But do these huge vegetable plots work well? I don't know about in the most recent build, but it used to be that you would lose the entire crop if the families couldn't pick all the vegetables before the season was over.
@@krusherdelamico5901here is the answer Yes, and NO. The biggest a farm can be with two families is 3 coals spots together in any shape you wish. You can use the timber camps as well. But space wise these are too big for a family of two. You would have to lvl these to three so you could get four families before it would become efficient. So it’s not that It can’t be it just depends on what you do with them lvl wise. But, like they are right now from the video, NO!
it works well if you put a granary in front and micro-manage those families to not work, basically they have to stay unemployed. I'm doing bigass veggies farm since the beginning and it always worked for me. I'm placing 3 massive veggies farm at the beginning which sustains your city very well, in the first 2-3 years i could obtain +1K veggies without using wheat farm and all. I think it's a very good game changers that kind of strategy, especially for new games. I keep using that and have no problems at all. Again the major problem is to micro-manage those families to not work, which is very very tiring...
main issue is, that the families need time to work on the fields. when they are e.g. in the grannaries or warehouses they are too busy to care for the vegetables. also it is good to have several families in the house with the garden since they all share the work there.
My strategy is to have unassigned workers in burgage plots that grow vegetables, they build when you want them to then return to gardening, also I find the use of corpse pits for planning a waste of time and effort especially when you have a perfectly fine grid to build on in the fertility overlays, four lines for the boundaries and no need to demolish anything. Excessive road building appears to plague the use of corpse pits in this case. Odd shapes are a visual thing only, doesn't increase efficiency
@@c7walker7 Reasonable but in my experience so far one family each assigned to the Church and Corpse Pit are more than enough to cater for any battle debris, especially so if you meet the enemy outside of your settled regions, claimed but unsettled regions do not have need to clear corpses because there is no Approval needed due to no people so you can't lose Approval if you leave the corpses for the crows
I still go for noob version. Very Long just enough for 2 plots. 10 of them can sustain vegetable needs to the end game 100 pop. Also going thin let’s you more compact city which is good market access.
The main takeaway is putting down granary, well and marketplace. If you upgrade to 4 families per plot you don't need the three burgage plots to run the stalls. You need aparies to keep the veg pickers close and assign then to granary then also have to micro the stalls until you get the correct workers owning the nearby stall. Problem is, stall workers will fill stalls with all types of food so they will be running all over the map even if you limit the workplace of the granary to the local production area. 🙄
@Pablo-f9d2j the update is set to fix marketplace mechanics but its interesting to test the current game and how it plays... 😀 👍 I was amazed that I could run a 300 pop city with 17 stalls total and it actually worked 💪 and I had every type of food just to max out the stalls... theoretically it's possible to do it and also it is practical to do it but just n3ed attention to make sure you don't allow too many unneeded stalls...
They give less resources, and in order to get them, you will have to constantly switch people from place to place and from where so much money, even if you put double resources, there will be 100 prosperity
As most people have said here the veg farmers need to be labor free to fully harvest their crop. If you do manually assign them to a workless job (like apiary) then you would want much larger field sizes. This works best when the house is T3 with 4 families. I've been doing the pro version and 2 of these big veg farms can supply enough veg for a 500 pop town (assuming I have 3 other food types producing similar quantity)
bonjour a tous! j ai regarder beaucoup de vidéo sur manor lord mais je n ai jamais trouver de conseils précis sur la taille du "champs" de carotte précise pour une rentabilitée maximum avec une famille! est ce que l un d entre vous serais me le dire?
