⭐ Great deals on Manor Lords Steam Keys: Thank you for using my affiliate link: www.instant-gaming.com/en/8253-buy-manor-lords-pc-game-steam-europe/?igr=BiffaPlays ⭐
I wanted to get this game through Biffa's link but it says Europe only. Did anyone find one that works in NA? It doesn't pull up anything for me when I search the store.
I would love to see a full series! This game is so satisfying to watch! I'm really enjoying the complexity of it, and I want to see the manor/castle come into play. A walled city with a castle defending against invaders on a harder difficulty would be cool to see!
I mean if you look at all the development pointsa it is pretty clear the developer has some big plans. Right now you could not even fill one side completely out
Fun Fact about medieval farming: it was often done in the form of seilons. Each larger farm field was divided into narrow strips, each of which was owned or rented by a peasant. Each peasant could grow what crops they had available, or leave their seilon fallow. If I understand correctly, this had the advantage of every peasant family having access to every type of field around the village, and having many smaller crop plots led to a more even crop rotation. That said, it was apparently not a particularly efficient farming method. If you wanted to simulate this method in the game, I suppose you would draw several smaller plots in each crop field, and have them worked by several families. I suppose that would be pretty ineffecient, which would be pretty realistic in the context.
I like this idea. There's no reason why you can't have lots of small fields, since they aren't tended to by workers in the same way as buildings are - the workers assigned to the nearby farmhouse just do as much as they can during the seasons. I may try this out and see how effective it is.
I'm not finding anything related to farming when I look up seilons, only thing I can find is ceylons that are a thing from Sri Lanka's agriculture. Where did you find this?
@@hellboip7876 Wikipedia has a short article. "Ceylon" is btw a different name for Sri Lanka, and has given a name to a type of black tea grown there. It is entirely unrelated to seilons.
A small but important nitpick. It's not that you don't _need_ so many farmhouses - it's that you really don't want it. Having multiple fields per farmhouse is how you smooth over the fact that individual fields will be fallow for much of the time. As such, you want at least three fields per farmhouse to ensure that the farm workers always have something to do...
@biffa on thi lmay through you had food shortage due to bottlenecks in supply chains because workes slow diwn when local storage is full. Keep the granary and storehouse staffed.
There should also be multiple fields for the same crop type so that you can stagger the fallow years and keep a steady supply of the various crops needed to support the different production chains.
It would be great for all of us if you did a new Manor Lords series just like your other links, it gives everyone the ambition to watch more and learn. Keep up the good work Biffa
Tip: I've had some time to play the game myself and in my opinion when building burgagees(houses) make sure they have both upgrade icons, 1 allowes them either their Artisan work or food from chickens or leather from goats, they can be small, vegetables or apple orchard are recommended to be big, because they scale with size, and the other upgrade adds 1 more family, so when it reaches lvl 3 it'll have 4 families instead of 2, and if that burgage is an Artisan for example Bows, the more families the faster they create them, which is the same for all artisan upgrades. So shortly you can have a lot more Families with just a little bit bigger houses, and when having that in mind when choosing to build many houses, instead of going for the best "9" for an example when reducing the ammount their size will adjust and then show the upgrade
You might want to add an Ox the Farms through the Farmhouse. 😂 Granary's help store and transport food and get it on the market. The families will go and empty the Farmhouse, Berry, Vegetable and Egg pantries, store it and put it on the market. It's a 1:1 ratio. 1 house - 1 item/need. If you have 50 Burgage Plots you need 50 Berries, 50 Eggs, 50 Vegetables to complete 3 different food varieties. Double Burgages count as one plot.
Just hit Large Town on my first playthrough on peaceful mode. Even without enemies to contend with it was a struggle! I blame the start location - dead centre, with abysmal fertility. Feeding a few hundred people on larders that barely kept above two month's supply for about eight in-game years straight. But I learned a lot! And even discovered traffic jams are a thing in this game - I inadvertently created a supply bottleneck near my tavern that hand carts struggled to get through. Next time, on 'normal' mode, will hopefully go much more smoothly!
Does this game have perpetual micromanagement? Like having to replenish resources or assign workers from time to time etc.? Or can you leave the game to run overnight once everything is setup?
@@cashewnuttel9054 It requires some micromanagement, but it's more seasonal. For instance, in March you want to pump workers into your farmhouses so they can plow the fields and sow crops. Then you can move them once finished and bring them back in September once the crops are ready to harvest.
Biggest tip I've picked up. Hold TAB to see all the details of your buildings. Also don't make fields bigger than 0.4 or you'll end up with wasted crops. It only lets them use one plough at a time.
It's Sunday afternoon where I am. I got a hot tea, some biscuits and an hour to kill before I start working on my research again. I sit down in front of the laptop and there's a biffa video waiting for me. Bliss....
after some testing, i made five .4 Morgen, instead of a large field, and it worked very well. instead of a huge 1 morgen field, this way, we could could crop rotate and maintain a food supply without interrupting production. I also, from another suggestion, made a harvest day taking off all workers to put into fields, this was much faster and super useful for crops. What a great setup you have going. I hope you are enjoying the game.
