We Need To Talk... About Manor Lords...

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  • Опубликовано: 3 май 2024
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Комментарии • 213

  • @yiannispapadopoulos1740
    @yiannispapadopoulos1740 Месяц назад +146

    To answer some of your Qs, and address some issues I have:
    1. Burgage plot capacity also increases with each level. So, if you have a large vegetable garden it's advisable to upgrade the burgage to lvl2.
    2. You are incorrect about the Orchards. Size matters for them too, not just for vegetable gardens.
    3. Building multiple markets doesn't make a difference, unless you can't build more logistics buildings to support your main market, or if you want to prioritise supply to a remote burgage area.
    4. The problem in the video's city is most probably that you have villagers away on army duty. If they are normally warehouse workers then they are not doing their jobs. And since most of them also have stalls, you have 1-2 persons away on army duty, 1 person probably doing his/her garden and only 0-1 person left to transport everything to the warehouse and then deliver everything to the market. So, basically that family doesn't do anything logistics-wise and your marketplace is not supplied. Check the "People" tab for more info on what each person/worker is doing.
    5. You haven't addressed the bartering between settlements. Don't you do it at all? Do you spend 2 development points for Trade in every city? Because bartering is seriously flawed (or bugged). You can (supposedly) barter up to 20 items but the problem is that 20 items is what you send from a Post. You only get... 2 items back regardless of the exchange price or even if Trade is developed or not.
    6. Farming is a nightmare. Fields stuck between stages is not unusual. If you add an ox with no farmers you may get an "auto-plow" thing where the field gets plowed in seconds without the ox even appearing on the field. Barley, as you mentioned, is useless but in order to import that (or ale) you need to spend 2 out of 6 development points. Every time! Manual farming is frustrating to say the least. Crop rotation wastes valuable fertility (as it still goes down when crops are at 100% but it's not September) and wastes valuable time as a fallow field may be ready before a full year passes- which is especially true and important for low fertility.
    7. In your video, when you talked about the hunters I noticed your hunting post is too far away from the grounds. That, plus the standing army that may employ one of the hunters & the market stall makes it impossible for them to hunt anything. Hunting lodges and Gatherer huts need to be as close to the (re)sources as possible. Let the Granary workers get the stuff from their places.
    8. The whole Lambs, Sheep... is a mystery indeed. I've even had a sheep run away because my Livestock trading post didn't have enough space while the sheep farm was very much content with a single sheep and 4 empty spots!
    9. Stuck carts, livestock and the insanely inadequate path-finding of the ox while plowing, plus the armies that always go in a straight line are frequent nuisances.
    All in all it IS a good game, but it needs a lot more development. I hope Greg doesn't get his cut from the exceptional sales and fly off to a tropical island. At least not without a laptop!
    Peace.

    • @axelhopfinger533
      @axelhopfinger533 Месяц назад +9

      Greg would at least deserve a month long vacation on a nice beach for his dedication and success.
      But i think he now has all the money he needs from EA sales alone to hire enough people for his own little dev studio. Which should at least significantly speed up the production of assets.

    • @cookiemonster895
      @cookiemonster895 Месяц назад +1

      Before typing, could people like you actually check what they are spewing ? For example, just about your first point I can say: Burgage plots capacity starts with 1 family at lvl 1 and doesn't increases with each level. If you make the plot big enough, you can build the annex which gives a +1 family, it can be built straight away at lvl 1 !! At lvl 2 the burgage plot starts giving you 1 coin (money - aka village wealth) per family, and at lvl 3 the burgage plot will double its family capacity. Burgage plot without annex means 1 family which at lvl 3 will become 2 families. Burgage plot with annex means 2 families which at lvl 3 will become 4 families ...

    • @monztershots2351
      @monztershots2351 Месяц назад +3

      "All in all it IS a good game, but it needs a lot more development. I hope Greg doesn't get his cut from the exceptional sales and fly off to a tropical island. At least not without a laptop!"
      Factsss^^^^

    • @eilertv
      @eilertv Месяц назад

      Building multiple markets help yes.
      The longer the house is from the market, the longer time it takes for one of the inhabitants to make it there and collect the goods.
      So if you have one food type low, closer houses takes it first, cause they get to it faster.
      Or as Raptor says, that it pings closer houses first.
      I spread markets around the city, 6-8 stalls a piece.
      As you get more stalls, you move em around so each market has what the burgage around needs.
      In co-op with trader and storage, I rarely have supply issues.

    • @madmanthepope6448
      @madmanthepope6448 Месяц назад +1

      Well said

  • @gypsypunkparty
    @gypsypunkparty Месяц назад +24

    Orchard plot size absolutely matters.

  • @eliahdayton3448
    @eliahdayton3448 Месяц назад +13

    The biggest thing to solve supply chain issues in the market place is to have a few storehouses and granerys right across from the marketplace. The closer the better. Second thing is make your storehouse/granery workers run the stalls. This involves juggling families and a lot of micro management but will solve a lot of issues.

    • @archangel8172
      @archangel8172 Месяц назад

      I feel like that as well. It is better to have granary workers managing market than your hunters that you would want to actually hunt.
      I havent played the game. But if you keep just enough market place slots for your granary and warehouse workers to set up stalls. It might work better.
      This way things get delivered to warehouse and from there go to market.

  • @MyGamesterGaming
    @MyGamesterGaming Месяц назад +5

    im happy youre talking about these issues bc ive ran into them in pretty much every map ive played

  • @Fecal_Eruptions
    @Fecal_Eruptions Месяц назад +51

    The title combined with that long, silent, suspenseful intro had me at the edge of my gaming chair.

