38:22 "We just don't have A LOT of stone to spare - ...we have exactly ZERO." 🤣 Anyway: I admire your analytical skills and rigorous logical thinking. It's a pleasure to watch someone play this game the way you do. With also fresh ideas and thinking out of the box when playing the military part. 👏👍 Greetings from Poland! 🤗
I think it is worth mentioning you can use hunting camps to chase your wildlife around the map until they migrate to where you want while paused. If you drop a hunting camp (free to make, and don't have to build) on top of the spawn, they move elsewhere immediately.
Supposedly, food is taken not per family but per plot (bug?) so duplexs are 1 food per 2 fam (or 1 per 4 in tier3). duplexs also make double egg/hides so more resource per wealth invested. Another cool point is market stalls can be moved after being built, so each stall type in the part of town you desire. Thanks for the video!
I remember testing this for the content creator build and it was per family not per plot, but Tacticat said he did some testing on the current build and it's per plot, which would definitely be a bug but would explain some things. It used to be impossible to get 100% market coverage, because the family count determined market stall need, but plots determined max stall inventory, so anything with more than 1 family would automatically mean you have houses with 0 coverage. I think to fix this, they patched in 1 family, 1 usage
@@StratPlays Yeah. I have been trying to watch to see if eggs "matter" and the count/production amount per plot and single vs duplex. For a level 1 duplex plot with chickens I am getting 3 eggs. I started getting 4 possibly but stopped playing to watch Tacticat's stream. I'll revisit that. Anyway, by year 3 I'm getting on avg 3 per plot. I can also click the general tab on one of those plots and there is a message that states, "Pasture Space 3." No idea what that is for because it doesn't show up until sometime between year 2 and 3. Just wanted to share that to see if you see that same message. Thanks for the time you all spend on these videos. Cheers!
I'm only up to 15:30, so you may mention this later. Have you tested the "spread out" feature of the retinue? It allows them to run faster without wasting stamina. That's what the tooltip says but I haven't tested it to see if it works.
I still have only watched half of this, so don't know if you had the same issue as I am having....he claims land, we battle, I basically break all his troops, don't get the win condition and immediately he spawns a second full army. So I have to fight him twice each time with the same set of troops. I've done this 4 times already,....now that is exhausting LOL
I thought this seemed like...fun?...hmm...yeah, kind of :p Anyway I only watched the first part to get an idea of your plan, then started the challenge and it's actually surprisingly easy. I don't bother with much trade....just roof tiles enough to have a balance of around 800 and a few clothes initially and also 10 ale as I bumped the burgs to 3s. The rest of income is tithes for influence at 20% the whole time, plus tax at 10% to pay for mercs and to keep 5 retinue topped up. The Baron had everything but my one area and now he only has 2 remaining. Thanks for the inspiration to try this out :)
Crashing and inflating the market to generate basically unlimited cash from nothing does not seem like an intended mechanic. He was able to gain 40k gold per month just manipulating the market. I'm sure they'll patch that.
Market manipulation and money printing? Bro explained how the U.S. Federal Bank works without even realizing it 😂 Awesome challenge man, good job on the micro and macro, keep it up!
So I don't think the game ended for one to three reasons-- #1-- you had territories and a personal treasury more than adequate to restart in another region. #2-- the scenario already ended, thus it can't end when your serfs quit. #3-- you had the supplies & housing to get you to a >50% approval rate within that region.
My hat to you sir. Great show. I personally love to relax when playing these games, but the logic and strategy that you have demonstrated is pure genius for those who love these types of challenges.
Thanks! What I've found for me personally, is the more "sweaty" work I do up front, the more chill my campaigns run because I know all the data and how mechanics work, how everything interacts, etc. and I don't get stressed even during challenge runs. I guess it's just front-loading the stress haha
Strat thanks a ton for your content! The item flipping wouldnt work for me tho for reasons I couldnt figure out yet. The initial part did work, so dumping the tiles I produced, decreasing import price down to 1s, mass-importing (up to 999 actually). But then the price would only go up to 4s even tho I kept buying. I stopped the trade and after a while the price dropped to 1s again (without me interacting with the tile market at all). Plus, my regional wealth never dropped below 700s after that initial phase, which doesnt make sense either. Aside from buying the horse I precisely followed your strategy. Did something like that occur to you too at one point, maybe during testing? Edit: horse, not house
That never happened to me - it sounds like your trade system broke lol I usually try to trade 200 - 300 per item at most. Otherwise you'll clog up your trade post and storehouse.
if you challange the barons claim and negotiate with him, then tell him that you will pay him if he drops the claims, then he will just accept for free. You can then keep him from taking any land for ever.
Yup! The way I looked at it - it's an operating cost. I'll lost a few hundred items worth of inventory, but operating well above capacity would net me several thousand more per month, which more than covers that loss.
From what I can tell, they get a trickly of influence each month AND they get it from killing bandits. I've noticed they will claim regions really quickly when they have a lot of bandits to fight, but if you remove those bandits, it takes them a lot longer to start claiming regions.