Hey Biffa, I've been watching city planner play this early release as well, and he managed to get the cost at the trading post way down by using the points in the tree on the trading post. That same tree also gave a huge boost to the food and firewood in his town.
Good stuff Biffa! That lacking bread thing (when pressing TAB) I think is actually just the game's way of saying that the household is lacking "food" and not specifically bread. If you click on one of your marketplaces (not a stall) it should show you which houses are being covered for what. Glad you spotted the ploughing station thing... the oxen really make short work of the ploughing!
Biffa - Sir I have an important tip to share with you on this game referring to two items on the development point section that you really should've gotten first at the beginning of the game and it would save you a lot of currency. At the beginning of the game you eventually earn two development points. Only spin those two development points on trade and then the other one to unlock the other part of trade. Once you have the two trade items unlocked in the development section you will see the cost of establishing trade routes to be locked in at a very low price for all of them and I will save you a ton of wealth as well. In addition the import cost for anything that you buy on the trade will also be locked in at a very low price and it will also save even more wealth as well. I think you'll find this tip very helpful at the beginning of your next new game. Also for everyone reading this there's another important tip to be aware of which is trying to keep all your industries in your town as closest possible and do not expand out beyond it. Because if you do it will work against you in a very poor way. In addition, not every region offers good farmland so farming is not 100% necessary. However I learned is actually more important to take to your Burbage plots make them very large and set them up to grow carrots since it will definitely be helpful in the long run as you're playing the game.
Definitely keen for a full series on this. Between you, City Planner and Geekism, I’ve watched so much & really enjoyed it. Just gutted I’m a Mac/PS5 person so no options to play…. yet!!!
I think you are missing more storage(and people working the storage), which is causing some of the bottlenecks you’re seeing. But loving seeing you Biffa your way through this game. I hope to see more❤️
one thing i have learn - make a burbage plot as big as you can and then reduce the number of plots to minimum (usually 1 with space to add one later). I think this give it more space to grow "stuff" like vegetables (so make sure the shape of the plot is square) - they almost become mini farms. When you first start - i "THINK" that is the best way to start.
Im glad im not the only one who thought the game would be out in full and not in Early Access. I had assumed early access was just like that for content creators. Alas we need to wait for more xx
In future its easy to spot the difference. Games that are NOT going to be Early Access 99% of the time have pre-order available, which early access games do not and you can only buy them on release day.
I dont understand how you thought that considering ever since the release date had been announced they have always said the game was going to be early access. even the end of the release date reveal trailer clearly states early access.
I have a suggestion for the next game update. The taverns in Banished allowed you to choose what to use for making drinks. You could make beer from grains, OR you could make cider from apples, peaches, plums, whatever you are growing in your orchard, OR you could make cider from the berries from your gather's hut. Very realistic. Better yet, the fact that Manor Lords has a mechanic for levels of fertility for certain grains works in favour of how Banished taverns work. Add that same fertility mechanic to what you can grow in your orchard. Then, this tavern can serve beer, and that tavern can serve cider. Again, very realistic. In addition, Manor Lords already also comes with honey production. Allow the Manor Lords taverns to use that honey, and that tavern can make mead. You can also pair this with the region system to give you a very realistic feel where each TOWN'S tavern can serve a different drink. So, you can have Honningbrew Meadery outside Whiterun, Winking Skeever Cider House in Solitude, Sleeping Giant Cider House in Riverwood, and so on, and so forth.
I know it's early access and everything but I hope a lot more will be added because the game is currently limited to only level 3 building which means your village/town can't get newer milestones which also means you can't get all development points so I really hope the developer will be adding so that we can create huge medieval cities.
The development points are per region so I’ve found that settling a new region and trading with each other allows each space to have a specialism and unlocks the whole development tree across the map!
@@Rosiepedia I'm guessing this is intended gameplay as of now. Specialise! Would be cool if later we could unlock regional mergers that allow for a larger settlement to be built, but perhaps later.
@@Rosiepedia They are not, in a new region the development tree start from scratch. I hope this will change in future as its silly and doesn't make any sense.
@@Ketraar yes that’s what I’m saying, each region starts from scratch so you can choose a different path and specialise in each region. One can focus on farming, another on charcoal, another on berries and bees. Then barter to trade between regions and make use of all the specialisations.
My break from playing Manor Lords this weekend was used to watch Biffa play Manor Lords. Thank God there is a workday tomorrow. Please make more Manor Lords YT vids.
