MANOR LORDS | EP12 - ABSOLUTELY KILN IT (Early Access Let's Play - Medieval City Builder)

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  • Опубликовано: 22 апр 2024
  • Manor Lords has been my most anticipated city builder since I first stumbled across it in 2020 - the medieval city builder with RTS combat elements, and an economic system that integrates the two closely... what more could I ask for? This series will showcase Manor Lords gameplay while highlighting how to play Manor Lords, providing explanations for various mechanics and gameplay systems. If you like city builders, if you like medieval settings, and if you like tactical battles, I think you might like this series.
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Комментарии • 73

  • @PartyElite
    @PartyElite  Месяц назад +4

    EPISODE 13 is OUT NOW - ruclips.net/video/uL9DRXwMhO0/видео.html !
    If you missed any of the previous episodes, you can find them all here - ruclips.net/video/f16hXx4JRi4/видео.html !
    Pretty pleased with how things are playing out at the moment - some minor adjustments needed perhaps, but things are falling into place!

    • @Webusrancheros
      @Webusrancheros Месяц назад

      How often can we expect new episodes?

  • @vividscales8169
    @vividscales8169 Месяц назад +37

    My lord. Im the son of a cobbler. My grandparents were also cobblers. I do believe our family consumes all of the leather in our good province. We have 470 extra pairs of shoes do with what you wish My lord. Our family is proud of the pile we have created!

  • @be-noble3393
    @be-noble3393 Месяц назад +22

    Retinue: “We defeated the bandits my lord.”
    Party: “And the bandit camp?”
    Retinue: “That was not listed in the orders Sir.”
    Party: “Let me see that (Grabs orders)…..Dang it!”

  • @Jordy268
    @Jordy268 Месяц назад +19

    Another day, another video on ML and another day closer that we, normal peasants, can finally play the game.

    • @simonjensen1475
      @simonjensen1475 Месяц назад

      Indeed, just two and a half days.
      Can't wait!

  • @citizenfish5899
    @citizenfish5899 Месяц назад +9

    Since Adelsball's population has grown so much, I think additional lumber camps and woodcutters' lodges would help alleviate its log and firewood shortages. This would also play into your "self-sufficient" theme (I believe you're currently reliant on firewood imports).
    Really enjoying your playthrough, @PartyElite.

  • @kraiglane
    @kraiglane Месяц назад +9

    I have an idea about your clothing satisfaction issue in your main town. You clicked around your clothing market stalls during this episode and I noticed that almost all of them only stocked one clothing item (even though you had other clothing items in stock). I believe that is caused by the market stall being run by a family from a production site rather than a family from a storage building.
    A market stall run by a family from a storage building can sell any item that is stored in that storage building. However a market stall run by a family from a production site can only sell the one item that they produce. So ideally you want all your market stalls run by families from the storage buildings. You have two market stalls being run by the Tanning building, so I believe they are limited to only selling leather (no yarn or no shoes). A different clothing stall (run by a storage building) sold leather, shoes and yarn.
    Each family assigned to a storage building only gets two hand carts, so it is perfect to have the third family member running a market stall. This also helps the production sites, because they have one craftsman, and two people getting the supplies he needs to keep working. Also by having market stalls with only one item, you will end up with more inefficient market stalls, which supply only one item to houses that need more than one item to be satisfied.
    You can fix this by reassigning which families run the market stalls and deleting some of the existing inefficient market stalls (will be rebuilt for free). Even if this does not work, it would be an interesting experiment to run in your larger city, which should be entertain to watch and see the results.

  • @vasilis3377
    @vasilis3377 Месяц назад +12

    My God, it all makes sense now. Winter wheat is high on gluten, so Party being the very wise lord that he is, strategically placed everything with great distances between them, so the people exercise regularly and keep those gluten levels in check. That's why he also made sure the people have lots and LOTS of shoes available to burn through.
    Two-hundred pairs of shoes in stock doesn't sound so silly now, does it, Herr C*ntz?
    (I'm playing ofc, I love the series, I've learned so much and can't wait to oppre-.. manage my own peasants!)

    • @PartyElite
      @PartyElite  Месяц назад +3

      "Herr C*ntz" absolutely killed me lmao

  • @halldorherm
    @halldorherm Месяц назад +6

    This is the ultimate "Party Elite game". Glad to see you in your element buddy. All the best

    • @PartyElite
      @PartyElite  Месяц назад

      Thanks man! Really appreciate it - been having a blast for sure!

  • @plaecholder
    @plaecholder Месяц назад +4

    Hey PE, if you didnt know, you can run roads through buildings like the logging camp. Just start it on one of the lil white circles and the path will continue through as if it was a normal road.

    • @plaecholder
      @plaecholder Месяц назад

      Also, good callout about the camp loot lol.

