure you have loads of bread, and just have a static amount of eggs, honey, veg, and appleS?

    • @TacticatGaming
      @TacticatGaming  27 дней назад +1

      I think it’s going to take a good bit of people looking and observing to figure it out. Some cheese will be possible by get harder as you have more families

    • @tomgymer7719
      @tomgymer7719 27 дней назад +1

      @@TacticatGaming I really hope they come up with more for your village to be doing late game, and especially a better balance for industry stuff.

  • @Claude-Vanlalhruaia
    @Claude-Vanlalhruaia 23 дня назад +2

    The main problem I have with market is that once you build a large town and spread your houses, it becomes increasingly difficult for the market to store anything to sell. There is this weird threadsshold where some supplies won't get filled like the current problem I have is clothes not being fulfilled on 2 of my market on different area, because of this I am left with 39 houses that I can't upgrade. Tried adding more market space, adding more storehouse and granary, tried producing more clothes, nothing seems to help. On my other save game, it was food, I had 24 months of food supply, in the thousands and for some fuck up reason vendors inventory are just empty all the time. At this time this game at the end game has some serious bugs and nuisance to be able to really push your imagination.

    • @lateralus6512
      @lateralus6512 23 дня назад

      It’s a poorly designed system. And on top of that, I’ve discovered a marketplace bug that requires starting a new map. This game has some serious issues right now.

  • @roymongin8886
    @roymongin8886 26 дней назад +1

    I've observed the same thing with consumption order.
    I started trading away all meat after the very early game. Rich berries + perk means you only need a little bit of other food sources and can freely trade away surplus food (just not the berries, they burn fast once your town is large).

  • @FinaISpartan
    @FinaISpartan 25 дней назад +2

    1. Please make a discord. Sharing info in youtube comments suck
    2. Can you make a video on which buildings are the most important in terms of proximity? I now know that houses don't care about market proximity (other than the order), however, houses should be close to wells, and markets should be close to granary and storehouses.
    3. Take information from #2 to design the perfect layout in terms of worker pathing efficiency

    • @kruseda
      @kruseda 22 дня назад

      Yes a Discord would be very helpful. I'll boost server when you do ^^

  • @KG-1
    @KG-1 23 дня назад +1

    TactiCat.
    Followed your tips on individual stalls and it worked!
    Did 3 duplex with farms 2h wide x 3 deep. I'm looking at Nov Y1, all but one bread gone, but it's in a stall, and wait for it . . . 5 count them, 5 veggies in the food stall. Trumpet Fanfare . . . They are eating their vegetables, so they are not Americans. At 8 families when that happened.
    Finding I agree with the trade off in the beginning, more housing sooner, help out on clothes, wood.
    Going forward will probably stick with singles with smaller BYE though.
    Did 3 dplx, then 2 singles with bkyde as goats.
    The one thing had to watch out and messed up a couple times: when you demo the stall, demo that market place spot or the stall just pops back up. Doing again, I'd do 2xdplx as veggies 2h w x 2 deep, make another duplex as goats when I could, then 2 more singles for goats, one which would go to cobbler on T2, and take both dplx farms to L2 for the 5 RW/month regular.
    I don't think the granary can keep up getting all those veggies off the farm, so maybe they can if its 2 smaller duplex farms.
    Convinced the stalls and eat order is accurate, but also believe that its also cart trips and how much is on each trip.
    I'm in SepY2 and have made both storage, granary large ones - for storage that's helpful to get the extra worker slots. Churched up and ready to build Manor.
    Good stuff.
    My region for your data purposes is the SW corner Immerauth. I renamed it Nahrungswald - "food forest" in English. Looks like the eat order is correct: Meat, Berries, Bread, Veggies.
    Doesn't change how silly eggs and veggies are in this first EA release. Agree with you patch the damn thing asap. For now: F**k eggs!
    You are a professional: concerned with logistics. Not and amateur: concerned with tactics - read siege tactics.
    Although it would be classically German not to be concerned with logistics - I'm looking at you Operation Barbarossa leadership staff that ignored their loggies. They'd be attacking bandits right away as soon as issued tools for spear militia with 10 troops.
    Dev path, so far: Trade perk 1 & 2, then charcoal. I think will do traps next - farming is small.