Not yet, but I might be able to speak with the dev at some point! I was invited to the alpha testing recently so we'll see. I'll share what I can when possible
Loved this video it actually helped me alot ehm but i need help with hiring mercenaries so basicly i can only hire the wayward sons and nothing else how do i fix this?
You probably have to restart :( Once the Baron hires a mercenary group, you won't be able to hire them again. So for the next run, get as much money as fast as you can and hire mercenaries ASAP before he does.
No, retinue show up from thin air :D The retinue do not consume resources, but manor house familes do consume. There is never a downside to maxing out retinue (unless you're like me and you just forget to do it lol)
Thoughts on doing a run on the hardest difficulty with the baron very hard army mod from nexus which increases his army to 600 for all battles and 1000+ for the last one
I just finished recording max difficulty (winter start, no supplies, max aggression and bandits, year 1 raid, etc.) and I wasn't allowed to trade. It was a pretty tough challenge since only burgage plots could produce an income! I'll definitely look into the mod - it sounds interesting, although with how quickly the AI takes over lands and attacks you, it might tough to get to max army size fast enough. Even at 2 families per month, 4 soldiers per month, you would need 3.75 years to reach 180 troops (5 x 36 and +1 Retinue). I guess if you can snag the bandit camps and use mercs to delay, it would be doable.
@@StratPlays The way I completed was winter start, no supplies and year 1 raid. Eventually I built up one town to 630 and started another town full upgraded to 100 level 3 families (except 2 manor families). I then started bare minimum towns enough to get 24 retinue from each area taxing my main 2 towns and one by one conquered each area. It took 3 tries for the last battle as mercenaries stopped spawning for me. Took 22 years to do the challenge but I was pretty chill at the start for the first 12 years. Another thing to help could also be the increase garrison mod which allows 60 retinue per region and the 2 war bow mods which increase damage 2x,3x,4x and range 1.5x,2x if wanted.
I never thought about inflating the market and using the skill this way. I still have 2 achievements to get, "Challenge run" and "Mercenary Run" I should use this opening before it get patch. Great Video. I'm confused with eggs. How many eggs can one house produce. Your file show 1 egg per month. So 1 to 1 ratio. It can only satisfy the producer house. But I can see you have some extra stored, I guess its because house consume other foods and didn't feast on eggs. === Update === I try the trading, it work for first 10k then my stock in warehouses stock at 999 - plate armours and other weapons, the price do not go up and it stays at at 1gold.
So ive seen a video recently of someone who did the math on chicken eggs. The more families live in a burgage plot, the more eggs get produced. And yes varied food consumption is probably the reason in this video.
Yeah it's going to get patched for sure lol So if your town is only eating eggs, then you'll not have surplus. If you have other food types, those get consumed as well. So each food type you add reduces the amount consumed by any 1 type. Eg. 10 families need 10 food per month. If you only have eggs, you need 10 eggs. If you have eggs and berries, then you only need 5 eggs and 5 berries to satisfy the need. If you have 4 food types, then only 2.5 eggs are needed per month, etc. So each new food you introduce will reduce the strain on your other food types. You have to be careful with the trading because it works on a monthly cycle. As soon as the month turns over, the price will change, but the UI will still show the old pricing. Watch this video for the full explanation: ruclips.net/video/dwdBh1BGpfk/видео.html&ab_channel=StratGamingGuides
@@StratPlays this also can be manipulated to maintain the +hapiness, but I don't understand the mechanic, frankly (or maybe something bugged out). Basically in one start my peasants were feasting on berries and meat, and honey and bread were just sitting there in the stall. Got to a rate of consumption for honey like 1 per year per capita and a single piece of bread somehow lasted forever, while still giving the bonus.
Would be great if you did a definitive “Challenge accepted guide” 30 min video I can’t work out how you had your economy boom so much and i’m at similar pop numbers
This will for sure be patched out soon, so I don't want to make too much on the topic, but I can explain here how I did it. First step is to stabilize the town approval. Second step, get manor house up to get merc money from bandit camps. Final step is start the trade. I started the actual trading by mining 100 clay, converting that into tiles, then dumping all 100 in a single month. That cause the prices to crash to (4g or 1g, I don't recall if it went all the way down?). Then I bought as much as I could for that month. The following month, I flipped the import to an export and sold for 16g each making a massive profit. At that point you can open more trade routes for other items and repeat. Import 100 items that cost 8 each, so have 800g on hand. Wait a month for prices to update, then buy another 100 when prices crash, you'll have 200 items. Then another month, flip it again and repeat.
How do you get so many mercenaries? I am not allowed to have more than 3 employees? It's a mod, am I doing something wrong or in the games that I have kept mercenaries to hire more the following month has it happened that they were bug? In fact, there are times when even without mercenaries he tells me that there are no mercenaries. Even if the opponent has no one because we are not at war. I would greatly appreciate help in that regard.