Truly enjoying watching this game!! It's going to be one of the best city builders there is I believe!! Houses are beautiful in the large town and still more to explore, plus more land etc. I'm not a fighter so I would be doing building only, but it's interesting having attacks come your way, because you know it truly happened. I hope everyone is having fun playing it!! I look forward to it soon if and when I get this computer fix. In the meantime, I enjoy watching you and getting my giggles in. You have great humor🤩
You might pick this up later in the video but taxes do not add to town wealth, it only adds into your Lords wealth. Love all your vids and followed you for years
I'm enjoying this game, and I like the fact you can upload your own shield design in a square png format. Insert tea emblem here 🛡 and then rename the new settlement to Mediteaville 😊
The best advice I've read was to have multiple stripes of fields, and manage them with priority. It is easier to take care of and you can have fallow intervals programmed.
just something you don't need that number of houses, you need that number or bigger, so 10 level 3s, are 10 level 2s and 10 level 1s as well - read the small print it sys "level 2 or higher" :) so all level 3s count towards that total
Farmhouses: Yeah, but the more farmhouses you have, the more oxen you can have for ploughing, sowing and harvesting (if you've unlocked it). It's a balance.
Thanks for the instant gaming link! Got a bunch of games over the past year or so using that link! Great deal on Manor Lords too for sure. Thanks for playing, I feel well set for what not to do as I start 😉
Hey Biffa! Love your content. Quick info before your next town. While multiple farm houses aren’t necessary for every field you definitely have use for them if you invest in plows for your oxen. Only one slot per farm house. So multiple houses makes sense then because that way you can increase productivity with multiple plows ❤
One ox for every 2 Morgan of field size makes a lot of sense if you want 100% field completion before winter is done. And keeping fields at 0,5-1 Morgan means you have a higher chance of getting more fields done 🙂
Just an aside: when it comes to upgrading burgage plot to upgrade the town, a level 3 homes counts for each lower level as well. Example: when it required 10 level 1, 10 level 2, and 10 level 3 you could have all your burgages at level 3 and it would count. It says level one *or higher* x/10. Having different leveled houses is not needed.
It is generally better to have multiple smaller fields, with different crops, that literally rotate every year. One of those fields would be empty where our cows would graze. In your case sheep.
@@BiffaPlaysCitiesSkylines I probably deserved to start my chores with a break and a cupper anyways. Right? The town and game both looks great, and despite being vary about early access games, I think this one's worth a buy for me as there seems to be enough here to be enjoyable. Thanks for showing it off.
@@BiffaPlaysCitiesSkylines Not a bug, its intended that way, a lot of Items don't require a trade route. Buying a trade route just increases the frequency of getting/sell that item by having a 'Dedicated' route and for some items it just isn't worth buying. More later game items do require you to purchase the routh though
Hi Biffa! I think, you haven't added the ox to your farms livestock. I have only seen people working on your fields and not one ox! Seens you have to add it in by yourself and not only by adding the plowing ability.
After the farmhouse was upgraded/the plowing station was added, when Biffa opened it to add more families, there is a 4th tab "livestock." I think there's a way to assign livestock there. Hoping Jacob finally gets a home! 😂
i really like your Manor Lords videos! it's best to get back from work and just relax a bit (: from watching the game, i think it needs a better to distinguish between buildings, maybe by design or color ? cause it looks that everyone is heaving difficulty with that.
What i learned about this game is that upgrades are not automatic. You have to build or upgrade something somewhere manually. For the plough i didnt know you have to click the button in the farmhouses for it to be implemented 😭
Would love to see a new series, up to you whether you do it soon or let some updates come through. I think you should at least do one with some combat included.
rye is really good when u have a bad land for farming, because it grows in low fertility land. Then it converts into flour like wheat, so a great plant for a low fertility land like yours, but you need to unlock it in the research tree🤷♂️
Edit: merged my other comments into once place. I started playing this and noticed a few kind of key things that you didn't quite address or made a mistake about in the video. 1. Playing myself I noticed that the new region is a new town and it has separate development points, which seem to be limited, so you want to focus on a particular branch I suspect. Since you have poor fertility, I would imagine going for any farming development unlocks is a bit of a waste, though I guess you are kind of forced to if your starting region is crap (each new game starts you in a random region) 2. You can actually trade many goods without paying for the trade route. I guess it's just to get a dedicated trade route going from the trader. 3. The resource tab defaults to showing spare resources. You can click the little bent arrow to the left of the resources to switch it to show how many resources you have in total. 4. Each house counts as every level under it. In other words if you have 10 level 3 houses, those houses count as level 3, level 2 and level 1. You probably assumed you need to replace the level 2 houses because during construction they don't count towards any level. 5. Be careful with level 3 houses. The new family must be an artisan if it's a workshop of some kind and they will start using more resources, you might eat into your raw resources fast. A single lvl 3 will get you -1 approval if you do not have enough ale and if approval is too low my understanding is that people will start leaving. 6. You don't actually need the livestock trader to get oxen, you can just order them straight out of the stable or hitching post. Same price, just limited to 1 per month, but doesn't feel like the trader is much faster. Shame that animals do not produce meat yet (or at least there is no mention)
If you are missing food, consider making some of the burgages have carrots or goats or chickens. It will take a family out of commission but it will improve food or invest in your trade development to not spend so much money on trade
Those lvl 1 upgardes don't take the family out of the labour pool. The family tends to (for example) the chickens and still work somewhere in town. Only the lvl 2 upgrades (like brewery) demand the family to devote all their time to it. So it's best to build all your houses with a back yard space and have them all upgraded with lvl 1 extensions. It's free food and you're going to need that food when you get hundreds of villagers.
