What are the best ways to specialize your village? | Manor Lords Guide

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  • Опубликовано: 27 май 2024
  • After testing various specializations out, this is my ranking of the worst to best!
    Manor Lords is a strategy game that allows you to experience the life of a medieval lord. Grow your starting village into a bustling city, manage resources and production chains, and expand your lands through conquest.
    Inspired by the art and architecture of late 14th century Franconia, Manor Lords prioritizes historical accuracy wherever possible, using it to inform gameplay mechanics and visuals alike. Common medieval tropes are avoided in favor of historical accuracy in order to make the world feel more authentic, colorful, and believable.
    Find more on the game here:
    store.steampowered.com/app/13...
    #ManorLords #FirstLook #Guide #tutorial
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Комментарии • 76

  • @TinyBellEnd
    @TinyBellEnd 25 дней назад +9

    Played 2 saves to 3 large towns, and another 2 saves to 1 large town. So far I have found the best way to use development points are first 2 into trade, then 2 into whatever your rich deposits are (double berries, double meat, deep mining), and I usually use the last 2 to try balance anything I feel I'm lacking or could do with the extra resources.
    I wish bigger armies and battles were a thing, you can have a max size army with 1 large town, which for me limits any reason for expanding besides the fun of developing a new town.
    I also wish bandits could spawn camps on ai controlled territory - once they've claimed the rest of the map your only way of getting influence is church tithe, and it's not like the ai builds anything on claimed territory.
    I'm looking forward to seeing what other development points and policies are introduced along the way

    • @devanmcghee6123
      @devanmcghee6123 24 дня назад

      I'm with you on the bandit camps. After the first like 2 years, you're pretty much done with influence unless a raid comes. I also with they made it so you can have a maximum of 6 militia, but then retinue can be as many as the rest of the regions. Right now, retinue take up your slots but then can be added on, which severely limits your ability to just field regular troops at times and I hate that

    • @derius1963
      @derius1963 23 дня назад

      You can only get 6 in total in the current build?

    • @devanmcghee6123
      @devanmcghee6123 23 дня назад +1

      @derius1963 Yes. Basically, you are only allowed 6 militia slots, but those can be taken up be mercs or retinue if you're not careful as they overlap. So if you start with like 3 militia and get 3 retinue, you can't recruit any more militia and are capped at that amount

    • @TheRealJoe_
      @TheRealJoe_ 20 дней назад +1

      Try out some nexus mods. The game only needs 1 folder to be made and mods work. Its super easy to do and can make the game be so much more than it is for now.

  • @bigonion79
    @bigonion79 22 дня назад +3

    Foreign Suppliers was the MVP of my no hunting and berries achievement.

  • @LowHangingFruitForest
    @LowHangingFruitForest 25 дней назад +3

    The best use case for foreign suppliers is that large towns can struggle due to marketplace inefficiencies and always having bread and firewood available avoids a lot of headaches related to logistics.

    • @faultline3936
      @faultline3936 21 день назад

      I've never used that, but if it makes food and firewood 100% all the time, then that's useful. If it's not better than the current market, then it's utter useless lol
      I wouldn't really know, the most people I had is around 700 until I finished the game and decided to just start fresh.

  • @advancedmonkey7702
    @advancedmonkey7702 25 дней назад +36

    2 points into trade, the rest don't matter at all.

    • @zargonofb
      @zargonofb 25 дней назад +3

      I don't want this to be true...
      But you might be right.

    • @martinholden6214
      @martinholden6214 25 дней назад +1

      Well 2 points in trade is op. The others don't matter in comparison rn.

    • @Ratt611
      @Ratt611 25 дней назад +1

      I just tried it, so much less labor and easier to micro❤

    • @caspergarcia804
      @caspergarcia804 24 дня назад +1

      For now, there will probably be a massive rebalancing later on

    • @astrojak5383
      @astrojak5383 24 дня назад

      Absolutely true store... trade at the start is key

  • @zer0coolxgaming803
    @zer0coolxgaming803 9 дней назад

    I like the following when I have rich iron/clay: charcoal>trade routes>deep mines>armor though I might try the trade point for reducing imports
    When you have rich iron + clay, deep mines is OP. Combined with trade routes, gives you multiple tiers of multiple items to sell. Iron/clay early, iron bars/roof tiles mid, all sorts of weapons/armor/tools/roof tiles late.