If the AI hires a mercenary group, you will no longer be able to hire them. So every time a bandit camp pops up, you lose access to those mercenaries because the AI will hire at least 1 group at a time. If you want more than 3 groups, you need to hire all 3 that you can at a time, then wait for a month for the refresh tick to happen and it will put more in the pool for you to hire.
Strat. I wasn't sure if you were keeping your "market stock" at the traders. IE: Turning off the items you are using from the granary/storage house and using ... 😳 Nevermind. You noticed the beginning of ep 3. lol
Can you explain how at 55:58 you have 805 regional wealth. Then at 56:00 you have 0 regional wealth. Then at 56:12 you have 805 regional wealth again. Actually, I derped... it's when you're managing your army in a different region.
I know you're very very busy with you upload schedule and I bet you get asked this alot. (In the end it's your channel) Are you planning on making any more KCD content soon, I'm still watching this last one , but man I love it. Anyways love your channel and just wanted to say keep up the good work man.
@@StratPlays Man I'm so excited for KCD2 what do you feel about it in your honest opinion? Like maybe things from KCD they did wrong that they should improve in 2
The first you just need to get to the largest town size - not too hard. The middle one you need to take all the land from the Baron (yellow land) and the final you need to reach largest town size but you'll get attacked a bunch.
Brilliant play, but i guess alot of this stuff will be adjusted so you don't have to trick around so much. But its still great to see players like you dissect the game for all its loopholes.
Yeah for sure this will be patched lol I sent it to the dev before posting this. I was actually working on a trade guide when I stumbled across this, so looks like that guide will have to wait since it will probably be invalid once the patch hits. I'm sure lot's of trade mechanics are going to be tweaked.
Just to clarify - raiders are not the same as bandits who spawn with a bandit camp. Raiders can spawn anywhere from the edge of the map regardless of ownership. Bandit camps will only spawn in neutral regions and provide both influence and money.
@@StratPlays I have a game saved that crashes every time, a couple of hours in, which has a camp spawn in my home territory. Maybe that is why it crashes but ofc I can't be sure.
How comes you didn’t do dual plots so they consume less food? You could produce 2 eggs, whilst only consuming 1 (for 2 plots), then have your last plot be a single (total 5). This would give you 5 food, but only costing 3 food per month so you will always have surplus
I just found out about this last night from Tacticat - I wasn't aware of it at the time of recording. I'm going to run some tests to verify, but I looked over his work and it looks legit.
I learned that the storehouse worker will obey the restrictions, but anyone else on the outside will not. So production building that are close by can drop whatever they want off lol. It's being patched soon though!
i know the feature is in early access but you can just right away declare peace with the baron if hes claiming something. since the baron has no backbone hell accept the terms.
@@StratPlays Had no idea. Speaking of trade it doesn't seem to work as well on .965. The prices hardly change or take forever for them to switch. Wasn't that updated?
Um, I'm confused. I was able to crash the military market. I've got 5 different weapons categories at 1gp, and a stockpile of 999 of them. But the thing is, the market never bounced back. It's been crashed for an entire year now.
I usually keep it to stacks of 250 - 300. Sounds like you might have legitimately crashed the market lol Delete your storehouses to let those good decay in the rain and try a smaller stack size? Or just restart, that's probably easier
I just started playing this game 2 days ago and have been trying to figure it out and its great that i found your video now but HORRIBLE bc they must have patched that trading exploit as I get both a import and export price at the same time so if i have it on export i get a certain price but if i have it on import i get another no matter if the market is red or green
Yeah they patched it recently! You can still make good money with trade, but not this much lol. I did a regular trade-empire run recently and it probably took me 5x - 10x as long to reach the same levels of wealth as I did in this one.
Delete the 2x lv 2 burgages after getting the 2nd dev point then rebuild them as lv1 to make managing approval a breeze. Low quality staff housing/rights is the Bezos way
One thing: always (except for e.g. unique specs) build double plots. they have the same food consumption as 1 single plot, but double the output for extensions (since it's based per family on plot for chicken and goats. weird system, yeah. but the pop and food system in this game is mediocre at best
@@foleymcfoley9720 i mean honestly, doesnt matter, I could be wrong, the underlying game mechanics are janky af and just reassures that Manor Lords indeed was overhyped because of the lack of competition. I just watched further videos on food consumption and did a few own tests and OH BOY the dev made the most arbitrary system imaginable.
Im kinda surprised no one has pointed out that you actually failed the challenge. The 2 families you get in the manor dont show up in your worker pool, you hit 7 families because you upgraded to lvl2 burgages which adds an additional family. So you actually had 9 families if you include the manor families. The only way to do it with 5 families would be to stay at level 1 burgages which means only 1 dev point. Gl with that 😂😂
Incorrect. The 2 Manor house families don't count because they can't be used for anything, but still eat food and use firewood. Upgrading to level 2 does not add another family, but level 3 does. I didn't upgrade anyone to level 3, so it's actually not a failed challenge run. Thanks for watching!