  • @Barokski
    @Barokski Месяц назад +8

    taverns should actually be close to granary. ale/food/raw ingredients from any sources (brewery, trade posts, etc) are taken by granary workers (storage workers for other materials). Taverns, bakeries, market stalls, etc then takes what they need from the granary/storage. no shortcut. basically all raw materials goes to granary/storage, then to manufacturers, then final product goes back to granary/storage, then to whoever needs them. ideally,marketplace, manufacturers, taverns should be close to granary and storage in the center of the town as much as possible. houses take their supplies only from market stalls. atleast from what i've obseved so far.

  • @drAgonheart580
    @drAgonheart580 Месяц назад +8

    OMG LIFEchanging Tutorial, this is what i was waiting for all along thank you Raptor

  • @jasongroenewald3683
    @jasongroenewald3683 24 дня назад

    Can we just take a moment and appreciate how beautifully and naturally his towns are built? I've watched a couple of other content creates videos, and I can say without a shadow of a doubt that yours are the most pleasant to look at it! Your design almost reminds me of the witcher games level of town and village design. Kudos to you and keep up the great content.

  • @tokiburoak7457
    @tokiburoak7457 Месяц назад +2

    It's definitely lived up to it's hype so far for me. And knowing that there will be many years of updates makes me excited for this game.

  • @neofromthewarnerbrothersic145
    @neofromthewarnerbrothersic145 Месяц назад +1

    The main thing I'm having trouble with, and the main thing I don't really like about this game, is the way markets work. I've watched some guides, but still can't seem to keep all of the supply flowing correctly. I just wish that when we built a marketplace, we could decide exactly how many of each type of stall it's going to have. Not to mention it would be nice if we could see what area the market covers. Maybe like a heatmap where green = close and red = too far. And I wish we could choose which families/buildings are going to run the stalls. I just don't really understand how it works. Like I've had a family working in the sawpit or logging camp suddenly decide they want to run a food stall. Why are they doing that?
    The channel Strat Gaming Guides has done a ton of experimentation and data collection, and he says that you basically want only 3 market stalls for every 15 houses. And it's more important for the market to be close to the storage buildings rather than being close to the houses. So if he's correct, your city's problem is that you have too many marketplaces and too many stalls, and maybe the markets are too far from the storage buildings. So the storage workers are spending too much time walking back and forth and can't keep everything stocked. They're only able to keep a trickle of supply going to all of those stalls and can't fill them up, so the market supply never gets high enough to fully distribute. At least that's my somewhat fuzzy understanding of it.
    At some point you have to build more markets and spread them out, but when you do that, you can't REALLY control what will be at the new market. You can try to influence it by manually moving/destroying stalls, but that doesn't really work. When you move a stall, there's a bug where the market doesn't properly recognize it. So you can place it somewhere, but someone else can open another stall that overlaps it, and your marketplace with only 6 slots will have 7 stalls. You can try to build a fuel storehouse and a clothing storehouse, filter their stock, assign 2 families if you want 2 stalls, but I don't even know if that would work. You still might have the sawpit trying to open a food stall where you wanted a clothing stall.
    In theory, I like the idea of how it works. But in practice it's just confusing and frustrating. Also I agree it would be really nice if we could reassign artisans without destroying the whole building, and we need to see more information about what/how much the artisans are producing. I assume the dev has plans for some of that stuff, and overall he's done a pretty amazing job with the game. Hopefully the feedback from EA release will help him iron out some of this stuff.
    One last thing: I'm not sure what's up with the deep mining either. I finally built one, but it still appears to have a limited amount. It's a rich iron deposit, had over 1500 iron when I built the deep mine. Left it mining for awhile and now it says it has around 1300. So I dunno, I guess I'll find out if it gets exhausted, or maybe it will start replenishing???

  • @LeverActionLarry
    @LeverActionLarry Месяц назад +6

    You did the "we need to talk" LOL Hope you're having a great time on your business trip!

  • @kenplayz123
    @kenplayz123 Месяц назад

    When setting up housing plots, it would be awesome to have the option to set a 3rd extra living area instead of a garden or bakery.

  • @reaganshowman7170
    @reaganshowman7170 Месяц назад +3

    With the demand and the markets, I am experimenting with making a lot of smaller market places that hold 10 or less stalls from the beginning. It seems to be giving people more access to at least one of each item, lowering the thumbs down. Great tip that we can move the stalls around. I had realized that was possible yet! Thanks 😊

  • @vincerosencutter8796
    @vincerosencutter8796 Месяц назад

    I love your presentation on the material on this game, it's not a one size fits all!
    That has helped my game play alot!

  • @gordonc2792
    @gordonc2792 Месяц назад +1

    Yes unable to change what the houses do is very frustrating

  • @Zephrii
    @Zephrii Месяц назад +1

    Click on the marketplace instead of the stal and u can see the %, if u click on those where the full/food/clothes go. Houses nearest to the market get supplied first
    -tier 3 needs 4 food types
    -tier 2 needs 3 food types
    -tier 1 needs 2 food types
    Even if u have 1000 bread they won’t be happy because there is only bread. U need atleast enough from 4 types off food to have a good approval. It’s the same for clothes and full, but because they need less different types of those its easier to supply. 1 market with a few storehouses and granneries will supplies all houses even if they are further away from the market.
    How do the houses work. People get stuff from the nearest market stall. But some stalls get more food provided and are full while others are empty. The families go to the closest market place if those stalls are empty they don’t get the food/full/clothes even if u have enough at a marketplace further away.
    What helps is to select only market stall food at the grannery near your market (under advance settings) and leave flour, grain and herbs in granneries near the source like the windmill. Hope this will solve a part of your supplies issues!