  • @paulmanning4901
    @paulmanning4901 25 дней назад +3

    Realy good info. The game will become so interesting as the tech tree unlocks. Cant wait

  • @user-lk8fj7rp9g
    @user-lk8fj7rp9g 25 дней назад +7

    Nice guide in genetal, but its better to make tier lists if you are comparing so many perks.
    like:
    S (best): trade logistic, better deals
    A (decent with certain rich spots): forest management, trapping, advanced skinning, orchardry, heavy plow, fertilization, bakeries, all mining tree
    B (acceptable for roleplaying): sheepbreeding, beekeeping, rye cultivation
    C (almost uselss): pelt extraction, foreign suppliers, irrigation

  • @KG-1
    @KG-1 22 дня назад

    My current take is the following, for the first 5.
    1. Charcoal - fire wood always seems the challenge early game, when your strapped for labor - I put the charcoal pit adjacent the wood cutter and swap a fam back-forth between the two. Seems to work well.
    2. Trapping - again, early game labor challenges, the passive is big. Especially for what Tacticat has found on the food order consumption order:
    Meat, Berries, Bread, Eggs, Veggies, Honey, Apples. Really shades apples somewhat.
    3. Perk 1 - in trade - really important to open key routes for metal tools, bows, ale, malt, flax - before you get farming up.
    4. A tie between Perk 2 in trade - to better import the gaps, and plow for effective farming.
    5. Leaning toward skins for the passive hides.

    • @TheDutchActuary
      @TheDutchActuary  22 дня назад

      Interesting! There was a bug with the traps where the hunters were putting the traps on the edges of the map which wasn't very efficient. Sounds like that got fixed then!

    • @KG-1
      @KG-1 22 дня назад

      @@TheDutchActuary maybe not fixed & Im wrong. Wasnt aware of that. Separately, just comprehended from Strat Gaming, videos separated by a day, that the market capacity tracks per family not burgage, so duplex family burgages are not evil anymore.
      Very fluid this game on whats true in EA vs

    • @KG-1
      @KG-1 22 дня назад

      Demo

    • @KG-1
      @KG-1 21 день назад

      I was wrong on the duplex being fixed with EA, per a 5.5 TactiCat video, it is food eaten by family, stall capacity by burgage - duplex then overstretches you. However clothes-firewood used are not by family, but by burgage - more mileage there with duplex. I'm back to singles, and feel good about traps, maybe skins too. Passives.
      Something I really need to is do lots of farming for higher tithing for influence - the plow helps that.

  • @larkendelvie
    @larkendelvie 25 дней назад

    All I would point out is that it depends on what Rich deposits you have. If you have Rich berries and great fertilities you are going to play it different than Rich Iron with Rich Animals. The big thing to remember is to make sure you are setup for the basics before you expand out your money making.

  • @crimson1199
    @crimson1199 24 дня назад

    This is exactly my ranking, but its pretty obvious which is good right now.

  • @SG-lc6vi
    @SG-lc6vi 22 дня назад

    Foreign supplies is going to be an OP skill in long games that force the manor lords clear cut their forests. I believe the need for this is coming in future updates, but it’s obvious this is not a skill you want early.

    • @TheDutchActuary
      @TheDutchActuary  22 дня назад +2

      But you can just replant those with the forester right?

    • @cauchemar3082
      @cauchemar3082 22 дня назад +1

      You know you can replant them right?

  • @jonwardwarhorsefarmpark
    @jonwardwarhorsefarmpark 26 дней назад +2

    I tried fertilisation and it didn't work at all, buggy

  • @Sergiblacklist
    @Sergiblacklist 24 дня назад +1

    Trade is so broken i was struggling so much but now i just pount straight into trade and im off to the races 😂

    • @jarlnils435
      @jarlnils435 21 день назад

      Massproduce roof tiles and vegetables, sell it and buy what ever you need. It's really easy. And everything you produce yourself, buy with unlimited trade. Every time you produce a surplus, you make money and if it falls below they buy it.

  • @attilio7
    @attilio7 26 дней назад +1

    Great guide, is there something wrong with your mic? sounds like your recording from your bathroom 🤣 I admit others my not even notice this. But I do tend to be fussy about audio quality. I am loving this game playing a crazy amount of time.

  • @LowHangingFruitForest
    @LowHangingFruitForest 25 дней назад

    Deep mine isn’t very useful because everything you can mine is extremely cheap to import and you can use 4 people to manage the imports instead of manning multiple mines and production lines and just skip to the final stage of production and sell. For example, you can import an iron slab for a free silver, turn it into plate armor and sell it for 24. You also always have all the materials exactly where you want them because they don’t have to be moved from the mines to storage. They are delivered straight to storage.