2 come from the manor house, but you can't use them. They still use food and firewood though so it's basically like having negative families lol It's still the original 5 families only. There's no way around the Manor house people, they move in automatically when you build it.
They are currently producing 1 egg per family per month - so a single family plot will make 1 per month or 12 per year. If you have a duplex, it will produce 2 per month and a level 3 duplex with 4 families will make 4 per month. For contrast, if you make a single veggie plot with a massive backyard, it can produce the same food as like 20+ chicken coops lol Same with Apples - they are 50g investment, but produce a TON of food from a single property.
That's not how supply and demand in a market works. But it is still being tweaked. It has a few factors to deal with when you see the price. Being an early access game I doubt it'll stay like that
@@KazuhiraMiller46 Manor Lords isn't a market simulator, far from it. But the idea of a set of plate armor selling for the same price as three bushels of apples (except in the midst of a famine) runs counter to any verisimilitude the game tries to create. ='[.]'=
It's actually 5 - you can't use the manor house families but still have to provide food and firewood. They are a drag on the economy, not a help. Notice when you build the house, you'll see the families increase to 7, but your available worker count doesn't change. You can use them for militia, but I didn't use militia in this run.
Basically a video showing Greg what should be patched, and it was patched, it's such a pity when devs waste time patching fun exploits instead of fixing game-breaking bugs or adding new features. 😞
The only unrealistic part of this is that Bezos wouldn't care about his employees' needs
Hahaha good one :D
@@StratPlaysok xxx
Never underestimate the military might of 5 stock traders
lol true! Money beats all
Kingdom Come Deliverance music is brilliant can't wait for the sequel
i think the raider camp giving up so much treasury is a good design for people who just want to fight
Wow, you actually did it. This is crazy! Great video!
Prices and mercenaries seem to update when the month switches. See 1:08:40 as it just changed from January to February.
Yeah it's on the monthly tick - good observation! I didn't catch it until much later
38:22 "We just don't have A LOT of stone to spare - ...we have exactly ZERO." 🤣
Anyway: I admire your analytical skills and rigorous logical thinking. It's a pleasure to watch someone play this game the way you do. With also fresh ideas and thinking out of the box when playing the military part. 👏👍
Greetings from Poland! 🤗
Thanks, I'm glad you enjoyed it!
KCD music again, yesss. Great video, man.
If you contest a claim, the 90 day timer gives you some breathing room, the AI will send troops to the battlefield and wait it out.
and maybe even offer some money to let the claim go if it is implemented
you know, you can upgrade the settler camp at start for 1 wood....and homelessness sovled...INSTANTLY
Exelent playthrough, I think you will get the devs to think, GG WP, looking forward to more content
Unreal. Well done! that wealth / trade stuff was also insane. Fun watch.
I think it is worth mentioning you can use hunting camps to chase your wildlife around the map until they migrate to where you want while paused. If you drop a hunting camp (free to make, and don't have to build) on top of the spawn, they move elsewhere immediately.
Do they move within your territory?
Supposedly, food is taken not per family but per plot (bug?) so duplexs are 1 food per 2 fam (or 1 per 4 in tier3). duplexs also make double egg/hides so more resource per wealth invested.
Another cool point is market stalls can be moved after being built, so each stall type in the part of town you desire.
Thanks for the video!
I remember testing this for the content creator build and it was per family not per plot, but Tacticat said he did some testing on the current build and it's per plot, which would definitely be a bug but would explain some things. It used to be impossible to get 100% market coverage, because the family count determined market stall need, but plots determined max stall inventory, so anything with more than 1 family would automatically mean you have houses with 0 coverage. I think to fix this, they patched in 1 family, 1 usage
@@StratPlays Yeah. I have been trying to watch to see if eggs "matter" and the count/production amount per plot and single vs duplex.
For a level 1 duplex plot with chickens I am getting 3 eggs. I started getting 4 possibly but stopped playing to watch Tacticat's stream. I'll revisit that. Anyway, by year 3 I'm getting on avg 3 per plot. I can also click the general tab on one of those plots and there is a message that states, "Pasture Space 3." No idea what that is for because it doesn't show up until sometime between year 2 and 3.
Just wanted to share that to see if you see that same message.
Thanks for the time you all spend on these videos.
Cheers!
That was epic to watch. well played sire. liked and subbed. you earned it :)
Thanks for the support!
0:02 Duke Gottfried Von Baezos 😂😂
That Kingdom Come Deliverance music in the back ground was awesome
I'm only up to 15:30, so you may mention this later. Have you tested the "spread out" feature of the retinue? It allows them to run faster without wasting stamina. That's what the tooltip says but I haven't tested it to see if it works.
That's a good point - I've used it but have not tested how much of a boost it gives.