  • @tommylee6220
    @tommylee6220 Месяц назад

    @Raptor reference 17:00 into video about hunters. A couple of solutions. 1. Set a limited work area like logging camps over the wild animal spot. 2. Get them off the market by un-employing them then employing more people at the pantry or storehouse and fast forward time and they will eventually take over the market, at that point then employ the hunters back,

  • @gusgablaw7375
    @gusgablaw7375 Месяц назад +1

    Markets are very counter intuitive. You need one large market, close to the granary, but distance from plots doesnt matter. too many produce can glum up storage space in the stalls and hinder coverage for staple products.

  • @kimberlywhite2549
    @kimberlywhite2549 Месяц назад

    @Raptor I watched a video yesterday explaining market supply. The guy (Strat Gaming Guides) said that the amount of goods stored in the market is equal to the amount of burgage plots you have. Those plots that you have that house 2 families count as 2 families however the market doesn't account for those "duplex" properties when stocking the market. So you may have 8 plots, 2 of them are a duplex, the markets see 8 plots NOT 10 families. Plots determine supply but families determine demand. When the market supplies itself it will cap at 8, the amount of plots you have NOT the number of families.
    It's an amazing game and I can't wait to see what it will become. The mechanics can be challenging for sure but what Strat Gaming said made sense to me. I can't speak from experience as it's not out on XBox yet but I am an avid fan of yours and your coverage of this game has me anxious to play. Perhaps you can test this in a playthrough.
    Enjoy your time off, you deserve it and thanks for all your hard work, I'm a loyal follower.

  • @OffMetaProfessor
    @OffMetaProfessor Месяц назад +1

    Greg talked about on social media replies finally being able to afford to out source a lot of the area's that are time consuming and don't really affect the core gameplay, he said he can now finally go outside etc as he has been non stop doing most of the work alone.
    I think he is currently deciding what to work on based around player feed back, eg. doing a pole on twitter around what people what to be focused on until the end of 2024 with Castle building and Siege weapons being the most popular.
    Anyway overall give him time, with the new money the team will be scaled up a bit and I expect patches to start coming out monthly with full castle building options coming out towards the end of the year, the games only just been out for 2 weeks after all.

  • @ArrozMisto
    @ArrozMisto Месяц назад +2

    The problem is logistical; the problem is not the stalls or the market, the issue is the capacity (or lack thereof) of the granary and storehouse, dev needs to vastly increase the capacity to move items from producers to stocks because the current need to have a metric ton of distribution is just not tenable.

  • @AmparitoVic
    @AmparitoVic Месяц назад +6

    I just hope the dev isnt in a 'burnout' with the game and is like meh.. its over now and it slowly dies off...
    That he really takes his 40M cash, puts a team together and finishes it totally in a span of a year.

  • @xxxjcalibur3212
    @xxxjcalibur3212 Месяц назад +3

    you kinda can cheese the battle with spamming disband rally for stamina recovery and surprise attack especially with town center as battle location or let one guy running around to not let enemies burning things down till villager replenish itself granted you must have some weapon lying around

    • @user-tx3xy7lw6w
      @user-tx3xy7lw6w Месяц назад

      Why not just use the automatic peace diplomacy option

    • @xxxjcalibur3212
      @xxxjcalibur3212 Месяц назад

      ​@@user-tx3xy7lw6w I know that method, if you can consistently procure your weapon why not just challenge it. Both the schitzo peace letter and their army is still BS currently tbh unless you super minmax it in the highest difficulty

  • @corgan_7
    @corgan_7 Месяц назад

    Damn that timing of the second army approaching was perfect lmao.

  • @clownfishcanjuggle
    @clownfishcanjuggle Месяц назад +1

    Early access game. Awesome game, awesome concept, awesome awesome awesome- just hope development keeps up.

  • @StefanRamsen
    @StefanRamsen Месяц назад

    The thing with the booze should be done like this: Make them role the barrels to the tavern. And when you attach a Donkey to it they does it when a small cart. Where the have to barrel on it. and bring it to the tavern. So that at the begining they are slower. And later you can invest money get a donkey or horse and can be quicker. And problem ist fixed.

  • @Maxmillion77
    @Maxmillion77 Месяц назад

    haven't got around to purchasing yet but still looking forward to playing and this will be v helpful

  • @Tr1cky87
    @Tr1cky87 Месяц назад

    Marketplaces are bugged they dont check if a house is already provided with a good. (Firewood is an exception i think)
    They always deliver goods to the nearest houses. The problem is you can never have an oversupply of goods right now.
    Just try it. use a small village and place two marketplaces close together. As soon as there are goods on both marketplaces they will supply the same houses and far away houses will be left out even if your overall market is saturated.
    I have a 750 resident village. 1 Marketplace / Heating and Clothing 100% all the time / Food fluctuating between 95 and 100 cosumption skyrockets past 500 residents.
    Little trick: You can use a few empty houses at the edge of the map for a little buffer. they will be provided with goods but there is no one to complain if something is missing.

  • @jackprin8184
    @jackprin8184 Месяц назад

    You can get more retinue troops from building manors in other areas.

  • @natashairving9879
    @natashairving9879 Месяц назад

    Yeah all 4 families in tier 3 houses would be tailors, iv ended up making too many clothes and I can’t get rid of it I have so much and it’s screwing up my storage

  • @rickyray4111
    @rickyray4111 Месяц назад

    Build more storage houses and add more workers to get goods moving might help.

  • @MrLulutoni
    @MrLulutoni Месяц назад

    You are not maxed on your military. You may build one Manor per region. That gives access to a new unit of Retinue per region maxed out to 24 soldiers if you build the Garrison Tower for each Manor.