  • @YungMilli22
    @YungMilli22 20 дней назад

    I honestly dont think the yield on farm plots is rewarding enough with everything you have to invest to set up a good farming economy. I just imported malt and grain with all the money i was making from sidearms and shoes.

  • @martapfahl940
    @martapfahl940 21 день назад

    I think since I messed up my points (only have 2 more to go), I will invest in the reducion of import prices but he dev has to push the next patch because the rate at which the market gets oversaturated is way too high. But then the strategy with low import prices, making something expensive and exporting that could be your best way to get infinite amount of money and you can import beer, armor etc

    • @TheDutchActuary
      @TheDutchActuary  21 день назад +1

      Remember each zone gets its own points to attribute. So if you want a particular focus (e.g. farming) you can always dedicate a new zone to that!

    • @martapfahl940
      @martapfahl940 20 дней назад

      @@TheDutchActuary Yeah will do so :)

  • @songworks17
    @songworks17 26 дней назад

    I found Trade Logistics & Better Deals incredibly overpowered. Tried it in my last game.
    Sold Rooftiles because I had a rich clay deposit and made so much money from it AND then could buy everything else I needed for practically nothing.
    Of course the rooftile market crashed but at that point I made more than enough and just switched to selling other things anyway.
    Though in the same game I had problems with firewood not getting to all the houses, even though I had enough stockpile and people manning the market stands.
    Haven't used Kilns yet. Will give it a try next.

    • @TheDutchActuary
      @TheDutchActuary  26 дней назад

      Where trade logistics really shines is opening up multiple ways to make money, AND making other resources easily accessible. Arming your troops etc becomes a LOT cheaper with better deals as well, saving hundreds of gold really quickly over time.

  • @LowHangingFruitForest
    @LowHangingFruitForest 25 дней назад

    I have a city with 1200 people and firewood is cheap to import and super easy to make so I don’t know why you value the kiln so highly. I’d prefer it if it supplied a home for 2-3 months because then you’d need less space to store it, but that’s not the case.

    • @talknight2
      @talknight2 24 дня назад

      Well, with a kiln you can make the same amount with half the labor, and it also sells for a much better price.

    • @michaelkensbock661
      @michaelkensbock661 20 дней назад

      @@talknight2 No, you can't make it with half the labor.
      Unless you import the firewood, you still need peasants to first cut the firewood and then the peasants to turn it into charcoal. It not may end up the exact same amount of peasants compared to simply producing double the amount of firewood (you probably save some time walking to far-away trees), but you certainly don't save a full 50%.

  • @Obsidianoak
    @Obsidianoak 22 дня назад

    Is Deep mine possibly bugged?
    My quantity number is continuing to decline on my deep mine (I did apply it to an rich deposit)

    • @TheDutchActuary
      @TheDutchActuary  21 день назад

      I haven't tested it in a while, but I think the mine just keeps producing even when it hits 0.

    • @Obsidianoak
      @Obsidianoak 21 день назад

      @TheDutchActuary ok thanks !

    • @michaelkensbock661
      @michaelkensbock661 20 дней назад

      Doesn't the tooltip explicitly say that it only works on rich deposits?

  • @RyanHandby
    @RyanHandby 25 дней назад

    I swear every time I download a game I find TDA is also playing it. It is like we are using a shared steam library haha.

  • @letsgobrandon7310
    @letsgobrandon7310 24 дня назад

    Tried a few games and if you don’t put the first 2 points into trade then you’re gonna have a rough time. Almost unplayable if you get all 6 points and DONT have the trade perks

    • @TheDutchActuary
      @TheDutchActuary  23 дня назад

      Definitely a lot harder, especially once the trade rote cost ramps up.

  • @largamau
    @largamau 25 дней назад +1

    I dont play the map if it doesnt have a RICH IRON. That it self is enough to make me rich.

  • @pathfinderlight
    @pathfinderlight 7 дней назад

    Both Trade Logistics and Better Deals got nerfed in the next patch.

    • @TheDutchActuary
      @TheDutchActuary  7 дней назад

      They are still VERY good though. Taking trade logistics for your first zone is still a decision that I don't think you will ever regret, as it makes sense for that zone to be a central production hub, in/exporting other items as needed.

  • @michaelkensbock661
    @michaelkensbock661 20 дней назад

    I definitely disagree on the apples. Sure, they're expensive and slow to get going. Sure, vegetables are doing the exactly same thing. If you want to stay on tier 1 buildings forever you don't need apples.
    But for higher tier homes you need more than one single type of food! Vegetables + apples means you have two-thirds of your food requirements met by default.