  • @ahlaoe4
    @ahlaoe4 Месяц назад +3

    You could create a hunting camp in Eisendoorf next to the foragers hut and then the family that lives there can pick berries in the summer and hunt during the winter, wouldnt that be fitting?

  • @bryanmyers9977
    @bryanmyers9977 Месяц назад +4

    By the way, with the heavy plow you get an efficiency buff for smaller fields.
    Only one person will work the field with the plow. Nobody will follow along behind them sowing seeds.
    So imagine the time savings if you take a large field and cut it in half. The moment the plow moves on to field number two, people come out and start sowing field number one.

  • @danielleoliver1734
    @danielleoliver1734 Месяц назад +5

    Your berry farmers at Eisendorf could be swapped with hunting depending on season, both are in that corner of the map. Maybe if you set up a second big burgage there you could also get the tanner and dye set up to make its own efficient workforce. Also, done forget their vege patch

    • @joshuacr
      @joshuacr Месяц назад +1

      A brilliant idea! when one recourse goes low, swap it with the other! (Assuming close enough to reach them or rotate families if not.)

  • @deathpainmaster147
    @deathpainmaster147 Месяц назад +5

    With my exam period coming up, it is nice to have these videos to watch and relax to

    • @simonjensen1475
      @simonjensen1475 Месяц назад +1

      Which exam, if you don't mind me asking?
      Also, good luck!

  • @peluso4oso
    @peluso4oso Месяц назад +5

    Your tavern has a capacity of 100 but you already have a population over 200. You will run out right away of ale. You really need more people working there so they one can man the tavern and the others keep restocking. Remember, they will also have to leave at times to fulfill their needs.
    I think you also need one more woodcutter cam to help with the firewood need. If anything, export it and then import the charcoal. The other town could potentially be going without any woodcutters.
    Your town is big now and the population is growing, it might be a better thing to split up your storage. Try and keep your raw materials (hides, leather, wool) in one storage with one family that focuses only on transporting those; then have another one with the end product, so they can focus on only supplying those. You could do the same with the granaries, except only for berries, since they are used as food and for dyes. This way you don't have to keep the dyes workshop in one place and you can place them around. The town is long and not centralized, so you're having a lot of inefficiencies due to their travel: They need to commute to get to work, move supplies from far away places (and I'm seeing them having to walk around large blocks); then they need to walk further to fulfill their needs. Keep the town center compact and dense and enclosing the church, tavern and market (in the future). Keep blocks small and have plenty of connections, don't just have them connected by one road. Take advantage that the church has multiple entrances, connect them all. Always remember, people are walking not driving. It will take them a long time to move about.
    Besides that, I actually have been enjoying the series. It feel raw and organic and I feel like you make it that we are building the town with you.

  • @Soaps_N_Scales
    @Soaps_N_Scales Месяц назад +3

    I think the reason you dont have leather is because you have a teir 3 cobbler, so 3 families are taking all the leather for the mass amounts of shoes you have.

  • @seasand6705
    @seasand6705 Месяц назад +1

    you see... I roll my eyes at nearly every punny episode title you put out. Gotta admit this one's pretty good

  • @billbutler335
    @billbutler335 Месяц назад +5

    How about upgrading the hitching post in the 2ed village to a stable? I understand you don't have the money for a second ox yet but could start getting the infrastructure in place. Question, does the horse for the trading post need a hitching post or does it stay at the trading station? Idea #2, with the rich berry deposit in the 2ed village, might you consider putting a dye workshop over there to support them in place of importing dyes there. Idea #3, establish a pack station in Eisendorf to get shoes from the capital for barter.

    • @janesaunders8001
      @janesaunders8001 Месяц назад

      I was wondering about the stabling of a horse at the trading post as well. Quite important to know this, don’t want to waste resources but don’t want a bought animal to run away.

  • @craigferguson3240
    @craigferguson3240 28 дней назад

    Restarted last night. Bought a second ox first thing. Really changed the flow of the earlygame. Not even first winter yet and have 17 familys, and used militia to clear first camp with ni losses, thanks to flanking with my archers and setting my line of melee to defensive. Made enough to higher mercs to clear the other 2 camps on the map. Had rush as the other lord dispatched 2 teams of mercs. Really digging this games growth and pace. Learning a few tips and tactics from warching your play. Thanks for the many hours of enjoyment ive gotten from them. And look forward to future videos.

  • @Seamusandsonis
    @Seamusandsonis Месяц назад +1

    Another great episode, love how our second settlement is progressing. Having the charcoal up there as well seems fitting to me, though I realise it's somewhat different to smithing.
    These regular episodes are fantastic. We we think it's a management problems or more of a game balancing problem in terms of the backlog in some industry places? Like with the die making, why would that all line up waiting when their is plenty of pantry space at the building they could leave stuff in and use that time getting more transport done rather than cueing up to use the apparatus. Though I could very well be misunderstanding something.