  • @ialphasoul2460
    @ialphasoul2460 Месяц назад

    If u wanna risk it for the biscuit archers have the icon to friendly fire xD so they can still shot while your ppl are engaging. I haven't tried it but it's there

  • @finfan83
    @finfan83 Месяц назад

    24:27 - I had that problem there, they parked ox not at the post but in thereat the stockist and nobody is interested in it.

  • @rileyxbell
    @rileyxbell Месяц назад

    You need a lot more granary and storage workers to fix the market coverage issues. And put the majority of them near the center of the town and near your markets. You can keep some with a few workers towards the edge of the city near things like trading post and other industry but majority should be working from the center of the town.

  • @emilyainge522
    @emilyainge522 Месяц назад

    I've had an issue with fire destroying houses making the people homeless and seemingly unable to move into any new or repaired houses, is there a fix for this yet?

  • @archaeolas
    @archaeolas Месяц назад

    The granary that you clicked on wasn't upgraded. If you upgrade it the workers get carts and can carry much more per journey (same for store houses). That helps a lot with logistics. So does having more oxen, because they are used to move logs to/from the logging camp, saw pit, to new buildings and ploughing, so get your hitching posts upgraded to stables so they can hold 2 each instead of 1!
    The main thing I want to say though is regarding your army. You can build a manor in each region you own. That means for the 'final battle' you can have 5x36 militia units plus 8x24 retinues. SO you don't NEED mercenaries. But, if you zoom in during a fight you can see that archers 'stagger' the unit they're shooting at. They might not do a lot of damage but I believe the stagger helps by slowing down the enemies attack rate so they are still useful. You can use them to 2v1 an enemy archer unit so you don't have to chase it down with a melee unit.

  • @pizza_mana
    @pizza_mana Месяц назад +1

    As far as I can tell, when it comes to the market, only 35 items of each resource can enter the regional marketplace economy at max. It's not a problem of quantity or logistics even, when supplying each burgage plot with required resources, it's a lack of diversity in resources available.
    If you've produced ~500 units of leather, only 35 units can enter the regional marketplace, and those are soft-locked into the overall demand of your (x) amount of burgage plots (another 35 units won't enter the marketplace to supply the remaining demand but rather a smaller amount to replenish those that have been allocated already. I've read in a steam discussion that it's 1 resource x the amount of burgage plots you've built that will be stored in the market stalls themselves. Save for food which may be closer to 10x of each type of food produced.) The only time resources not reaching burgage plots logistically should occur, is if there isn't enough to meet demand in the region's overall stockpile to begin with.
    If you've produced ~500 units of leather and have 50 burgage plots, 15 of them will lack the basic clothing resource (leather in this example) to upgrade, as only 35 units and therefore 35 burgage plots can be supplied. Those 35 burgage plots will be resupplied by the (1 x burgage plot amount) store in the stalls, each month (again, this is only as far as I can tell, which plot gets what varies every 30 days. At random perhaps, but in this instance distance to-and-from a market stall may play a role.)
    The only way around this, in order to meet the demand of the remaining burgage plots, is either to trade in or produce another clothing resource (wool/linen) in order to meet the needs of the remaining burgage plots. This applies to all resources, and can be seen under the marketplace's "availability" metric for either fuel, food, or clothing.

    • @pizza_mana
      @pizza_mana Месяц назад

      Edit: After playing through again, I noticed that the max number of resources allowed into the local marketplace economy is tied to how many burgage plots you've built as well. Just as it is with how many resources are stored between market stalls. It's a softlock to encourage diversity in product, as opposed to a hardcap, as i previously proposed.
      I'm left with the impression that the economy overall has a lot of work left to be done.
      Good fun.

  • @RoNi-2011
    @RoNi-2011 Месяц назад

    also, have you actually noticed the lambs growing up? i am not sure if the development upgrade really works for me. i had it on for 2 years in game, i belive, but the number of sheep doesnt go up. and i noticed this with the wool production too. so i deleted the pasture to fill out the space in the sheep farm first. allright, enough talking. have a nice trip, raptor!

    • @SilverionX
      @SilverionX Месяц назад +1

      I got sheep breeding and over many years they multiplied to come up to the cap I set at the trader. Went from like 6 to 24. It's just that it's like two per season no matter how many you have, or at least that's what it seemed like. You get lambs first, of course.

  • @BillysFingers
    @BillysFingers Месяц назад

    Love the game but am struggling greatly with trying to understand manual farming. I've been using auto crop rotation but get very little.

  • @eagleswoop535
    @eagleswoop535 Месяц назад

    I actually won against that horde it is difficult and i had several attempts. The key is to put both retinues if you have two provinces to obe side and pin them

  • @Taniumem
    @Taniumem Месяц назад

    in mine i was able to have them put the ail into the granary and then they would take it to the tavern 10 at at time

  • @naradadasa7554
    @naradadasa7554 Месяц назад

    there are so many things things that constantly dont work right in the game that makes it pretty frustrating. I hope they fix it

  • @einarr7301
    @einarr7301 Месяц назад

    I read somewhere that once you build a house extension like an armor maker, that becomes the families permenant profession

    • @Raptoria
      @Raptoria  Месяц назад

      Correct.

    • @SilverionX
      @SilverionX Месяц назад

      Pretty sure the game tells you that.