Level 1 extensions don't block families from having other jobs, it will require the ones with Carrots and Orchards to do some maintenance/fieldwork, but the Chicken and Goats are just passive "income". So I would advise to always build houses with extensions, but make the ones for Orchards and Carrots take quite a bit of room as their yield depends on the size. I usually set so that I have double housing for the carrot ones so 2 families work the addon field.
Just not tooo big. Vegetable patches in particular require a lot of tending and fill up with produce very quickly during harvest. But having a patch that's one or two times the length of the house is a nice supplement to your crops.
I tried starting this game on the mode where you have to claim all the territories while that other guy is also claiming land, and I honestly can’t figure out how to progress fast enough to compete. His armies are huge, and having all of the families in the one region I actually managed to claim leave due to raiders soft locked the region forever. I saw someone say this game was easy after the first year or so no matter the difficulty, and I really want to know what the heck this person was doing that I wasn’t.
At 34:13 when you mentioned the windmill during the brief flythrough of the expanded town, my brain just randomly came out with the word "Teamills" as if I was making a name suggestion. Wasn't even thinking of naming conventions but it does sound like it could be a cute little addition to the Tea-themed location names that you're famous for. Great video as always!
Loved watching your town grow! Side note however I think you forgot to assign a ox to your farm after you built the plot station, or I might of missed you assign one 😂
Aaaaaaah Biffa brings a new video with my newest hyperfixation. I cannot wait to buy this game. Absolutely desperate lol. Cannot wait to create my own medieval town and wreck some stuff... 😊
Its not quite though, still hampered in terms of longevity. Already started 4 times and its fun each time to put into practice what I have learned, but I feel there is a ceiling not too far off. Taling over new regions is basically starting a new village with some Anno light region management.
Saw your livestock is still stuck in the trader. Have considered demolishing the trader building to force the livestock move to the pastures and then build it again? It may work
@biffa on thi lmay through you had food shortage due to bottlenecks in supply chains because workes slow diwn when local storage is full. Keep the granary and storehouse staffed
⭐ Great deals on Manor Lords Steam Keys: Thank you for using my affiliate link: www.instant-gaming.com/en/8253-buy-manor-lords-pc-game-steam-europe/?igr=BiffaPlays ⭐
Sorry didn't know that about youtubers, so here you go, "You idiot", feel better? 😂😅🤣🤪😜
I wanted to get this game through Biffa's link but it says Europe only. Did anyone find one that works in NA? It doesn't pull up anything for me when I search the store.
@@idno4856 yes, that is the only option available on Instant Gaming, I just redeemed my code no problem. USA based.
The link worked for Australian servers and was better than the current discount through steam
@@tikytembo8819 yeah it's a good price too, but it says specifically that it won't work in my country (Canada)
I would love to see a full series! This game is so satisfying to watch! I'm really enjoying the complexity of it, and I want to see the manor/castle come into play. A walled city with a castle defending against invaders on a harder difficulty would be cool to see!
I mean if you look at all the development pointsa it is pretty clear the developer has some big plans. Right now you could not even fill one side completely out
Fun Fact about medieval farming: it was often done in the form of seilons.
Each larger farm field was divided into narrow strips, each of which was owned or rented by a peasant. Each peasant could grow what crops they had available, or leave their seilon fallow.
If I understand correctly, this had the advantage of every peasant family having access to every type of field around the village, and having many smaller crop plots led to a more even crop rotation.
That said, it was apparently not a particularly efficient farming method.
If you wanted to simulate this method in the game, I suppose you would draw several smaller plots in each crop field, and have them worked by several families.
I suppose that would be pretty ineffecient, which would be pretty realistic in the context.
I like this idea. There's no reason why you can't have lots of small fields, since they aren't tended to by workers in the same way as buildings are - the workers assigned to the nearby farmhouse just do as much as they can during the seasons. I may try this out and see how effective it is.
@@andromidius By all means let us know how it works out.
I'm not finding anything related to farming when I look up seilons, only thing I can find is ceylons that are a thing from Sri Lanka's agriculture. Where did you find this?
@@hellboip7876 Wikipedia has a short article.
"Ceylon" is btw a different name for Sri Lanka, and has given a name to a type of black tea grown there. It is entirely unrelated to seilons.
A small but important nitpick. It's not that you don't _need_ so many farmhouses - it's that you really don't want it. Having multiple fields per farmhouse is how you smooth over the fact that individual fields will be fallow for much of the time. As such, you want at least three fields per farmhouse to ensure that the farm workers always have something to do...
👍
Until you unlock fencing and have a good number of sheep to fertilise, then you can do double crop rotations and increase the number of farmhouses.