    • @TacticatGaming
      @TacticatGaming  23 дня назад

      Glad it worked for you. I’ve designed a perfect 300 pop city with some big guides going out to demonstrate how it all tied together.

  • @KG-1
    @KG-1 26 дней назад

    TactiCat. Great analysis, great channel.
    If there is a game Manor Lords, there must be Data Lords, like you and SG.
    This reinforces taking Trappings for second development point after charcoal, and building another Granary-Storehouse-Market Stall x3 at the opposite end of town - might just overcome the current stall capacity increases by burgage plot, but the consumption needs are still by family.
    It would be very helpful if you put up your spreadsheet the way SG did for his build checklist, farming, and production.
    Wouldn't it be great if the pull-down listed top to bottom in the consumption order you list. Sort of like the help tab not being in alphabetical order.

  • @RobM-ze2hh
    @RobM-ze2hh 26 дней назад +3

    With the order of operation this means farming is super important unless you want to abuse the market global supply. Bread is the first food that isn't 'capped' since you can just create more farms, compared to meat and berries which a region has can only produce 'x' amount of ( interesting to know what the max per year a region can produce for both meat and berries). Bread is the main staple, supported with smaller inflow of eggs, veg, honey and apples to complete and maintain market variety. Meat and berries therefore become more useful as a seasonal approval boost. This kind of makes sense even if it is janky, though I think veg should come before eggs so you can use veg farms as a staple and still have 3 foods after it in the order to fill the approval requirements.
    This does act as a balance as it was seemingly way better to ignore farming as veg and apples were way easier and reliable to 'farm' instead. Bread is placed as the ideal staple crop. If this is by design some transparency would have been useful.

  • @ImKombo
    @ImKombo 26 дней назад +3

    That's why when the dev asks what to do next in the game, I only ask that he make a wiki with all the data and how the game works. The more videos you and Strat Gaming have, the less I understand how it works. Every day seems to work in a different way. I thought that houses always consumed one meal. Whether double or simple. And that 1 was divided among the variety. For example, if there is variety 4, then each house will eat 0.25% of each food until that 1 is complete.

    • @Antonioboqueron
      @Antonioboqueron 26 дней назад +1

      @ImKombo yo te sigo! Viva Málaga y su gente!

  • @michaelgreening4321
    @michaelgreening4321 25 дней назад +2

    That explains why I can't make bread fast enough. And why when I start making bread, the eggs build up.

  • @w2e3232r2dsswdwe
    @w2e3232r2dsswdwe 26 дней назад +3

    TactiCat is putting in the work we need to know. Watching the chickens butthole for several months just to keep us up to date with accurate information. Kudo's bro!

  • @Abreathoffreshair7
    @Abreathoffreshair7 26 дней назад +2

    So I saw this yesterday and thought about it for quite a bit. What if you limit the granaries to one type of food each. That should create one stall for each type of food in the market, which should begin to evenly distribute the food to the neighboring houses. I haven’t tried this yet since I work pretty far from home. But let me know your findings. Thanks for the info 👍

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      You can control what’s put in a market stall

    • @arthurprisconeves3174
      @arthurprisconeves3174 24 дня назад

      I tried that in a game, making a granary for each food type, but the fact is that the granary workers will fill stalls with every type of food, even if the stall is not in their responsibility, so I had a food stall near a Berry granary, but with other types of food as well.
      I believe that TG has a point here, maybe limit the food directly in the stall, combined with the granary stock.
      I'll try that.
      Also, thanks TG, awesome video and work that you and SG are doing.

  • @lkp7481
    @lkp7481 26 дней назад +1

    Thanks for the video. I manage to get some larger towns but, I cannot figure out the market system and if it is just me or there are many bugs. So many times food is in the granary or laying around and I have stalls that are empty right next to a granary with food in it and people complaining they have no food. It is not destroying my town but, it is really annoying.

  • @MagnesiumSulfate
    @MagnesiumSulfate 26 дней назад +1

    This is going to blow your mind! I just tested and for Tier 1 houses at least you do not need a market at all. I have 6 single houses with no market designated and all houses have food and firewood. The families go to the woodcutter or Storage to get firewood and food just magically gets to the houses. About to build a tannery and test Tier 2.