    • @einarr7301
      @einarr7301 Месяц назад

      @@SilverionX yeah i think so, couldnt remember though

  • @FREEDOM.13
    @FREEDOM.13 Месяц назад

    should be able to drag and draw where you want your units to run to change position and the direction. archers will run to the position you want them to but they run right through the battle and get killed

    • @Jerbod2
      @Jerbod2 Месяц назад

      They can be directed that way, drag and drop. Direction depends on if you click and drag up or drag down.

  • @tommylee6220
    @tommylee6220 Месяц назад

    When I rebuilt my city after it got raided the people didn’t repopulate the houses so I had to demolish them and rebuild for them to repopulate

  • @KENICUSONE
    @KENICUSONE Месяц назад +3

    When do you think they will expand the game and give us patches?

    • @Prodelem
      @Prodelem Месяц назад

      It's one dev so it will take a while. First month will be bug fixing and tuning only.

  • @spacekettle2478
    @spacekettle2478 Месяц назад +1

    I had two issues:
    1. The Market. It's really finicky if you want to make two marketplaces to serve different parts of your town, all the sellers would always flock to the first one you built unless all the slots are taken. So it seems like the game wants me to have just one marketplace for an entire region, but the distribution is so bad that even the houses just 2-3 blocks over aren't getting stuff like firewood even though the region had loads of it. It's really weird that one marketplace can have 3 firewood stalls and the other one has none even though there are demand in that area.
    2. Log storage. There's currently no way to store enough logs to build a sizeable manor other than to build more logging camps just to store them. There should be some kind of a stockpile building where you can store large construction materials like logs, planks, and stone.

    • @elitristan3601
      @elitristan3601 Месяц назад

      I had the same problem. I had 4 food stalls at my marketplace. One area of my town was not provided with food. The granary had everything needed. I replaced one of the food stalls and put it where food was needed and built an granary next to it. Problem solved. I did the same with firewood and it also worked.

  • @nguyentrunghieu9781
    @nguyentrunghieu9781 Месяц назад

    I think there should be an mechanic where the AI baron can raid us to add some difficulty. We can also have some maneuver to cripple their economic as well rather than having an AI getting all the merc out of nowhere.

  • @natashairving9879
    @natashairving9879 Месяц назад

    I don’t think the ale makers in the houses take the ale to the tavern, they take it to the granary and then the tavern workers get the ale from the granary?

  • @kb2706
    @kb2706 Месяц назад

    At this point, before you hit "claim", if you have built a manor with a tower in each county, you get a company of knight for each county you can muster with the capital territory's militia forces. I did 3 additional towns, so I blitzed the AI with an extra 3 companies of 24 knights each. Fun strategy but it takes a little time.
    The trading and livestock posts are frustrating because it seems like they glitch out sometimes. I'm playing a new game and got irritated watching the 200 wheat and 100 barley (and the 4 sheep at the livestock post) just sitting there and not being distributed to the mill or the malt house (all manned fully), along with the sheep to the shepherd. I noticed also you can make burgage farms too big and they struggle to efficiently tend them, much like the farming fields.

  • @KuzaBlue
    @KuzaBlue Месяц назад

    The biggest thing to me was getting all families to have access to the market. The fix at least for me was to build multiple Storage areas such as the Granary and Storage Building and having people working that that area. 6 people max working each building I believe. Each person will eventually build a stall in the market giving the people more access to the items they need. The also includes the trading post as they make market stalls. I believe the this also applies to the hunters and berry hut. Anyways, the more you have of those buildings and the max people working in them, the more market stalls get built in the market center and the more your people will have access to. Hope that made sense.

  • @mitch1611
    @mitch1611 Месяц назад

    The are just so many things that dont work as it should, I dont know were to begin

  • @StefanRamsen
    @StefanRamsen Месяц назад +1

    The Problem with the Crob farms. The Developer should do it like this: Remove the farm building. Or change it so that 8 Familys life inside there and do all the Farming arround the corb fields what you set. Because as i said when you want to have like 9 cities and you want to do crob farming you have to micromanag them all. What is kinda dump. He can do that and then can adress Problems or work on something else. Because like this some skills in the developing of your Towns are kinda useless. I would never do Corb farms at the moment. You can simply make endless irondeposit and buy all the food to make people happy. And with regions who dont have a never ending iron deposit or something else. i dont even borther claiming those.

  • @EverThePragmatist
    @EverThePragmatist Месяц назад

    My lambs won’t grow into sheep either. Had them for 3 years with 2 shepherds in a pasture and nothing. Also I think one of them has turned invisible. 😅

  • @Rad_Demon55
    @Rad_Demon55 Месяц назад +1

    Hey Raptor. I love your videos!

  • @mikloskoszegi
    @mikloskoszegi Месяц назад +1

    Your market problems come exactly from having too many markets. It's much better if you find ways to force your granary and warehouse workers to have the market stalls, while minimizing everybody else's. Optimally you want every product to be sold directly from warehouse and granary workers, tho achieving it is quite tricky. The way market works: stalls fill up to the max demand, so if you have 50 plots, they want to have 50 of each good overall in the market. But having everybody and their cousin have a market stall means that supply lines get completely messed up, and nothing gets delivered (and having multiple markets multiplies this problem). Also, if a warehouse has a clothing stall, but they don't stock f.e. yarn, but the other stalls are full, than you'll be missing yarns from the market. This is the same for every other product. Also, you can move the market stalls, in theory this means you can have specialized markets, but this is also very finicky. If you make a new market plot, that will count as having free stand spaces even if you move your market stall there. So if you want to super micro it, you can put down the specialized market places, let everybody and their mothers build the stalls, move everything where you want them, and force your workers on the stalls. A bit of a nightmare. A large market with making sure that all your warehouse and granary workers have stalls is a bit easier. Side note: I read on the internet that currently granary workers steal the ale from the tavern, I haven't tested it yet but if it's true it changes things.