@@andromidiusI haven’t seen my fertility actually go up from sheep grazing.
@biffa on thi lmay through you had food shortage due to bottlenecks in supply chains because workes slow diwn when local storage is full. Keep the granary and storehouse staffed.
There should also be multiple fields for the same crop type so that you can stagger the fallow years and keep a steady supply of the various crops needed to support the different production chains.
I would surely watch a series of Manor Lords with Biffa!
It would be great for all of us if you did a new Manor Lords series just like your other links, it gives everyone the ambition to watch more and learn. Keep up the good work Biffa
Noted! 👍😁
Jacob can stand around. After all, he’s the senior engineer that built the city. He deserves a break.
Dare I say it, I enjoy this way more than City 2 vids. Please do some more :)
Tip: I've had some time to play the game myself and in my opinion when building burgagees(houses) make sure they have both upgrade icons, 1 allowes them either their Artisan work or food from chickens or leather from goats, they can be small, vegetables or apple orchard are recommended to be big, because they scale with size, and the other upgrade adds 1 more family, so when it reaches lvl 3 it'll have 4 families instead of 2, and if that burgage is an Artisan for example Bows, the more families the faster they create them, which is the same for all artisan upgrades.
So shortly you can have a lot more Families with just a little bit bigger houses, and when having that in mind when choosing to build many houses, instead of going for the best "9" for an example when reducing the ammount their size will adjust and then show the upgrade
You might want to add an Ox the Farms through the Farmhouse. 😂
Granary's help store and transport food and get it on the market. The families will go and empty the Farmhouse, Berry, Vegetable and Egg pantries, store it and put it on the market.
It's a 1:1 ratio. 1 house - 1 item/need.
If you have 50 Burgage Plots you need 50 Berries, 50 Eggs, 50 Vegetables to complete 3 different food varieties.
Double Burgages count as one plot.
Just hit Large Town on my first playthrough on peaceful mode. Even without enemies to contend with it was a struggle! I blame the start location - dead centre, with abysmal fertility. Feeding a few hundred people on larders that barely kept above two month's supply for about eight in-game years straight.
But I learned a lot! And even discovered traffic jams are a thing in this game - I inadvertently created a supply bottleneck near my tavern that hand carts struggled to get through. Next time, on 'normal' mode, will hopefully go much more smoothly!
Sounds great, all the best for the next level!
I wish there was a way to have the bandit part without the rival noble part.
Does this game have perpetual micromanagement? Like having to replenish resources or assign workers from time to time etc.?
Or can you leave the game to run overnight once everything is setup?
@@opallise There is! Under the template picker you can add only the bandits and disable the AI opponent.
@@cashewnuttel9054 It requires some micromanagement, but it's more seasonal. For instance, in March you want to pump workers into your farmhouses so they can plow the fields and sow crops. Then you can move them once finished and bring them back in September once the crops are ready to harvest.
Really enjoyed this Biffa, would love to see a full series on it from you.
@17:16 & @17:50 Thanks Biffa, now I see those flying around when I play the game and that song hits🤣
Biggest tip I've picked up. Hold TAB to see all the details of your buildings. Also don't make fields bigger than 0.4 or you'll end up with wasted crops. It only lets them use one plough at a time.
It's Sunday afternoon where I am. I got a hot tea, some biscuits and an hour to kill before I start working on my research again. I sit down in front of the laptop and there's a biffa video waiting for me. Bliss....
Enjoy! 👍😁
after some testing, i made five .4 Morgen, instead of a large field, and it worked very well. instead of a huge 1 morgen field, this way, we could could crop rotate and maintain a food supply without interrupting production. I also, from another suggestion, made a harvest day taking off all workers to put into fields, this was much faster and super useful for crops. What a great setup you have going. I hope you are enjoying the game.
Hey Biffa, I've been watching city planner play this early release as well, and he managed to get the cost at the trading post way down by using the points in the tree on the trading post. That same tree also gave a huge boost to the food and firewood in his town.
Good stuff Biffa! That lacking bread thing (when pressing TAB) I think is actually just the game's way of saying that the household is lacking "food" and not specifically bread. If you click on one of your marketplaces (not a stall) it should show you which houses are being covered for what.
Glad you spotted the ploughing station thing... the oxen really make short work of the ploughing!
Biffa - Sir I have an important tip to share with you on this game referring to two items on the development point section that you really should've gotten first at the beginning of the game and it would save you a lot of currency.
At the beginning of the game you eventually earn two development points. Only spin those two development points on trade and then the other one to unlock the other part of trade. Once you have the two trade items unlocked in the development section you will see the cost of establishing trade routes to be locked in at a very low price for all of them and I will save you a ton of wealth as well. In addition the import cost for anything that you buy on the trade will also be locked in at a very low price and it will also save even more wealth as well.
I think you'll find this tip very helpful at the beginning of your next new game.