I still have only watched half of this, so don't know if you had the same issue as I am having....he claims land, we battle, I basically break all his troops, don't get the win condition and immediately he spawns a second full army. So I have to fight him twice each time with the same set of troops. I've done this 4 times already,....now that is exhausting LOL
"one more video before i go study for my exams"
thanks for saving me for now lol
Lol this should hold you over for a couple hours :D
You're a beast, Strat
Super knowledgeable of the game, I really learned a ton! Just wish there were no cuts in the video
oh my lawd, you actually did it, the mad lad!
I learned so much from this video. Great work.
Let's go!!!! Your vids are a blast to watch, thanks @Strat
I thought this seemed like...fun?...hmm...yeah, kind of :p Anyway I only watched the first part to get an idea of your plan, then started the challenge and it's actually surprisingly easy. I don't bother with much trade....just roof tiles enough to have a balance of around 800 and a few clothes initially and also 10 ale as I bumped the burgs to 3s. The rest of income is tithes for influence at 20% the whole time, plus tax at 10% to pay for mercs and to keep 5 retinue topped up. The Baron had everything but my one area and now he only has 2 remaining. Thanks for the inspiration to try this out :)
So, stock market for the win😂 I dont think I'll be doing that, but I knew I was missing something. I couldnt take my eyes away from the screen lol
Yeah, trade is pretty overpowered in this game.
Crashing and inflating the market to generate basically unlimited cash from nothing does not seem like an intended mechanic. He was able to gain 40k gold per month just manipulating the market. I'm sure they'll patch that.
Market manipulation and money printing?
Bro explained how the U.S. Federal Bank works without even realizing it 😂
Awesome challenge man, good job on the micro and macro, keep it up!
Lol true! Trade post goes BRRRRR
Cool!! Will have to find time to watch (and finish all the other Manor Lords runthroughs lol)😂
So I don't think the game ended for one to three reasons--
#1-- you had territories and a personal treasury more than adequate to restart in another region.
#2-- the scenario already ended, thus it can't end when your serfs quit.
#3-- you had the supplies & housing to get you to a >50% approval rate within that region.
My hat to you sir. Great show. I personally love to relax when playing these games, but the logic and strategy that you have demonstrated is pure genius for those who love these types of challenges.
Thanks! What I've found for me personally, is the more "sweaty" work I do up front, the more chill my campaigns run because I know all the data and how mechanics work, how everything interacts, etc. and I don't get stressed even during challenge runs. I guess it's just front-loading the stress haha
forget medieval day trading, the real meme here imo is the melee archer meta
He made the game into a straight up rts game hahah
very good video, good job m'Lord
This game with online multiplayer would be wild
Strat thanks a ton for your content!
The item flipping wouldnt work for me tho for reasons I couldnt figure out yet. The initial part did work, so dumping the tiles I produced, decreasing import price down to 1s, mass-importing (up to 999 actually). But then the price would only go up to 4s even tho I kept buying. I stopped the trade and after a while the price dropped to 1s again (without me interacting with the tile market at all). Plus, my regional wealth never dropped below 700s after that initial phase, which doesnt make sense either. Aside from buying the horse I precisely followed your strategy.
Did something like that occur to you too at one point, maybe during testing?
Edit: horse, not house
That never happened to me - it sounds like your trade system broke lol I usually try to trade 200 - 300 per item at most. Otherwise you'll clog up your trade post and storehouse.
if you challange the barons claim and negotiate with him, then tell him that you will pay him if he drops the claims, then he will just accept for free. You can then keep him from taking any land for ever.
Lol I like that!
Full inventory in the trading post doesnt stop trades from happening, but the items over capacity can get destroyed by weather, is that how it works?
Yup! The way I looked at it - it's an operating cost. I'll lost a few hundred items worth of inventory, but operating well above capacity would net me several thousand more per month, which more than covers that loss.
Does the ai baron have to build up influence via battles to claim other regions too? Or can they randomly just claim regions
From what I can tell, they get a trickly of influence each month AND they get it from killing bandits. I've noticed they will claim regions really quickly when they have a lot of bandits to fight, but if you remove those bandits, it takes them a lot longer to start claiming regions.
Hey Strat, do you have any video or words on where you hope the game heads? Features etc?
Not yet, but I might be able to speak with the dev at some point! I was invited to the alpha testing recently so we'll see. I'll share what I can when possible
instead staying the troops, you can use the 5 retinue to lure the bandit to your main troop
Loved this video it actually helped me alot ehm but i need help with hiring mercenaries so basicly i can only hire the wayward sons and nothing else how do i fix this?
You probably have to restart :( Once the Baron hires a mercenary group, you won't be able to hire them again. So for the next run, get as much money as fast as you can and hire mercenaries ASAP before he does.
Question, Does you retinue pull from you population? Or is it its own thing? Does it consume resources? Is the a downside to maxing your retinue size?
No, retinue show up from thin air :D The retinue do not consume resources, but manor house familes do consume. There is never a downside to maxing out retinue (unless you're like me and you just forget to do it lol)
@@StratPlays So, Is it worth after first bandit camp kite/loot, dumping it into your retinue size so you can just facepunch the other bandit camps?