    • @silsternensand
      @silsternensand Месяц назад +2

      One of my granery worker stole today ale from the tavern. I observed this several minutes: 2 workers rolled the ale to the tavern, delivered it through the edge of the tavern wall in a very strange manner, and a third worker rolled the barrel through another wall out of the tavern and back to the storage building. They do this in a loop. Strange things happened in this tavern, I guess.

  • @jprtm7h
    @jprtm7h Месяц назад

    I just love this game!

  • @evitaerctonable
    @evitaerctonable Месяц назад

    Strat Gaming Guides actually made a video cracking a code of 100% market coverage. This along with your video provides good game insights :)

  • @ashamahee
    @ashamahee Месяц назад

    Volley fire seems to be bugged, the fire at will works and they get decent amount of kills in my games with that mode on.

  • @Joshua-fe1kj
    @Joshua-fe1kj Месяц назад

    Supply chain system needs serious work. Market places don’t work.

  • @vietnam-uncut
    @vietnam-uncut Месяц назад

    Question I've been meaning to ask:
    Can you make chainmail in another city, barter it into your main city (where you militia is) and then have them wear it without using the development point to allow L3 families to wear chainmail?
    I know you can put plate armour on retenue without using the dev point. But with mail I'm not sure...
    Thanks!

  • @rockmcdwayne1710
    @rockmcdwayne1710 Месяц назад +1

    Couple of things i found off the bat that i didnt like were:
    1: Id prefer to have a minimap to better navigate the area!
    2: There is no economic overview what so ever. Namely, supply and demand! You have to kind of... shoot from the hip and figure out how much goods are being consumed and how much are being produced. Or perhaps its something stuck from ANNO games that i cant get over with. Still, need some kind of system to keep track of all of the goods!

  • @NovelistCVRajamma
    @NovelistCVRajamma Месяц назад

    Its interesting to play this for a few hours, beyond that, there is nothing in it.
    I like the quality in graphics and attention to details, but they need to release the full version of game

  • @BlakeKosmowski
    @BlakeKosmowski Месяц назад +2

    I think for me, the biggest thing I'd like is more buildings unlocked as I level up that allow for more interesting progression in the later game. Kind of how final frontier does

  • @jimhall583
    @jimhall583 Месяц назад

    First off, when Raptor seems to love a game, I always buy it, and i purchased Manor Lords.
    I have found it just as beautiful as you did and also just as frustrating in some of its mechanics.
    Farming is really broken for me, and I could not generate enough barley for Ale either despite having 100% fertility. While making bread seemed to work, I got frustrated at the field switch over in OCT that left fields un-harvested with no way to force the harvest of crops standing in a field marked to be fallow in the next growing season.
    I was really frustrated by the quick disappearance of stone and metal deposits, like one family and two months and these were depleted.
    One thing that took me three starts to realize was that you only experience homelessness in the beginning of the game. People don't move to your city unless you build a burger plot and you only get more families if you have open burger plots.

    • @Raptoria
      @Raptoria  Месяц назад

      Burger plots burger 🍔😍

  • @liamstruys7590
    @liamstruys7590 Месяц назад

    How do you know all this? Is it from solely playing the game and your own experience? I just want to start playing the game without having to watch every tutorial on Yt 😅

  • @joshmack6442
    @joshmack6442 Месяц назад

    You need 3 market stalls per 15 families less is more when coming to the market places so that you can fill up the stalls with all their supplies! Otherwise your granary and storehouse get overwhelmed supplying every market place.

  • @zaynevanday142
    @zaynevanday142 Месяц назад +2

    Is the map big enough ?
    Replay ability ?
    So archers are not very good ?
    Limited amount of Mercenaries’s ?

    • @Yt81818
      @Yt81818 Месяц назад

      Gets boring if you want the battles to keep you engaged I literally beat the baron in about 6 hours now in waiting for on map ai

    • @Yt81818
      @Yt81818 Месяц назад

      Once you have a decent size army not even full army the baron is just to easy

    • @ashamahee
      @ashamahee Месяц назад

      the archers are good, you just need to remember to turn off volley fire at some point so the archers individually try to get killshots, you will see many enemies die to those arrows when using that strategy.

    • @Roeper437
      @Roeper437 Месяц назад

      @@ashamahee thats weird... I had 2 archer units against enemy archer unit... After like 10 volleys they drop like 3 of them, had to chase them.

    • @ashamahee
      @ashamahee Месяц назад

      @@Roeper437 yeah but the vvolley fire seems to do far less damage than the free fire, I frequently see them getting kills when not using volley fire and have still to see any significant impact on the battlefield while using volley.

  • @mattmanshaw
    @mattmanshaw Месяц назад

    Dude I felt like my archers were doing zero damage 😂 gosh darn man

  • @mahumia
    @mahumia Месяц назад

    I have sheep following my townsfolk XD Sure, some stay nicely in the pasture, but others decide to stalk people. I do have herders, but those sheep seem to think that all humans must have a treat (do the sheep have dog AI?)

  • @eden9544
    @eden9544 Месяц назад

    can't get apples to show up in granaries or on the marketplace. i tried creating a granary just for apples and fully staffed it but they still wouldn't show up. in fact additional granaries for goods like barley that i wanted to keep right next to the malt workshop for easier faster access never stored anything either. the stock warehouse does but not granaries. so when i get to around 300 ppl it always shows i'm out of food even tho i have hundreds of apples for that 4th food spot.