  • @esorevikofficial
    @esorevikofficial Месяц назад

    Daily Manor Lords is making me feel just a bit more zen.

  • @keepyourbilsteins
    @keepyourbilsteins Месяц назад +1

    You can pick up market stalls and move them.

  • @joshuacr
    @joshuacr Месяц назад

    *Groans at their episode title and eagerly watches the episode* (While previously joking the lord would accept you moving the the trading post under penalty of your death, i seriously don't see any need to actually move the new trading post at this time. 39:15 and I turned out totally wrong as they just sold 40 wealth's worth of yarn! ) 6:30 Is this the episode we see a full trade with firewood the commodity? (Not likely but....) 7:20 This is the Forrester episode, huzzah! 8:54 we'll just say you import "Weld" or Dyer's Weed for the yellow colors! 😁 14:18 your mining resource just ran out. 26:15 Ahh he *did* forget the camp raid. 44:00 Was hoping this was going to be the metals/armament/armor making backward town but have to wait for it.

  • @doubleskulls
    @doubleskulls Месяц назад

    Thanks for the info on winter wheat!

  • @terminarothebest
    @terminarothebest Месяц назад

    Suggestion: use the pack station to bring shoes to Eisendorf, and bring charcoal to Adelsball

  • @danielleoliver1734
    @danielleoliver1734 Месяц назад

    Yay, finally got the forester going, maybe now you won’t force the loggers and woodcutters to travel from one corner of the map to the other even when their camps are easily movable

  • @echo301foxtrot
    @echo301foxtrot 13 дней назад

    I see that you have a new episode out but I was thinking that you could get 2 maybe 3 foresters working in eisen, woodcutters to chop down those trees, charcoal people to turn it into charcoal, and that could supply your forges and other regions less blessed with firewood stock... Just a thought.

  • @craigferguson3240
    @craigferguson3240 28 дней назад

    Also could build the link station on iron town, and send coal and return with yarn.

  • @Scheldon
    @Scheldon Месяц назад

    I think you should think about moving some workshops from right to left in Abensball as the more homes will be build on left side of the village/town the bigger distance will people have to their work when everything is on right. Think about moving some (non smelly) workshops to the left side like DYER's Workshop etc. or if you have goats there maybe move all "clothing" workshops there

  • @dom4702
    @dom4702 Месяц назад

    vegetable plot at the foragers hut house! :p

  • @peterseifert1318
    @peterseifert1318 Месяц назад +1

    I'm finally able to watch the end of the episode and had an idea for your circular road in Eisendorf, maybe give it a road that dents in and then out again. To make it look more natural grown and not too developed. Like a double S curve or so, that would also help to brake grids in other locations too!

  • @togapardy7107
    @togapardy7107 Месяц назад

    love these videos, I would assign people to storehouse in eisendorf

  • @sadiemc_63
    @sadiemc_63 Месяц назад

    me:"What about the bandit camp?!!!"🤣🤣🤣

  • @shannonparkhill5557
    @shannonparkhill5557 Месяц назад +1

    since deep mining isnt necessary yet, and wont be for ages, use your development points for crafting armor from the metal

  • @laceyproductions9236
    @laceyproductions9236 Месяц назад

    Im loving this mate. Question, can you zoom in to the enemy town and see what they are doing? Is that a thing? I am keen to see what happens to this series when the full access version goes live in a few days.

  • @MandatoryUserName72
    @MandatoryUserName72 Месяц назад

    Bendy is trendy, but straight is great. However. Maybe a realistic and more effective route to transport goods between your lands would be to build a zig-zag or switchback path down the steep slope to the river.

  • @madalinbuzdugan176
    @madalinbuzdugan176 Месяц назад

    Sign the petition guys, save the orchards !!! Common dont destroy them

  • @PolitricksPodcast
    @PolitricksPodcast Месяц назад

    Hello love this series ❤ thanks for your work. How many wood cutters huts can you have to collect fore wood

    • @doubleskulls
      @doubleskulls Месяц назад

      I've seen other streamers have a couple. I suspect there is no limit, its about how many people you want working on it.

  • @craigferguson3240
    @craigferguson3240 28 дней назад

    When i run into having multipul stalls of the same and need a specific resource in matket. I take one of the familys that own the stall and put them on the resource that i need in market. It forces that stall into that resource.
    Like need leather? Put a firewood family that owns a stall onto the tannery.