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      lol nice

    • @MagnesiumSulfate
      @MagnesiumSulfate 26 дней назад

      Sorry, The houses actually show that they have no food or clothing. But they do, just not from a Market. So even though they have food and fuel only items that come from a market seem to count towards things like upgrading.

  • @mrsplosh999
    @mrsplosh999 26 дней назад +2

    Carrots and apples are OP.
    I had 4 of each .. and in the largest settlement they were giving me around 2k each 😅😅. I had to expand to 4 granaries and start selling them just to calm them down with all the other food sources i had

  • @Underground3
    @Underground3 26 дней назад +7

    The Market place logistic is soo fucked the more you figure out new things about it lol

    • @Max-ju6be
      @Max-ju6be 26 дней назад +1

      Perfect fit for the “those who know vs those who don’t know” meme

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      Yeah I was like ohhhhhhh

    • @lateralus6512
      @lateralus6512 26 дней назад

      I’ve played a lot of city builders over the years and I’ve never seen a logistical system so illogical. I can’t believe it was released in this state.

  • @mrsplosh999
    @mrsplosh999 26 дней назад +3

    It literally says in the top left that eat BURGAGE PLOT consumes 1 food and 1 firewood. So how is consumption based on FAMILY?
    I just tested it with ONE in a plot… consumed 1 food per month
    Then i tested it with TWO in a plot… consumed 1 food per month

    • @silsternensand
      @silsternensand 26 дней назад +1

      It IS one food per plot.

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      I tested it it’s per family

    • @silsternensand
      @silsternensand 26 дней назад

      @@TacticatGaming Started yesterday a new game. Built three 2-family plots for 5 families (2 plots with 2 families, 1 plot with 1 familiy). Normal hunting = 10 meat. No other food, because I let them eat the starting bread first. The 2 plots had veggies, but they werent ready. First month: 5 meat. Second month: 5 meat. I let them gather berries: 5 per month. And so on. I did this because I want to find out, how I can force them to fetch the carots out of the plots, and it takes a while to harvest veggies to be available for my testing. So... could it be that there is a difference in consumption because of game difficulty? I do my testing in easy mode.

  • @onizuka
    @onizuka 26 дней назад +5

    food staying in storage is a major issue.
    it's super fucking annoying, using even using your cross build of 2x2x2x2 pantys

    • @TacticatGaming
      @TacticatGaming  26 дней назад +2

      I’ve had some interesting issues with eggs being stuck in houses that I destroy the coops on but not the house lol - really hope the patch a lot soon

  • @thegreatdodo5092
    @thegreatdodo5092 26 дней назад +1

    This is in line with the vision of the game and that markets are the live blood of a city. People are minmaxing, leading to too few market stalls, leading to inefficient coverage

    • @lateralus6512
      @lateralus6512 23 дня назад

      Wow, if this is an example of the vision of the game, then I’m out.

  • @Riecheck
    @Riecheck 22 дня назад +1

    So, it seems if we were able to dedicate a stall to a certain type it could take care of this, like how we're able to limit the warehouse/granary of what's able to be stored in there

    • @TacticatGaming
      @TacticatGaming  22 дня назад +1

      The beta patch in testing is going to fix a ton of issues - so hopefully you won’t need an AA degree from tacticat university to play this game anymore

  • @Max-ju6be
    @Max-ju6be 26 дней назад +4

    I feel like it would be better gameplay wise if the consumed item was selected at random.

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      Yeah

    • @FinaISpartan
      @FinaISpartan 25 дней назад +1

      @@TacticatGaming I think it would be better if the family selected the "oldest since recently eaten", aka Least Recently Used (LRU)

  • @zenicwave3696
    @zenicwave3696 26 дней назад +2

    Thank you for sharing your findings this helps!
    For me its the same. The food is just gets consumed fast and even with enough I noticed the order you said makes sense.
    Though 1 egg per chicken coop makes it not worth it. Wouldnt that mean 1 egg = 1 family?