Thoughts on doing a run on the hardest difficulty with the baron very hard army mod from nexus which increases his army to 600 for all battles and 1000+ for the last one
I just finished recording max difficulty (winter start, no supplies, max aggression and bandits, year 1 raid, etc.) and I wasn't allowed to trade. It was a pretty tough challenge since only burgage plots could produce an income! I'll definitely look into the mod - it sounds interesting, although with how quickly the AI takes over lands and attacks you, it might tough to get to max army size fast enough. Even at 2 families per month, 4 soldiers per month, you would need 3.75 years to reach 180 troops (5 x 36 and +1 Retinue). I guess if you can snag the bandit camps and use mercs to delay, it would be doable.
@@StratPlays The way I completed was winter start, no supplies and year 1 raid. Eventually I built up one town to 630 and started another town full upgraded to 100 level 3 families (except 2 manor families). I then started bare minimum towns enough to get 24 retinue from each area taxing my main 2 towns and one by one conquered each area. It took 3 tries for the last battle as mercenaries stopped spawning for me. Took 22 years to do the challenge but I was pretty chill at the start for the first 12 years. Another thing to help could also be the increase garrison mod which allows 60 retinue per region and the 2 war bow mods which increase damage 2x,3x,4x and range 1.5x,2x if wanted.
Why you need a lot of money in village account instead of treasury to maintain the export of goods? What was said in 59:40.
I never thought about inflating the market and using the skill this way. I still have 2 achievements to get, "Challenge run" and "Mercenary Run" I should use this opening before it get patch. Great Video.
I'm confused with eggs. How many eggs can one house produce. Your file show 1 egg per month. So 1 to 1 ratio. It can only satisfy the producer house. But I can see you have some extra stored, I guess its because house consume other foods and didn't feast on eggs.
=== Update ===
I try the trading, it work for first 10k then my stock in warehouses stock at 999 - plate armours and other weapons, the price do not go up and it stays at at 1gold.
So ive seen a video recently of someone who did the math on chicken eggs. The more families live in a burgage plot, the more eggs get produced. And yes varied food consumption is probably the reason in this video.
Yeah it's going to get patched for sure lol
So if your town is only eating eggs, then you'll not have surplus. If you have other food types, those get consumed as well. So each food type you add reduces the amount consumed by any 1 type. Eg. 10 families need 10 food per month. If you only have eggs, you need 10 eggs. If you have eggs and berries, then you only need 5 eggs and 5 berries to satisfy the need. If you have 4 food types, then only 2.5 eggs are needed per month, etc. So each new food you introduce will reduce the strain on your other food types.
You have to be careful with the trading because it works on a monthly cycle. As soon as the month turns over, the price will change, but the UI will still show the old pricing. Watch this video for the full explanation: ruclips.net/video/dwdBh1BGpfk/видео.html&ab_channel=StratGamingGuides
@@StratPlays this also can be manipulated to maintain the +hapiness, but I don't understand the mechanic, frankly (or maybe something bugged out). Basically in one start my peasants were feasting on berries and meat, and honey and bread were just sitting there in the stall. Got to a rate of consumption for honey like 1 per year per capita and a single piece of bread somehow lasted forever, while still giving the bonus.
Would be great if you did a definitive “Challenge accepted guide” 30 min video
I can’t work out how you had your economy boom so much and i’m at similar pop numbers
This will for sure be patched out soon, so I don't want to make too much on the topic, but I can explain here how I did it. First step is to stabilize the town approval. Second step, get manor house up to get merc money from bandit camps. Final step is start the trade. I started the actual trading by mining 100 clay, converting that into tiles, then dumping all 100 in a single month. That cause the prices to crash to (4g or 1g, I don't recall if it went all the way down?). Then I bought as much as I could for that month. The following month, I flipped the import to an export and sold for 16g each making a massive profit. At that point you can open more trade routes for other items and repeat. Import 100 items that cost 8 each, so have 800g on hand. Wait a month for prices to update, then buy another 100 when prices crash, you'll have 200 items. Then another month, flip it again and repeat.
How do you get so many mercenaries? I am not allowed to have more than 3 employees? It's a mod, am I doing something wrong or in the games that I have kept mercenaries to hire more the following month has it happened that they were bug?
In fact, there are times when even without mercenaries he tells me that there are no mercenaries. Even if the opponent has no one because we are not at war.
I would greatly appreciate help in that regard.
If the AI hires a mercenary group, you will no longer be able to hire them. So every time a bandit camp pops up, you lose access to those mercenaries because the AI will hire at least 1 group at a time. If you want more than 3 groups, you need to hire all 3 that you can at a time, then wait for a month for the refresh tick to happen and it will put more in the pool for you to hire.
@@StratPlays And if that doesn't happen in several months, it's because there's a bug, right?