IDK, to me the large fields never worked, because the people never had the time to work it all. Remember that they will just work in the garden if they are done with their primary job! So believe it or not: That what is discribed as "Noob tactic" worked best and is safed space to construct other buildings.
i normaly leave the family have garden alone and not doing any task . after all we need all the citizen. but i let those free to build house , guild Ox
But there are considerations for production efficiency and strategic burgage size and placement, number of households, access to necessary items to keep your town fed and happy.
last design of veg farm pains my eyes. any one of you have unseen eye drops? Too small veg plots and you will need a lot of them to keep your food levels, and that would take from efficiency from other jobs as pawns would leave theirs work to collect vegies. Too big veg plots and you will lose efficiency, pawns literally collect vegies one-by-one: pick up 1 veg -> go home -> pick up 1 veg. -> go home. Large veg plot waste efficiency due to travel time. 2nd design work like dream, square plot with removed the farthest corner improve efficiency, also size is just right for 2 families to handle it fine, just assign one family to Church or Hunting Camp.
It’s not cheating it’s called being resourceful. Using a corpse pit to make precise measurements. Better than going in a map meshing things together and calling it good.
Why is the game bad? Just becouse it does not work as you like to and you can not manage to figure it out how to play? The game is great, maybe you need some patches to fix you up? 😂
This could be a better video if explained just a little bit more
Ya it’s not great I don’t get it
But do these huge vegetable plots work well? I don't know about in the most recent build, but it used to be that you would lose the entire crop if the families couldn't pick all the vegetables before the season was over.
that is the question
A casa de nível 3 comporta 4 famílias
@@krusherdelamico5901here is the answer Yes, and NO. The biggest a farm can be with two families is 3 coals spots together in any shape you wish. You can use the timber camps as well. But space wise these are too big for a family of two. You would have to lvl these to three so you could get four families before it would become efficient. So it’s not that It can’t be it just depends on what you do with them lvl wise. But, like they are right now from the video, NO!
Grandes de mais. Os aldeões não conseguem plantar tudo isso com poucas famílias, desse tamanho ideal só pra maçã
it works well if you put a granary in front and micro-manage those families to not work, basically they have to stay unemployed. I'm doing bigass veggies farm since the beginning and it always worked for me. I'm placing 3 massive veggies farm at the beginning which sustains your city very well, in the first 2-3 years i could obtain +1K veggies without using wheat farm and all. I think it's a very good game changers that kind of strategy, especially for new games.
I keep using that and have no problems at all. Again the major problem is to micro-manage those families to not work, which is very very tiring...
Very cool layout. I sketched it out as you built it. I'm going to replicate it in my next game. Thanks.
main issue is, that the families need time to work on the fields. when they are e.g. in the grannaries or warehouses they are too busy to care for the vegetables. also it is good to have several families in the house with the garden since they all share the work there.
And he built a house without any extension at all nearby a storage building. Though he could add a chicken or livestock shed for them.
My strategy is to have unassigned workers in burgage plots that grow vegetables, they build when you want them to then return to gardening, also I find the use of corpse pits for planning a waste of time and effort especially when you have a perfectly fine grid to build on in the fertility overlays, four lines for the boundaries and no need to demolish anything. Excessive road building appears to plague the use of corpse pits in this case. Odd shapes are a visual thing only, doesn't increase efficiency
Assign them to landfills
@@c7walker7 Reasonable but in my experience so far one family each assigned to the Church and Corpse Pit are more than enough to cater for any battle debris, especially so if you meet the enemy outside of your settled regions, claimed but unsettled regions do not have need to clear corpses because there is no Approval needed due to no people so you can't lose Approval if you leave the corpses for the crows
I still go for noob version. Very Long just enough for 2 plots. 10 of them can sustain vegetable needs to the end game 100 pop. Also going thin let’s you more compact city which is good market access.
The main takeaway is putting down granary, well and marketplace. If you upgrade to 4 families per plot you don't need the three burgage plots to run the stalls. You need aparies to keep the veg pickers close and assign then to granary then also have to micro the stalls until you get the correct workers owning the nearby stall. Problem is, stall workers will fill stalls with all types of food so they will be running all over the map even if you limit the workplace of the granary to the local production area. 🙄
Im going to try out your suggestions on my next city
@Pablo-f9d2j the update is set to fix marketplace mechanics but its interesting to test the current game and how it plays... 😀 👍 I was amazed that I could run a 300 pop city with 17 stalls total and it actually worked 💪 and I had every type of food just to max out the stalls... theoretically it's possible to do it and also it is practical to do it but just n3ed attention to make sure you don't allow too many unneeded stalls...