    • @McNab1986
      @McNab1986 Месяц назад

      I find it near on impossible to get eggs in the granaries also, I feel like they don't move them until the storage is full or something, or maybe don't move at all

  • @zaynevanday142
    @zaynevanday142 Месяц назад +1

    Can you build brothels for taxing ?

    • @unknownuserbutnotabuser
      @unknownuserbutnotabuser Месяц назад

      seriously dude...theyre for the most part farmers doing well to just not starve to death and even able to put on something resembling weapons and armor....to think of pimping out ANYBODYS woman in such a scenario was unheard of....brothels not introduced for another 250 years...and Greg,the developr would probably consider it an insult to even suggect introducing them at their era so let it go. Just let it go.

    • @t0x1cd
      @t0x1cd Месяц назад

      @@unknownuserbutnotabuser 😂

  • @blakenoir7890
    @blakenoir7890 Месяц назад

    Saw the question about market places and how much is enough… so far, I started out with a 25 spot market place , then built the hub of my homes around that. Not everyone is happy but the majority hub is, which seems like enough to offset any negatives.

    • @olivierchristiaens8174
      @olivierchristiaens8174 Месяц назад

      Yeah I agree. I think the point of the game is not to have 100% efficiency but to have a nice look town. Having T3 houses for everyone is not realistic. T3 and in the future T4 should be half or a quarter of your town. And like in real cities they should be focused around your big markets.

    • @elitristan3601
      @elitristan3601 Месяц назад

      ​@@olivierchristiaens8174I think having to many T3 houses is inefficient. They need to much stuff. I think I will start a new game. After i got all the development points I will demolish all T3 houses and build T2 houses instead. Than I will produce and export all the T3 stuff to buy wheat, Armor and weapons.

  • @vs-yy5cx
    @vs-yy5cx Месяц назад

    Is the trapping development item tied to any production line, like a way to place down traps? never fight up hill me boys!

  • @ryleecurrid929
    @ryleecurrid929 Месяц назад

    the food gathering system is extremely bugged. not enough food

  • @KedrynPrime
    @KedrynPrime Месяц назад

    When my hunters are selling vegetables, I look for granary workers not operating stalls. If I see some, I remove them from granary, then remove hunters from camp and add them to granary. That way, the stalls stay operational, and my hunter families hunt.

  • @juninhopelizzaro1518
    @juninhopelizzaro1518 Месяц назад

    Hi raptor
    I need help contacting the dev to report some crash issues
    Where can I make contact and speak to him?
    and thanks a lot for recomend this awesome game

  • @playingcasually
    @playingcasually Месяц назад

    18:48 a granary doesn't prioritize delivering full carts of goods at once, and it should. When there's a free employee, it will go to the closest building where it can pick up anything, even if it's just 1 carrot, and bring back _just that one carrot_, even if more were produced while he was walking.
    Worst and unfortunately typical case, all granary workers could be simultaneously walking to the same hunter across the whole map to pick up 1 meat each (if there are not any closer vegetable plots to paralyze them instead).

  • @josip25
    @josip25 Месяц назад

    Church: does it matter if we bring in families? or does it have the same effect without anyone, as i think?

    • @mr.q8240
      @mr.q8240 Месяц назад

      the families work at the church are grave diggers.... if people died in your territory they need to bee burried or you get a heavy aproval debuff... church is your people and the "pit"(dont know the name yet ^^) is for everyone else

  • @kaleidoscope3234
    @kaleidoscope3234 Месяц назад

    2:10 the enemy are waiting for you and they are standing on the battlefield area where you are supposed to fight on. Fighting another lord is different from fighting bandit, they won't raid your town but you have to settle the dispute at the designated batlefield. If you click the magnifying glass on the top left of the screen it will point you to where the battlefield to settle the claim will be.

  • @Qualiall1
    @Qualiall1 Месяц назад

    I find if I go above 1000 families in one area, the game crawls to a halt-or maybe it's from the sheep-but either way, it is barely playable now. My PC isn't a potato. I haven't seen many of anyone else say the same thing about their experience though

    • @douglaspurcell7506
      @douglaspurcell7506 Месяц назад +1

      yeah bro 1000 FAMILIES is a LOT of pops. I'd imagine not many people playing the game have gotten that many pops yet. I'd also imagine that the games not really optimized yet to have that many actors in one area.

  • @McNab1986
    @McNab1986 Месяц назад

    Do horses work now, I kept hearing not to bother with them, as they don't work

  • @Threatmatrix
    @Threatmatrix Месяц назад

    Loving the engaging community in the comments. Been playing Manor Lords for almost 50 hours and still learned quite a bit because of this video. Thanks @Raptor!

  • @RoNi-2011
    @RoNi-2011 Месяц назад

    the problem i have with trading, i dont make enough money. I'm full on warbows, shields etc. but for some reason they always just import everything but not really exporting enough. i have built a second trading post, thought it would help distribute the wares or something. idk. its a bit frustrating, since i loose money, even though i produce way to much from other things.

    • @seadog8807
      @seadog8807 Месяц назад +1

      I had that problem for a while, worked out that the issue was that the goods I wanted to sell weren’t getting to the trading post, if you assign workers to the trading post they should eventually bring the goods there that can then be traded 👍👍 Worth also noting that each trader can only seem to export 50 items of stock away per trip so that will limit the cash you make.

    • @RoNi-2011
      @RoNi-2011 Месяц назад +1

      @seadog8807 when I played again yesterday, I was finally making good money. 2 trading posts, opposite side of the city, fully stocked with workers, MORE HITCHING POSTS, and storage houses with high employment seemed to help. My city is around 70 families.
      Tbh, I had to build more hitching posts bc of stable space, and I felt it actually helped the distribution of goods a lot!!! Don't underestimate their importance!