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      Yep it’s all about what goods you can mass produce in the tier list. Eggs are too hard to mass produce

    • @silsternensand
      @silsternensand 26 дней назад

      1 egg per month in a 1-family plot, lvl1. 2 eggs per month in a 2-family plot, lvl1. This doubles if you upgrade the plot.

  • @Just_another_nobody.
    @Just_another_nobody. 26 дней назад +1

    Correct me if I'm wrong... Wouldn't that mean that we only really need to resupply the food that is consumed first?
    Let's say we have 10 houses/families to supply and we have meat and berries. Since meat is consumed first, wouldn't we only need 10 berries in total to keep the families happy? As long as there is enough meat, the berries won't be touched, right?
    If this is really how it works, I will probably skip getting meat in the beginning and just rely on berries and veggies since they are available in large quantities. Maybe I use the hunting camp until I have a good amount of leather and then get rid of it.

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      yes but you can't control what's in the stall at higher pops - but overall you would anticipate with variances the lowest tier food being consumed 70-85% of the time depending on variables

  • @Sparticulous
    @Sparticulous 27 дней назад +3

    Thank you

  • @paulwilliams6438
    @paulwilliams6438 26 дней назад +1

    Stalls (Food, Clothing, Firewood) can only hold 50 items... so is it necessary to have more then 1 stall for each if under 50 plots?

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      Food has many items so if you want 100% you gotta add it all up how many you need

  • @JK-ky5vu
    @JK-ky5vu 26 дней назад +1

    Thanks for the video. Not sure if this is related to the video topic, but I’m running into an issue with my marketplace’s food distribution. I have plenty of each food type in the granary (meat, berries, bread, eggs, and carrots), the marketplaces have 31 of each item available (I have 31 plots), but I sometimes have my food efficiency drop into the 70s. I have a handful of homes that are red when checking the coverage, not receiving any food while the marketplace says it has 31 of each item stocked. Any idea what the issue might be?

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      I’m working on a city which I think will help explain how you need your look at food and 100%

    • @JK-ky5vu
      @JK-ky5vu 26 дней назад

      I’ll take a look, thanks for replying.

  • @ai_product_manager
    @ai_product_manager 26 дней назад +1

    I've noticed the same thing, but is the order the same for all regions? and could the order be different for different saves?

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      It’s possible

    • @ai_product_manager
      @ai_product_manager 25 дней назад

      @@TacticatGaming have you done any testing on whether food is consumed by the plot or the family? In my play through, I always do second extensions, so I've got a lot of families, but not many plots

  • @LC_NOoSE_IV
    @LC_NOoSE_IV 26 дней назад +1

    Have you tried having a seperate granery filterd per food item and one stall per granery so each stall only has one food type and see if it draws from only the order you found?

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      Yep you can’t control what is put into a stall - tried that a few days ago

  • @maxzachry9277
    @maxzachry9277 27 дней назад +2

    So just to clarify, do goat and chicken farms having double plots affect yield in any way or not?

    • @TacticatGaming
      @TacticatGaming  27 дней назад +2

      I don’t think so - but I’ll test it with my new knowledge of consumption and get some figures soon

  • @ML-wu5xx
    @ML-wu5xx 26 дней назад +1

    I think the higher level houses should get priority and then if there is any left to the peasants in lvl 1. Also market stalls should have a radius of effectiveness and you should be able to specify easily who sells what where

  • @edfeist5717
    @edfeist5717 26 дней назад +1

    So is the answer to everything to make sure you generate enough meat constantly, have the other food items imported to a level that would accommodate all your plots (but it never gets used so it’s just a one off investment) and then you’ve got 100% across all food types and you are only generating meat to sustain it.

  • @maddahy
    @maddahy 24 дня назад +1

    I am actually interested on how the heck did you managed to make your granary workers pull apples from houses. In regards to order of operations, maybe I misunderstood, but in my view you have a small bias there, in that you don't count the house's own production. That's what gets eaten first, not anything from stall. If they have a choice, that is. If stalls are empty, the production will be pulled immediattely and shuffled in the market. If stalls are full, then house pantry takes precedence - because that's where the food from stall goes too anyway. Hence, I had 1 piece of honey per plot and 1 piece of bread per whole village survive in the stall for one year and a half. At first I thought is a bug, but I would rather think the order of consumption is based on rate of supplying to the market. You have meat and berries first in your test because that's what you get initially and because they stay at a constant supply in a small village. Meaning, I would suppose the code is biased towards whatever is supplied reliably, and not toward a certain food.