Also for everyone reading this there's another important tip to be aware of which is trying to keep all your industries in your town as closest possible and do not expand out beyond it. Because if you do it will work against you in a very poor way.
In addition, not every region offers good farmland so farming is not 100% necessary. However I learned is actually more important to take to your Burbage plots make them very large and set them up to grow carrots since it will definitely be helpful in the long run as you're playing the game.
Definitely keen for a full series on this. Between you, City Planner and Geekism, I’ve watched so much & really enjoyed it. Just gutted I’m a Mac/PS5 person so no options to play…. yet!!!
More to come!
We definitely need more of Biffa's Manor Lords in our lives!
I love Manor Lord's plz continue with this game play!
I really hope this series continues now that the game is released. Love it!
Need this as a full series!
I think you are missing more storage(and people working the storage), which is causing some of the bottlenecks you’re seeing.
But loving seeing you Biffa your way through this game. I hope to see more❤️
Loved the series Biffa! Yes please do a new one with the full game release! I literally learn form your videos on how to play it lmao
This has been fun to watch, but it will be more exciting to see Biffa controlling a massive army to defeat Barons and Bandits.
one thing i have learn - make a burbage plot as big as you can and then reduce the number of plots to minimum (usually 1 with space to add one later). I think this give it more space to grow "stuff" like vegetables (so make sure the shape of the plot is square) - they almost become mini farms. When you first start - i "THINK" that is the best way to start.
Im glad im not the only one who thought the game would be out in full and not in Early Access. I had assumed early access was just like that for content creators. Alas we need to wait for more xx
In future its easy to spot the difference. Games that are NOT going to be Early Access 99% of the time have pre-order available, which early access games do not and you can only buy them on release day.
I dont understand how you thought that considering ever since the release date had been announced they have always said the game was going to be early access. even the end of the release date reveal trailer clearly states early access.
Dang! I had no idea you could move the market stalls around. Well that changes things!
I have a suggestion for the next game update. The taverns in Banished allowed you to choose what to use for making drinks. You could make beer from grains, OR you could make cider from apples, peaches, plums, whatever you are growing in your orchard, OR you could make cider from the berries from your gather's hut. Very realistic.
Better yet, the fact that Manor Lords has a mechanic for levels of fertility for certain grains works in favour of how Banished taverns work. Add that same fertility mechanic to what you can grow in your orchard. Then, this tavern can serve beer, and that tavern can serve cider. Again, very realistic.
In addition, Manor Lords already also comes with honey production. Allow the Manor Lords taverns to use that honey, and that tavern can make mead.
You can also pair this with the region system to give you a very realistic feel where each TOWN'S tavern can serve a different drink. So, you can have Honningbrew Meadery outside Whiterun, Winking Skeever Cider House in Solitude, Sleeping Giant Cider House in Riverwood, and so on, and so forth.
I know it's early access and everything but I hope a lot more will be added because the game is currently limited to only level 3 building which means your village/town can't get newer milestones which also means you can't get all development points so I really hope the developer will be adding so that we can create huge medieval cities.
Me too 👍
The development points are per region so I’ve found that settling a new region and trading with each other allows each space to have a specialism and unlocks the whole development tree across the map!
@@Rosiepedia I'm guessing this is intended gameplay as of now. Specialise! Would be cool if later we could unlock regional mergers that allow for a larger settlement to be built, but perhaps later.
@@Rosiepedia They are not, in a new region the development tree start from scratch. I hope this will change in future as its silly and doesn't make any sense.
@@Ketraar yes that’s what I’m saying, each region starts from scratch so you can choose a different path and specialise in each region. One can focus on farming, another on charcoal, another on berries and bees. Then barter to trade between regions and make use of all the specialisations.
Woot! New video! :D I cant wait for the next town, now that you have so many idea on how to structure things. It's going to be super cool :)
Yes, another series for this game plz 🙏🏽👏🏼🥳
16:01 Yess, an apiary will "bee" some food, won't it?
would def love to see more Manor Lords vids
My break from playing Manor Lords this weekend was used to watch Biffa play Manor Lords.
Thank God there is a workday tomorrow.
Please make more Manor Lords YT vids.
I enjoyed this series. I would watch another series of this game if you made it.
Truly enjoying watching this game!! It's going to be one of the best city builders there is I believe!! Houses are beautiful in the large town and still more to explore, plus more land etc. I'm not a fighter so I would be doing building only, but it's interesting having attacks come your way, because you know it truly happened. I hope everyone is having fun playing it!! I look forward to it soon if and when I get this computer fix. In the meantime, I enjoy watching you and getting my giggles in. You have great humor🤩
You might pick this up later in the video but taxes do not add to town wealth, it only adds into your Lords wealth. Love all your vids and followed you for years
Your trade amounts are the surplus you'd like to maintain in storage, above the instant demand from buildings. You don't need to micro it.
I'm enjoying this game, and I like the fact you can upload your own shield design in a square png format. Insert tea emblem here 🛡 and then rename the new settlement to Mediteaville 😊
The best advice I've read was to have multiple stripes of fields, and manage them with priority. It is easier to take care of and you can have fallow intervals programmed.