  • @_Escalator_
    @_Escalator_ Месяц назад +1

    I love seeing the "workers&resources" itchy fingers come in play when u try to fiddle down pathways "perfect" but deep down u know they should not be perfect 😂😂❤
    Btw could u not featch the bandit Camp with eisendorf?or im i just stupid 😂😂

    • @TheBuffmeister66
      @TheBuffmeister66 Месяц назад +1

      don't think he's got enough kit to equip anyone tbh

    • @_Escalator_
      @_Escalator_ Месяц назад

      @@TheBuffmeister66 yeeeah u may be right
      It was just one of thoose random thoughts that accured😂😂

  • @peterseifert1318
    @peterseifert1318 Месяц назад

    The epic music gives me hard CK3 vibes!

  • @Coolz85
    @Coolz85 Месяц назад

    If you really want those stalls to be next to the pub, you could just move them individually.

  • @CapitalTeeth
    @CapitalTeeth Месяц назад

    Only three more days, gentlemen.

  • @korfits44
    @korfits44 Месяц назад

    Second town eierensdorf (or what its called) really need more effecient roads into the inner circle from, berries, kilns and woodcutters log, just like the adelsball has effecient and realistic roads, 2nd town needs more roleplaying roads

  • @getnohappy
    @getnohappy Месяц назад +2

    Ale getting to the ale house always seems an issue, maybe assign one of the many unassigned families to it?

    • @TheBuffmeister66
      @TheBuffmeister66 Месяц назад

      my thoughts as well ;)

    • @EaglebeakGaming
      @EaglebeakGaming Месяц назад +1

      I think there is a bug with the granary taking the ale out of the tavern. So you need to set it to not store ale. Otherwise they just keep transporting back and forth

  • @maxschon7709
    @maxschon7709 Месяц назад

    Transport bows from Adelsball to Eisendorf and Export them. With the income you build Up the Village there faster.

  • @hanx3925
    @hanx3925 Месяц назад

    The reason he's low in fuel is probably because of when he 1st initiate the trade between Adelball and eisendorf, he had 130 or 150 something fuel, which last for a long time and he reduce the requirement to keep the fuel in Adelball to 50,which is not ideal since adelball is a big community, and any surplus he export did not go to eisendorf and go to foreign trades. To my understanding of course I might be wrong

  • @scotthartley7837
    @scotthartley7837 16 дней назад

    I only wish I knew the scale roundabouts of the map. Example each map is x amount of square miles/acres/kilometers. I’m a nerd and already see the applications and story building applications for my dnd world I’ve been working on. Would make drawing my maps much easier but with that said the details of this game are unreal and I will be purchase it very soon.

  • @PolitricksPodcast
    @PolitricksPodcast Месяц назад

    Good day my Lord, can we have some Garments, helmets and long shields that would help the clothing verity 🙏🏾 long live PE

  • @riverpoort9351
    @riverpoort9351 Месяц назад

    I think the problem with the firewood might be you left an assigned area with no trees to cut. Idk if I missed it if you have changed it, and if so disregard my comment. However if not it’d be good to check just in case.

  • @bengigi8680
    @bengigi8680 Месяц назад

    Could you show a full disclose 9f trader g9ods is there any peak about future goods in the game

  • @antoinerossouw9533
    @antoinerossouw9533 Месяц назад

    12 Episodes later and I only now know that there is a forester. I've been a tad worried about how to sustainably grow without deforesting the whole of Franconia till now.
    Edit: Your tavern staff can't keep up with the demand of ale, you definitely need more staff to roll the barrels up the hill.

  • @igotubro6279
    @igotubro6279 Месяц назад

    u can manully move the market stores

  • @catriona_drummond
    @catriona_drummond Месяц назад

    There should be an option that assigned families that are idling should start doing work from the pool, like construction. All this reassigning seems tedious.

  • @xaxas94
    @xaxas94 Месяц назад

    Why don't invest that money in Eisendorf to get more oxen?

  • @phillee2814
    @phillee2814 Месяц назад

    Roads need to be built in response to demand, not in advance.
    Put the buildings, camps, burgage plots, mines and industries where it makes sense, then watch to see the route people walk on - those, and only those, are where you build roads.

  • @peterseifert1318
    @peterseifert1318 Месяц назад

    What about starting Flax and Linen production? How's the fertility for Flax anyways?

  • @tomascraner3739
    @tomascraner3739 Месяц назад

    you can move marked stall whit in the marked... =)

  • @joostcbruikman933
    @joostcbruikman933 Месяц назад

    "I need to buy a horse, i need to switch the orchards..." You have the money, you are hoovering over it with your mouse, just click it. I know it's a pet peeve of mine but it's really frustrating to see you ignore these things for another 6 episodes.

  • @sortasurvival5482
    @sortasurvival5482 Месяц назад +1

    My only complaint is that every content person has told me how awesome the 'organic nature of roads' is, and then, putting four rectangular lots in a row along a central road. Yall just building suburbia.

  • @iiwolvesiii9904
    @iiwolvesiii9904 Месяц назад

    Hi there @partyelite can i request a game please its called ((infection free zone))