  • @Dimwitland
    @Dimwitland 26 дней назад +1

    Very interesting and certainly makes more sense than your earlier version.
    Probably does need to be changed because the randomization factors (which I will say are significant) appear to _largely_ be sufficient at present, may not work with updates that are to come in things like economic balancing.
    IN the meantime, it means that you will probably have a difficult time making meat be a food type that counts towards diversity, in part because sources are low and portions are created slowly and are few. Berries in plentiful locations will be the best one to slow down the intake of other foodstuffs allowing the latter types in the consumption order to build up and be present for your diversity upgrades. On the other hand, I will say that I have little trouble reaching these diversity goals in a central single market location with multiple stalls and a town made of 15 double plots and 3 to 5 single plots, without too much effort. perhaps I do everything wrong, but I do put rather a lot of eggs and veggies.
    So far haven't bothered with bread (except stall-buying it) until much later since there are so many other foods you can get for far less logistics, ultimately a far greater cost to bread than its gold price. Add to this the slow rate at which it is consumed (virtually not at all if you work other supplies right) the gold price ends up being quite small to achieve it as a diversifier.
    I don't know what is wrong with apples other than you have to wait three years, have a large enough orchard and be careful with what you have your family doing (somewhat like the veggie patches so they have time to plow, etc) so they can fill the pantry.

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      Overall knowing they do this if consistent will help me get max pop with 100% efficiency

    • @Dimwitland
      @Dimwitland 25 дней назад

      @@TacticatGaming Right. NO argument- and BLESS YOU for doing all that work... .my god... although I can say what you gained is so ephemeral because - all likely to be changed or other yhings will that will grossly effect it all... Doh! Anyway, loved it, keep it up!

  • @briters0576
    @briters0576 26 дней назад +2

    Does this mean we have to have variety, but the familiar actually only consume 1 food/month not 1 per food type? This would explain a lot.

    • @TacticatGaming
      @TacticatGaming  26 дней назад +3

      Yeah 1 food per family not one of each food type and it seems to follow the order I laid out in the market stall

  • @Jimbobiscuit
    @Jimbobiscuit 26 дней назад +2

    So this is why your starting bread lasts so long if you get lots of meat early. And it means you can stock 2 lots of food at the market for a long time by just hunting

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      Yeah I’m thinking back on all my games. My meat is always gone first lol

  • @patrickkelly6691
    @patrickkelly6691 25 дней назад +1

    This Alpha Demo really needs urgent heavy duty work. It's SOOOOO Pretty though !

  • @agentxsnow
    @agentxsnow 26 дней назад +1

    ok if i read between the lines in what you are sayning, eggs the best source of proteeen , and vitamis ..with no worries of about cholesterol 😉🤔i totaly agree .... great video 👍👍👍👍👍👍👍 what this game now needs is a nutritionist .....what to eat , and when 🤣🤣

    • @Mhantrax
      @Mhantrax 26 дней назад

      I urge you to dive deep into the science (not the published recommendations) of cholesterol, specifically surrounding eggs and meat and such. We have been misled for 50+ years now.
      And I am living proof. I moved to a low carb, high fat diet (LOTS of eggs, meat and reduced sugar and especially processed carbs) and my cholesterol went down to normal, even by doctor's standards, which are only partially true anyway mortality isn't directly connected to high cholesterol except for about 5% of the population due to their genetic make up. Side note: I had to change doctors because he wouldn't believe me, said I must be lying and secretly cut out meat and eggs and fat...
      Dr Paul Mason has some excellent seminars/presentation on this new (actually, old) science. Also, for a broad view of carbs and sugars and its connection to obesity, as well as the cholesterol science, check out The Obesity Code by Dr. Jason Fung. For the mother of all information regarding the biochemistry of it all, along with a damning light being shone on modern medical, food and political juggernauts and why we are being poisoned (actually, rusting inside at a mitochondrial level), then Metabolical is the way to go, by Dr Rober Lustig.