    • @TheDutchActuary
      @TheDutchActuary  16 дней назад

      Between the meat, berries and veggies getting to t2 is pretty trival. For t3 apples do make things a bit easier, so picking them up later on is definitely viable! I just think initially, other options are better out of the gate.

  • @DeePolski
    @DeePolski 24 дня назад

    It feels like if you don't get a rich iron mine or great farmland you're basically doing hard mode

    • @TheDutchActuary
      @TheDutchActuary  23 дня назад

      Wood turns into several things including shields that sell well and the kiln itself can also support a lumber economy. If you don't have the things you mentioned, you should have clay/berries/animals to support an additional source of income.
      Granted, i'm not argueing that farm/iron routes are a lot more powerful. But the other rich sources work fine, just less 'easy mode' .

  • @ravenfx1625
    @ravenfx1625 25 дней назад +1

    I’m Crying from laughing!!! Apples is mediocre… For 1! point you just got INFINITE amounts food one category;) Anywhere and with some time. With same vegetables you got 2 categories food infinite! For farming example with Multiple points just got More food in one category-yes, with ale and clothing-but just ale matter most! And you just got it more… for multiple points and huge amount work and workers;)
    For apples you got for one point one category food-just wherever you like and with almost no work!!!

  • @bigcrazewolf
    @bigcrazewolf 24 дня назад

    Having to spend a point on being able to let sheep make more seems a tad silly, and needs changing.

    • @TheDutchActuary
      @TheDutchActuary  23 дня назад +1

      Honestly, I agree - Sheep breeding (especially at the pace they do) makes sense. And it wouldn't need to apply to the horses/oxen, those are not kept in large numbers so we can just assume they are all the same sex ;)

  • @LowHangingFruitForest
    @LowHangingFruitForest 25 дней назад

    Doubling berries is worthless because you need 15 berries per family per year and 20 houses means 300 berries and even with a great deposit doubled you can’t meet that demand without importing. The meat isn’t this way because there’s a tech to make meat passively even when the pack is not productive.

    • @RafaelW8
      @RafaelW8 24 дня назад +1

      The trapper thing is currently bugged, because the AI of the hunters makes them wonder to the edge of the map to set a single trap for 1 piece of meat. If you dont believe me, take the trapper, wait a month or so and follow your hunters. Makes it very inefficient

    • @alexbogdanoff1514
      @alexbogdanoff1514 23 дня назад

      You can feed at least 50 families all year round with double berries on rich deposits, if you build double houses, which is the way to go. And this is just with 4 families collecting berries for half a year. Simply OP.

  • @alexbogdanoff1514
    @alexbogdanoff1514 25 дней назад

    Trade is OP, obvious choice (two points go there). Apples distribution is bugged, so avoid it until fixed. Honey is rather broken too. Farms are super bad, waste of points, resources and workers. Sheep perk is useless. Berries and hunters perks are good for rich deposits. Armor perks are okay.

    • @ZengenHide
      @ZengenHide 25 дней назад +1

      What's the bug concerning apples? I'd go for apples as my second "late game" food source, cause berries and meat dont scale as your town grows and I found farming to be pretty lackluster, even on soil with high fertility.
      To add to that (and kinda the reason why I ask): I didn't have much success with orchards on challenging difficulty so far.

    • @alexbogdanoff1514
      @alexbogdanoff1514 25 дней назад +1

      @@ZengenHidethey are not distributed. Sometimes distribution starts if you start trading apples or in-houses stock is full, but it is inconsistent.

    • @user-lk8fj7rp9g
      @user-lk8fj7rp9g 25 дней назад +1

      @@alexbogdanoff1514 I did apples couple of times, it worked properly. Honey isnt broken, its just bad, because of count limitation. Also i dont understand the problem with farming.. How do u get influence without farms and apples? From vegetables alone?

    • @alexbogdanoff1514
      @alexbogdanoff1514 25 дней назад

      @@user-lk8fj7rp9gthen you are lucky. Lots of people complain about apples bug. Possibly you have level 1 houses with orchards, their stock is getting quickly full and then apples may go to the market. I am getting lots of influence from bandits and raiders, no need to donate food.

    • @RafaelW8
      @RafaelW8 24 дня назад +1

      Apples work no issues and is one of the best dev points rn. Trapper is bugged, as well as the farming. Reason is AI of the workers make them super inefficient. Double berries is meh, apples are for sure better.