Очень круто сделано! Вам респект!
Hehehe... very Imperatur. Works for Orchards too. (build those even before folks move in BTW)
Behold the power of the "binder"!!
Pelo que percebi, o "Noob" tem a melhor fórmula.
So basically the large burgages are mini fields of veggies.
Your vide are perfect ! Do you think about do video tuto for having steam success ? 😁
They give less resources, and in order to get them, you will have to constantly switch people from place to place and from where so much money, even if you put double resources, there will be 100 prosperity
Thank u for the tip, but i guess im a keep doing the noob version. i'll use this if i go for asthetics.
As most people have said here the veg farmers need to be labor free to fully harvest their crop. If you do manually assign them to a workless job (like apiary) then you would want much larger field sizes. This works best when the house is T3 with 4 families.
I've been doing the pro version and 2 of these big veg farms can supply enough veg for a 500 pop town (assuming I have 3 other food types producing similar quantity)
bonjour a tous! j ai regarder beaucoup de vidéo sur manor lord mais je n ai jamais trouver de conseils précis sur la taille du "champs" de carotte précise pour une rentabilitée maximum avec une famille! est ce que l un d entre vous serais me le dire?
IDK, to me the large fields never worked, because the people never had the time to work it all. Remember that they will just work in the garden if they are done with their primary job!
So believe it or not: That what is discribed as "Noob tactic" worked best and is safed space to construct other buildings.
i normaly leave the family have garden alone and not doing any task . after all we need all the citizen.
but i let those free to build house , guild Ox
Thanks for the guide !
more simple with pro
Its useless to create big gardens. On a specific cluster the familys dont get all of the stuff. Only Applefarms will work great with a high scale.
That's why don't Assign them to work. Just let the family Job less
The Sprout Farms are to big they won't plow it all in time
Actually we don't need roads around the whole perimeter of each single object.
I use farm instead of corps pit more easy to remove and also not simatricals farm houses are look more natural . make the roads curved
I don't get it, the game is unique by it's organic building mechanics there is no noob and pro when it comes on building and designing your town LOL
But there are considerations for production efficiency and strategic burgage size and placement, number of households, access to necessary items to keep your town fed and happy.
Well, so, i think the noob are the best 😂.
last design of veg farm pains my eyes. any one of you have unseen eye drops?
Too small veg plots and you will need a lot of them to keep your food levels, and that would take from efficiency from other jobs as pawns would leave theirs work to collect vegies.
Too big veg plots and you will lose efficiency, pawns literally collect vegies one-by-one: pick up 1 veg -> go home -> pick up 1 veg. -> go home. Large veg plot waste efficiency due to travel time.
2nd design work like dream, square plot with removed the farthest corner improve efficiency, also size is just right for 2 families to handle it fine, just assign one family to Church or Hunting Camp.
you can just put down a pasture for no cost and easier to clean up than putting down pits
Corpse Pit is an area unit = 1/4 morgen.
🔥🔥🔥
3rd is the worst :D
let's go full meat
The game has potential, but developers have more work.
The developper vithout the "s" ^^
@@Blackfataz Firstly, *Without*. Secondly, learn English...
5:48 This is for what bro?
I would assume that is to create the right shape for the veg farm's housing spot to be so small.
Why does every manor lords content creator acts like they know anything about the game?
wasting of space is amazing XD ur far away from a pro ma guy
worst video i've seen today
Cheater vs not cheater.
This is definitely a bug if you need put a mine and then delete it.
Not à Line but a corpse pit
It’s not cheating it’s called being resourceful. Using a corpse pit to make precise measurements. Better than going in a map meshing things together and calling it good.
It s only a bad game and need patch to fix all this thing
Why is the game bad? Just becouse it does not work as you like to and you can not manage to figure it out how to play? The game is great, maybe you need some patches to fix you up? 😂
it's not bad. Just needs polishing. Remember it's early access. It's literally not finished.
Nope.