  • @RebelSyntax
    @RebelSyntax 26 дней назад +1

    Good job man. Best explain of this yet. Agree 100% janky

    • @RebelSyntax
      @RebelSyntax 26 дней назад +1

      Instead of asking dev to bug fix. Ask him to EXPLAIN IT

  • @daveberndt3197
    @daveberndt3197 26 дней назад +1

    Thanks for finding this. Pretty inefficient way to eat the product. I wonder if there is a more efficient way to produce food that will conserve manpower.

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      It’s really lame because it puts so much weight on certain foods to cheese that 100% efficient in larger cities

  • @ashlandky62
    @ashlandky62 26 дней назад +1

    I know how you do these studies! I did the math . . . you never sleep!

  • @trsiel8953
    @trsiel8953 26 дней назад +1

    Is it possible that the game have the same system as the market for food ? If there is too many food of one type, the need of this food is diminushing over time and people will not want this food for a certain amount of time ?

  • @MagnesiumSulfate
    @MagnesiumSulfate 26 дней назад +1

    Imagine how much easier this would be if we just had a ledger to see what is produced and consumed per month?

  • @genitusritus
    @genitusritus 26 дней назад +1

    Well, I would also eat my Steak first before touching apples.
    Guess it's kinda related to the durability of the food. But apples should come first before honey then...

  • @MadNaduk
    @MadNaduk 26 дней назад +1

    I am getting very frustrated over the market and how it works. I've watched tons of vids and still not really sure how to fix the fact I have an abundance of food (berries and veggies coming out of every orifice!), yet many homes are not getting any food. If the game prioritises meat, why on earth do I only have 20 animals (or 40 if 'rich')? I genguinely have no idea how to fix my issues

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      The homes are getting food - what they do t have us access to X amount of goods I’m going to explain it in my live stream tonight

  • @HerrLindstrom
    @HerrLindstrom 23 дня назад +1

    So in theory as the game build stands now if I want real 100% efficiency is to focus on only the minimal veriety of foods neccessary to upgrade burgages because the more variety creates a resource bottleneck and to consider how and when each food is transported and consumed. I wonder how this thought will age as the dev continues to update the game 🤔

    • @TacticatGaming
      @TacticatGaming  23 дня назад

      Yep exactly

    • @HerrLindstrom
      @HerrLindstrom 23 дня назад

      @@TacticatGaming better to have sick peasants from time to time than to take the hit to approval especially for higher teir households

  • @theonlyrdc347
    @theonlyrdc347 24 дня назад +1

    I think the trade is bugged i was exporting planks, shoes and herbs and importing every food type for 10 and meat 20 even wheat and barley and i was making around 100a month in region wealth but surely all these imports would be negative income and at around 100 people now a 3 level 3, 7 level 2 and rest level 1. Around 50 houses total

  • @thedudeWG
    @thedudeWG 26 дней назад

    Would you agree that double plots and level 3 homes make stocking markets more difficult because 20 burgage plots could hold 60 families that all eat 1 food per month, but a food stand will cap off at 20 items?

    • @TacticatGaming
      @TacticatGaming  26 дней назад +1

      Yes I would agree but double plots use less fuel and clothing - and single plots require more base units for 100% - its trade offs but nothing big

    • @thedudeWG
      @thedudeWG 25 дней назад

      @@TacticatGaming thanks! Am I correct that a lvl 3 lot is +1 family, and a lvl 3 double lot is +1 as well (for 3 families in total)? I get the fuel savings, but 3 families are sharing 1 clothes?!?! That seems weird. Thanks again!

  • @smsfrancis
    @smsfrancis 25 дней назад +1

    The guy should just hirer you two as beta testers and the rest of us will come back when you're satisfied 😂

  • @Sledgehammer1944
    @Sledgehammer1944 26 дней назад +1

    I cant even get my workers to fully stock the market stalls even when i have 4 people on Granaries. The game is soo damn confusing

  • @EddieGonzalez
    @EddieGonzalez 26 дней назад +1

    Well this is fascinating, and seems to be something that ought to be fixed. Random use would be more realistic.