The Madman actually did it
Game looks easier before the update, at least for trading and no kings tax
how many times you restarted for that map though
Not too many - like 5 or less? Plus the game saves your difficulty options so you can spam the restart every few seconds.
Amazing 👏
Thanks for watching!
Strat. I wasn't sure if you were keeping your "market stock" at the traders.
IE: Turning off the items you are using from the granary/storage house and using ... 😳
Nevermind. You noticed the beginning of ep 3. lol
that trade trick is NUTS
Great content.
I wished that when I upgraded my storehouses/ granaries that I would get more handcarts...
Hey loving this but will you be playing more bannerlord also
Thanks! I've got 2 Bannerlord campaigns planned for later this year, just need to get the time to record and edit a few things before then!
Can you explain how at 55:58 you have 805 regional wealth. Then at 56:00 you have 0 regional wealth. Then at 56:12 you have 805 regional wealth again.
Actually, I derped... it's when you're managing your army in a different region.
Yeah that trips me up all the time too lol it will grab onto a region and give you data for that instead of the one you want
Did they patch this? i sold 100 roof tiles 2 months in a row and the market held
It depends on which patch version you're on, but yeah in the most recent patch it was fixed.
@@StratPlays that explains it, thanks for your content man, I keep you on loop while I'm playing! You or Tacticat.
cool vid bro
I know you're very very busy with you upload schedule and I bet you get asked this alot. (In the end it's your channel) Are you planning on making any more KCD content soon, I'm still watching this last one , but man I love it. Anyways love your channel and just wanted to say keep up the good work man.
Yeah I've still got at least one more KCD challenge run in me before KCD2 hits later this year!
@@StratPlays Man I'm so excited for KCD2 what do you feel about it in your honest opinion? Like maybe things from KCD they did wrong that they should improve in 2
My stress levels wouldn't cope
How do you win in each Game modes, and how can you tell your close to winning?
The first you just need to get to the largest town size - not too hard. The middle one you need to take all the land from the Baron (yellow land) and the final you need to reach largest town size but you'll get attacked a bunch.
Brilliant play, but i guess alot of this stuff will be adjusted so you don't have to trick around so much. But its still great to see players like you dissect the game for all its loopholes.
Yeah for sure this will be patched lol I sent it to the dev before posting this. I was actually working on a trade guide when I stumbled across this, so looks like that guide will have to wait since it will probably be invalid once the patch hits. I'm sure lot's of trade mechanics are going to be tweaked.
Always finding a way to do the near impossible.
Where there's a will, there's a way :D
Good, game, men!🎉)))
You mentioned bandits can't spawn on claimed regions, i'v had bandits spawn on my home area and the ones i claimed.
Just to clarify - raiders are not the same as bandits who spawn with a bandit camp. Raiders can spawn anywhere from the edge of the map regardless of ownership. Bandit camps will only spawn in neutral regions and provide both influence and money.
@@StratPlays Sorry, i meant bandit camp spawns, not raiders. one literally spawned on my hunter camp.
@@StratPlays I have a game saved that crashes every time, a couple of hours in, which has a camp spawn in my home territory. Maybe that is why it crashes but ofc I can't be sure.
@james2918; @StratPlays I also had bandit camps spawning in claimed areas in at least one of my games.
great vid
How comes you didn’t do dual plots so they consume less food? You could produce 2 eggs, whilst only consuming 1 (for 2 plots), then have your last plot be a single (total 5). This would give you 5 food, but only costing 3 food per month so you will always have surplus
I just found out about this last night from Tacticat - I wasn't aware of it at the time of recording. I'm going to run some tests to verify, but I looked over his work and it looks legit.
why i hear kcd musics on background
I added that :D
sounds like... pirate music in the background?
It's from Kingdom Come Deliverance! It was too loud in this one though, I thought I turned it down lol
@@StratPlays oh okay have to play that one. And i really do not mind the music, kinda like it actually so keep it up
So I guess medieval day trading > all other micro. Maybe just do full trade 15-20% extra stock for all town needs.
Lol yeah day trading!
love the kcd music
Stonks Lord
With the storehouse under advanced you can click on items you don’t want them getting
I learned that the storehouse worker will obey the restrictions, but anyone else on the outside will not. So production building that are close by can drop whatever they want off lol. It's being patched soon though!
So, technically two lords just spend their money to kill some random people they've hired. For fun i guess...
Can you do it WITH the King's Tax ON!?
i know the feature is in early access but you can just right away declare peace with the baron if hes claiming something. since the baron has no backbone hell accept the terms.
so how about a maximum regional wealth challenge, make as much money as you can until the game breaks?
Lol I was going for that in this one, but it broke at 250k. I got too greedy and opened too many trade routes
@@StratPlays hopefully you recorded it so we can observe the moment at which things died.
I wanna see the hardest challenge yet: no trade run
It's being edited right now - I finished recording it this morning :) Max difficulty (same start as this one) but trade is not allowed at any point.