YES WE WOULD 🎉
just something you don't need that number of houses, you need that number or bigger, so 10 level 3s, are 10 level 2s and 10 level 1s as well - read the small print it sys "level 2 or higher" :) so all level 3s count towards that total
I definitely would like to see you do a new town in ML. This game is so gorgeous.
Farmhouses: Yeah, but the more farmhouses you have, the more oxen you can have for ploughing, sowing and harvesting (if you've unlocked it). It's a balance.
Thanks for the instant gaming link! Got a bunch of games over the past year or so using that link! Great deal on Manor Lords too for sure. Thanks for playing, I feel well set for what not to do as I start 😉
Any time! Enjoy 😉
Hey Biffa! Love your content. Quick info before your next town. While multiple farm houses aren’t necessary for every field you definitely have use for them if you invest in plows for your oxen. Only one slot per farm house. So multiple houses makes sense then because that way you can increase productivity with multiple plows ❤
One ox for every 2 Morgan of field size makes a lot of sense if you want 100% field completion before winter is done. And keeping fields at 0,5-1 Morgan means you have a higher chance of getting more fields done 🙂
Can't wait till you start a new town with the full released game! CS2 can take a backseat for a while lol
Just an aside: when it comes to upgrading burgage plot to upgrade the town, a level 3 homes counts for each lower level as well.
Example: when it required 10 level 1, 10 level 2, and 10 level 3 you could have all your burgages at level 3 and it would count.
It says level one *or higher* x/10.
Having different leveled houses is not needed.
🤔
Cant wait for round two baby
@10:50 ish ... looking for Jacob. If I remember correctly, Jacob is permanently stationed at the logging area.
It is generally better to have multiple smaller fields, with different crops, that literally rotate every year. One of those fields would be empty where our cows would graze. In your case sheep.
Omg I think that stall move is a game changer
This has been great to watch and I’m sad it’s come to an end. I would like to see more of this please 😊
GO Biffa, hardest mode and with military & bandits :)
Looking forward to a new series of Manor Lords.
Heck yes do more!
Don't forget ,everytime you take a family out of certain jobs it also destroys the market stall that family had
But... I was supposed to do house chores.
Oh, well. Biffa lording about the manor it is.
Sorry!
@@BiffaPlaysCitiesSkylines I probably deserved to start my chores with a break and a cupper anyways. Right?
The town and game both looks great, and despite being vary about early access games, I think this one's worth a buy for me as there seems to be enough here to be enjoyable. Thanks for showing it off.
I've enjoyed this series and looking forward to a new one on hard mode!
19:00 it’s a hay manger for feeding live stock.
In case you have not noticed by now: You do not need to setup a trade route. You can import and export without them...
That was a bug likely fixed now 👍
@@BiffaPlaysCitiesSkylines Not a bug, its intended that way, a lot of Items don't require a trade route. Buying a trade route just increases the frequency of getting/sell that item by having a 'Dedicated' route and for some items it just isn't worth buying. More later game items do require you to purchase the routh though
Hi Biffa! I think, you haven't added the ox to your farms livestock. I have only seen people working on your fields and not one ox!
Seens you have to add it in by yourself and not only by adding the plowing ability.
Thanks for the tip!
After the farmhouse was upgraded/the plowing station was added, when Biffa opened it to add more families, there is a 4th tab "livestock." I think there's a way to assign livestock there. Hoping Jacob finally gets a home! 😂
@@amandadeloff4278 That was what I saw and why I am skeptical that biffa added one (might have been cut out).
@biffa you haven’t answered THE question : can you fix traffic in Manor Lords ? 😂😂😂
Great series on a great game!
i really like your Manor Lords videos! it's best to get back from work and just relax a bit (:
from watching the game, i think it needs a better to distinguish between buildings, maybe by design or color ? cause it looks that everyone is heaving difficulty with that.
Glad you like them! Good idea too 😁
What i learned about this game is that upgrades are not automatic. You have to build or upgrade something somewhere manually. For the plough i didnt know you have to click the button in the farmhouses for it to be implemented 😭
Loving this series 😊
Would love to see a new series, up to you whether you do it soon or let some updates come through. I think you should at least do one with some combat included.
rye is really good when u have a bad land for farming, because it grows in low fertility land. Then it converts into flour like wheat, so a great plant for a low fertility land like yours, but you need to unlock it in the research tree🤷♂️
Nice Video!
Thanks!
Edit: merged my other comments into once place. I started playing this and noticed a few kind of key things that you didn't quite address or made a mistake about in the video.
1. Playing myself I noticed that the new region is a new town and it has separate development points, which seem to be limited, so you want to focus on a particular branch I suspect. Since you have poor fertility, I would imagine going for any farming development unlocks is a bit of a waste, though I guess you are kind of forced to if your starting region is crap (each new game starts you in a random region)
2. You can actually trade many goods without paying for the trade route. I guess it's just to get a dedicated trade route going from the trader.