  • @branchad4316
    @branchad4316 26 дней назад +1

    i think its a minor bug and they will fix this soon easily. I wonder how did they miss such a important bug that impacts the whole game?

  • @MADMartinQc
    @MADMartinQc 26 дней назад +1

    Guess they will need to fix that and make plot eat randomly avaliable food.

  • @lucienwatson6816
    @lucienwatson6816 26 дней назад +1

    I very much love the ideas and aesthetic of this game so far but I really hope Greg gets a few additional people in to help him work on the balance of certain things and fixes with the AI.. I’ve been doing a more “aesthetic” based build than a pure logistics one and let me tell you.. moving around houses or marketplaces causes a huge mess of lost goods. I destroyed my market to move it to a spot I felt better fit the “look” and they left boots and yarn around for 4 months despite it being directly next to the storehouse… the logic of the Ai seems to be really wonked when it comes to prioritizing things. Same goes for if you move a house, I lost a ton of shields and spears because nobody would come and grab them despite being in very close proximity to the marketplace and storehouse 😢. Another fix I really hope they implement is for gods sake please stop dropping the wood from houses directly in their previous plot it makes it impossible to build a new house in that area until the you let your logs deplete so they will actually grab the logs off the original plot space.. despite you building a plot directly next to it where they should obviously be grabbing the logs from the closest source instead of going halfway across the map to get a log that was chopped in some far off woods area. This applies to food definitely as well where my orchards and veggie gardens being way less useful than they could be cause none of the AI properly prioritize what they should be grabbing 😭😭. Again thanks so much to Greg for creating such a cool game but please for the love of all that is holy can we fix the optimization issues for quality of life of the player base

  • @waylonharmon6443
    @waylonharmon6443 22 дня назад +1

    I thought the apples were straight up bugged

    • @TacticatGaming
      @TacticatGaming  22 дня назад

      Pantry issues - won’t gather till 90% full - this seems largely fixed now in the beta patch

  • @edinpandzic5838
    @edinpandzic5838 27 дней назад +3

    I still cant figgure out if I should make double house plot of single house plots for things like chickens and goats....

    • @hodgeman
      @hodgeman 27 дней назад +1

      I heard you get 2 of a house product, if the plot has 2 families.

    • @TacticatGaming
      @TacticatGaming  27 дней назад

      That’s something I’ll need to test again knowing how the consumption works - but overall I think veggies apples honey are good targets

  • @danielriley3494
    @danielriley3494 24 дня назад +1

    Based on your information, does that mean? We're better off going back to single plots. So that we have more food stalls and a greater chance of diversity.

  • @maxschon7709
    @maxschon7709 26 дней назад +1

    Meat get easy Bad, then berries, then Bread gets moldy, veggies Go Bad fast too.
    That game Needs overdoe that for imstande making root Beer 🍻 from Apples with can be Server in the Taverns.

  • @mrsplosh999
    @mrsplosh999 26 дней назад +1

    Im quite annoyed at how many weird things there are and zero explanation for it, nor reason.
    Like, back in the day in Stronghold/Stronghold Crusader, very similar to this.
    Whatevrr food you had... Was consumed equally once its in the granary.
    I feel like this is an accident.

  • @Tjuhl
    @Tjuhl 26 дней назад +1

    Theory: order of food consumption is based on which food you harvest FIRST, SECOND, THIRD, ...
    So e.g. if you harvest food using villagers in the chronological order "berries > meat > veggies > bread" then villagers will pick food in the according order from the food stalls? Keep in mind though that in the initial set of supplies to the homeless tents, there is bread so villagers may be base-primed on bread...?

    • @TacticatGaming
      @TacticatGaming  26 дней назад

      It’s possible honestly - gotta keep an open mind . The important thing is that there is an order - I’m hoping we can all pay attention to this and get more info

  • @NinjaKirikoJedi
    @NinjaKirikoJedi 26 дней назад +2

    Dev just wrote a for loop, in that order. Not so good of programming. Should of use a random generator

  • @the1reaper33
    @the1reaper33 25 дней назад +2

    imo that is a dumb mechanic. I hope the dev improves on that. It should send out whatever food you have to keep all the plots happy.