@@StratPlays HYPE
Fighting bandit armies (4 units +) with militia can bag you 1k influence
I get it now, clever.
Btw how come you have 7 families?
You pick up 2 from the manor house, but you can't actually use them aside from militia (which is useless this play through).
@@StratPlays Had no idea. Speaking of trade it doesn't seem to work as well on .965. The prices hardly change or take forever for them to switch. Wasn't that updated?
Um, I'm confused. I was able to crash the military market. I've got 5 different weapons categories at 1gp, and a stockpile of 999 of them. But the thing is, the market never bounced back. It's been crashed for an entire year now.
I usually keep it to stacks of 250 - 300. Sounds like you might have legitimately crashed the market lol Delete your storehouses to let those good decay in the rain and try a smaller stack size? Or just restart, that's probably easier
@@StratPlays Actually, a bandit raid came through and I just let them burn everything, then rebuilt. I think that worked.
I just started playing this game 2 days ago and have been trying to figure it out and its great that i found your video now but HORRIBLE bc they must have patched that trading exploit as I get both a import and export price at the same time so if i have it on export i get a certain price but if i have it on import i get another no matter if the market is red or green
Yeah they patched it recently! You can still make good money with trade, but not this much lol. I did a regular trade-empire run recently and it probably took me 5x - 10x as long to reach the same levels of wealth as I did in this one.
Delete the 2x lv 2 burgages after getting the 2nd dev point then rebuild them as lv1 to make managing approval a breeze. Low quality staff housing/rights is the Bezos way
Lol I thought about doing that, but already cheesed the trade :P
One thing: always (except for e.g. unique specs) build double plots. they have the same food consumption as 1 single plot, but double the output for extensions (since it's based per family on plot for chicken and goats. weird system, yeah. but the pop and food system in this game is mediocre at best
he needed 5 plots for the development perk anyway. but deleting them later seems viable... especially deleting those pesky level 2 homes~
@@foleymcfoley9720 i mean honestly, doesnt matter, I could be wrong, the underlying game mechanics are janky af and just reassures that Manor Lords indeed was overhyped because of the lack of competition. I just watched further videos on food consumption and did a few own tests and OH BOY the dev made the most arbitrary system imaginable.
yeah im not as mad about that as tacticat, probably cuz i dont make guides haha
Nice
Im kinda surprised no one has pointed out that you actually failed the challenge. The 2 families you get in the manor dont show up in your worker pool, you hit 7 families because you upgraded to lvl2 burgages which adds an additional family. So you actually had 9 families if you include the manor families. The only way to do it with 5 families would be to stay at level 1 burgages which means only 1 dev point. Gl with that 😂😂
Incorrect. The 2 Manor house families don't count because they can't be used for anything, but still eat food and use firewood. Upgrading to level 2 does not add another family, but level 3 does. I didn't upgrade anyone to level 3, so it's actually not a failed challenge run. Thanks for watching!
Or with the storehouse you could have told it not to collect stone
Good point, I could have kept them in the production buildings. I didn't think of that
@@StratPlays I’m talking about the advanced tab on the storehouse
Why am i seeing 7 families in the second episode?
2 come from the manor house, but you can't use them. They still use food and firewood though so it's basically like having negative families lol It's still the original 5 families only. There's no way around the Manor house people, they move in automatically when you build it.
@@StratPlays makes sense, thanks
Is it just me or are chicken coops nerfed to hell? I've got half a dozen and they only produce about 3 eggs per month 😐
They are currently producing 1 egg per family per month - so a single family plot will make 1 per month or 12 per year. If you have a duplex, it will produce 2 per month and a level 3 duplex with 4 families will make 4 per month. For contrast, if you make a single veggie plot with a massive backyard, it can produce the same food as like 20+ chicken coops lol Same with Apples - they are 50g investment, but produce a TON of food from a single property.
Commodities need a fixed price range. Plate armor at 3 Silver? Not bloody likely. ='[.]'=
Agreed!
That's not how supply and demand in a market works. But it is still being tweaked. It has a few factors to deal with when you see the price. Being an early access game I doubt it'll stay like that
@@KazuhiraMiller46 Manor Lords isn't a market simulator, far from it. But the idea of a set of plate armor selling for the same price as three bushels of apples (except in the midst of a famine) runs counter to any verisimilitude the game tries to create. ='[.]'=
Noway bro is the best player in the game😭😭
Heavy archers are decent in melee.
Age of empire multiplayer style
isnt it 7 families then ?
It's actually 5 - you can't use the manor house families but still have to provide food and firewood. They are a drag on the economy, not a help. Notice when you build the house, you'll see the families increase to 7, but your available worker count doesn't change. You can use them for militia, but I didn't use militia in this run.
I can quit Manor Lords now and go do something else.
no way bro actually did it
woppaaaaaaaaaaaa
Basically a video showing Greg what should be patched, and it was patched, it's such a pity when devs waste time patching fun exploits instead of fixing game-breaking bugs or adding new features. 😞