3. The resource tab defaults to showing spare resources. You can click the little bent arrow to the left of the resources to switch it to show how many resources you have in total.
4. Each house counts as every level under it. In other words if you have 10 level 3 houses, those houses count as level 3, level 2 and level 1. You probably assumed you need to replace the level 2 houses because during construction they don't count towards any level.
5. Be careful with level 3 houses. The new family must be an artisan if it's a workshop of some kind and they will start using more resources, you might eat into your raw resources fast. A single lvl 3 will get you -1 approval if you do not have enough ale and if approval is too low my understanding is that people will start leaving.
6. You don't actually need the livestock trader to get oxen, you can just order them straight out of the stable or hitching post. Same price, just limited to 1 per month, but doesn't feel like the trader is much faster. Shame that animals do not produce meat yet (or at least there is no mention)
If you are missing food, consider making some of the burgages have carrots or goats or chickens. It will take a family out of commission but it will improve food or invest in your trade development to not spend so much money on trade
Those lvl 1 upgardes don't take the family out of the labour pool.
The family tends to (for example) the chickens and still work somewhere in town.
Only the lvl 2 upgrades (like brewery) demand the family to devote all their time to it.
So it's best to build all your houses with a back yard space and have them all upgraded with lvl 1 extensions.
It's free food and you're going to need that food when you get hundreds of villagers.
Level 1 extensions don't block families from having other jobs, it will require the ones with Carrots and Orchards to do some maintenance/fieldwork, but the Chicken and Goats are just passive "income". So I would advise to always build houses with extensions, but make the ones for Orchards and Carrots take quite a bit of room as their yield depends on the size. I usually set so that I have double housing for the carrot ones so 2 families work the addon field.
Great series and game. Go for a game on the hardest level!
Surely updates will soon let you build stone walled Castles etc?
I hope so!
Get houses with bigger backyard to have more production
Just not tooo big. Vegetable patches in particular require a lot of tending and fill up with produce very quickly during harvest. But having a patch that's one or two times the length of the house is a nice supplement to your crops.
I make them just big enough for the housing expansion
I tried starting this game on the mode where you have to claim all the territories while that other guy is also claiming land, and I honestly can’t figure out how to progress fast enough to compete. His armies are huge, and having all of the families in the one region I actually managed to claim leave due to raiders soft locked the region forever. I saw someone say this game was easy after the first year or so no matter the difficulty, and I really want to know what the heck this person was doing that I wasn’t.
Add me to the list for another 'full' series - would love to see the battle mechanic in play too
At 34:13 when you mentioned the windmill during the brief flythrough of the expanded town, my brain just randomly came out with the word "Teamills" as if I was making a name suggestion. Wasn't even thinking of naming conventions but it does sound like it could be a cute little addition to the Tea-themed location names that you're famous for.
Great video as always!
Loved watching your town grow! Side note however I think you forgot to assign a ox to your farm after you built the plot station, or I might of missed you assign one 😂
Good call!
I like this better than City Skyline 2
Really enjoying this
19:00 But _is_ it a cart? best put it near a steeple and fill it with hay - if it truly is a cart, an Assassin will surely jump in.
Aaaaaaah Biffa brings a new video with my newest hyperfixation. I cannot wait to buy this game. Absolutely desperate lol. Cannot wait to create my own medieval town and wreck some stuff... 😊
It's like a Medieval City Skylines isn't it so Yes, it would be perfect on here.
Its not quite though, still hampered in terms of longevity. Already started 4 times and its fun each time to put into practice what I have learned, but I feel there is a ceiling not too far off. Taling over new regions is basically starting a new village with some Anno light region management.
On next play through, are you going to try the military aspects as well?
I love that you’re playing other games than Cities skylines but I kinda miss your traffic fixing vids
I miss them too, maybe watch this space 😁
You really need the import tax reduction development, importing with +10 is just too expensive
Yeah the trading upgrades save you an insane amount of money
Biffa?? in the NEW episodes will Lord Hugo be gracing us with his presence ?
Bought using your link, thank you.
Awesome, thank you! Enjoy 😊
Saw your livestock is still stuck in the trader. Have considered demolishing the trader building to force the livestock move to the pastures and then build it again? It may work
Oooo new episode.
Look forward ro new series. Butni really dont care about the militia and raiders aide of it, foe what its worth.
Enjoy 😁👍
The plow is on the farmhouse menu
Your food issue is coming from having a Tithe tax which sends the food to the church for free. That's also lowing your approval rating drastically.
@biffa on thi lmay through you had food shortage due to bottlenecks in supply chains because workes slow diwn when local storage is full. Keep the granary and storehouse staffed
I was on the cusp of making it to a large town, then I wasted 60 villagers by converting them into bowmen (utterly useless).
yes
Can I ask? Are there lights or torches so that it looks brighter at night?
Will it be available on Xbox?
Apparently on a later release chat wait 😊