  • @StefanRamsen
    @StefanRamsen Месяц назад

    15:00 this is why i only do Vegtebales. Farming is kinda useless to me.

  • @andrewwestmoreland1704
    @andrewwestmoreland1704 Месяц назад

    your issue with the hunters camp might be because you have a hunting limit set to 5. maybe boost that up so they're allowed to hunt more animals

    • @Raptoria
      @Raptoria  Месяц назад +1

      I think that limit is the how many deer they will leave remain roaming?

    • @mr.q8240
      @mr.q8240 Месяц назад

      @@Raptoria i dont know about the english translation but the ancient technic of reading the tool tip said something about how many should stay alive

  • @StefanRamsen
    @StefanRamsen Месяц назад

    I am still Missing the Cav and the Castles. And the AI who build they re own city. Archers only needed the nerf because they re is no Cav.

  • @pac2267
    @pac2267 Месяц назад

    I FOUND THAT YOU ACTUALLY NEED TO IMORT BEER to actually keep the tavern full somewhere around 30 is enought obviously you just let it fill to 30 then it should just leave it at it and everyone will be happy you could farm sheep and sell the wool to buy ale so it kind of pays for it self and don't make big market places, you should just make small market plots in front of the houses or near them 3/4 market slots should be enought by plots

    • @pac2267
      @pac2267 Месяц назад

      markets will also distribute good to the nearby houses i feel like

    • @ixxxxxxx
      @ixxxxxxx Месяц назад

      ye once i had a self sustaining economy i just started buying barley instead of growing it

    • @elitristan3601
      @elitristan3601 Месяц назад

      Yes. Farming is very annoying and time consuming if you want to be efficient. Import everything and export the produced goods is more efficient I think.

  • @natashairving9879
    @natashairving9879 Месяц назад

    Iv made about £130,000 town money but the trade is so frustrating! I have 11k yarn that I just can’t export fast enough iv built over 10 trading post, and 20 storage buildings cause they’re all full up cause I’m making so much stuff that I can’t shift!

  • @hellequin.303
    @hellequin.303 Месяц назад

    There’s never enough 🍺

  • @Mjdecker1234
    @Mjdecker1234 Месяц назад

    WAIT WHAT. RAPTOR LIVES IN MY STATE TF. Is this new or did I never realize it. Not many that I follow that are located here. Guess it helps to read the description

  • @zaynevanday142
    @zaynevanday142 Месяц назад +1

    Is fishing a commodity ?

    • @sxuld
      @sxuld Месяц назад

      no(t yet)

  • @theonewithmanynames3174
    @theonewithmanynames3174 Месяц назад

    Will there be coop or multiplayer. How big of a map can we expect.
    Why are units maxed at 5 ,is that permenant or just for alfa
    Will we be able to constract walls for cities in future.
    Archer fix is happening when ?
    Why do units have almost no morall. They break after taking 4-10 loses in 36man unit. Usually more than half of the army runs. Its not fun to get attacked by 400 guys and 350 of them run away

    • @McNab1986
      @McNab1986 Месяц назад +1

      You can get 6 units if you hold off building the manor until you have 6

    • @theonewithmanynames3174
      @theonewithmanynames3174 Месяц назад

      @@McNab1986 yea but still 6x 36 around 250 peopell i mean ok for small vilage but for a city of 2000 peopel. Ahhh it needs to be more.

  • @TheSeacretNINJA
    @TheSeacretNINJA Месяц назад

    the game is really easy tbh once you figure a feww key things out my towns at 600 and i see no point to keep going bc the actual reaaaal bug thast cant be workesd around is the baron buying all mercs forever

  • @swissmoose
    @swissmoose Месяц назад

    need to be able turn off artisans.. they can go a bit overboard with poruduction

  • @dumpsuperman6481
    @dumpsuperman6481 Месяц назад

    When is the next pattch ?

  • @shaundaly1134
    @shaundaly1134 Месяц назад

    20 berries & 20 Animals just isnt enough to sustain a population big enough to be able to do all you need. I cant get to Tier 4.

  • @CASPYBXL
    @CASPYBXL Месяц назад +1

    PS : A little tip for you mister Raptor my army is too small ... make a Manor in each new territory, you can add 1x 12 or with a garrison tower extra 1 x 24 man retinue to your collection "PER" region. and since your "retinue" is the most badass elite force u can make, well u would have no problem smashing the opponent You are welcome.

    • @rileyxbell
      @rileyxbell Месяц назад +1

      You can only have 6 units total tho. I think it might be a bug. If you create an army of militia THEN create manors in other regions without ever deleting your militia army you can stack them into a big army. But if you delete the militia units you can't get them back.

    • @bigd4366
      @bigd4366 Месяц назад +1

      @@rileyxbell Raise 6 units of militia *first*, and *then* build the manors. That'll get you over the limit, and then add mercs to that.

    • @rileyxbell
      @rileyxbell Месяц назад

      @@bigd4366 What happens when the militia is killed in battle? I always disbanded them to replenish the unit size and equipment then eventually as I added more manors I couldn't get them back

    • @CASPYBXL
      @CASPYBXL Месяц назад

      ​@@rileyxbell Oh really, did they remove it ? I have a game where i'm up to 8 now. Is it not suppose to be this way, seems to make more sense each region could provide their best no ?

    • @CASPYBXL
      @CASPYBXL Месяц назад

      @@bigd4366 To be fair I did know about this, but I did do it in that order, it seems its the only way to do so, and I did it not even on purpose ! xD

  • @sergeizhinchin7553
    @sergeizhinchin7553 28 дней назад

    Nice)