HOW TO MAKE MONEY (Taxes & Trade) in Manor Lords

Поделиться
HTML-код
  • Опубликовано: 1 июн 2024
  • Manor Lords Early Access has a lot of mechanics to it, but one of the most important ones is making money. Your Regional Wealth is tied to so much of the game: Trade, Taxes, Tithing, your Treasury- Everything. In this video, we go over HOW TO MAKE MONEY (Taxes & Trade) in Manor Lords
    Purchase Manor Lords Here ► www.nexus.gg/italianspartacus
    CHECK OUT STRAT'S CHANNEL HERE ► / @strat-guides
    Best Start ► • BEST START to Your Cam...
    Beginners Guide ► • ULTIMATE Beginners Gui...
    Follow me on Twitch! ► / italianspartacus
    Become Part of the Community ► / discord
    0:00 Intro & TL;DW
    2:01 Level 3 Burgage Plots
    8:23 Taxing & Treasury
    13:36 Establishing Trade
    18:22 Traders & Trade Routes
    22:30 Market Correction
    -- Help Keep the Channel Alive! ---
    Become a Channel Member:
    ► / @italianspartacus
    Nexus Store:
    ►www.nexus.gg/italianspartacus
    Content Suggestions:
    ► bit.ly/2LhyNJ6
    --- Social Media ---
    Twitter:
    ► / italianspart
    System Specs:
    Motherboard: MSI MPG z690
    Processor: Intel i9-12900FK
    Graphics Card: MSI Gaming Slim RTX 4090
    Memory: Corsair Dominator LED 32GB DDR4-3600 Memory
    #manorlords #guide #gameplay
  • ИгрыИгры

Комментарии • 165

  • @italianspartacus
    @italianspartacus  Месяц назад +12

    Thanks so much for watching bros! I accidentally kept an error in the video that I thought I edited out: The traders on the purchased trade routes will only buy WHAT IS INSIDE OF THE TRADE POST. So you'll need to put families there to ensure that they drop off the goods for trade! Apologies for the mix up guys. Thought I deleted the segment I said it in, but alas!
    Purchase Manor Lords Here ► www.nexus.gg/italianspartacus
    CHECK OUT STRAT'S CHANNEL HERE ► www.youtube.com/@Strat-Guides
    Best Start ► ruclips.net/video/IwHu8SF7Qdk/видео.html
    Beginners Guide ► ruclips.net/video/1Uirr7cigzs/видео.html
    Follow me on Twitch! ► www.twitch.tv/italianspartacus
    Become Part of the Community ► discord.gg/tCnpBPJqRu

    • @robinwolstenholme6377
      @robinwolstenholme6377 13 дней назад

      my manor lord mod wish list⚠
      1 wooden parths that generate passive in come
      2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right
      3 forced eviction mod
      4 calvelry men mod
      5 vilage fair mod - lasts one year then disapiers- 25 to buy mellea event
      [win one jester gives 1 happynes for 1 year]
      50 to buy cavelry joustin event [gives hero for 1 year]
      6 mariage mod for lord and tier 3 famalys
      7 convert well into pond mod fish stoke cost 100 and lasts 3 years
      8 JUISTING FIELD REAGANAL FAIR MOD
      9 orcherd mod
      10 list of tradeing famlys mod
      11 turn well into pond mod [cost 50 to stock with fisg for 3 years]

  • @truffbel
    @truffbel Месяц назад +17

    Not a bro but here because my boyfriend has this game and I wanted to understand it more so I can be a helpful little heckler when I watch him play

  • @uncledoctor6920
    @uncledoctor6920 Месяц назад +27

    One note about exports; you get your exports to sort of self moderate by having a bunch of different ones, so they dont oversaturate their respective global supplies and get a price reduction or halt. The people in the storehouse and trading post can only move so many goods in and out at one time, and they don't prioritize any one good over another, so you'll end up with a dozen or so different goods in stacks of 2-5-10 that leak out and maintain an average supply, giving you the biggest profit.
    Once you get the two perks that alleviate trade route cost and tariffs, it's all downhill from there.

  • @daltonellington1340
    @daltonellington1340 Месяц назад +2

    I love that you give a quick summary at the beginning of each of these videos before going into detail. Im sure u take a hit on watch time because of it, but it is so dang helpful and appreciated!!

  • @theg0z0n
    @theg0z0n Месяц назад +16

    Bro, love your channel. You're a fantastic content creator.

  • @scullywully1604
    @scullywully1604 Месяц назад +1

    Each one of these videos is even more helpful than the last! Thank you! You also get a decent chunk of money from taking out bandit camps. In the late game, it's probably not much, but if you can take one out in the first year, it's a huge boost to your economy. I'm not sure if that's feasible on every scenario, but in the one where you have to fight the baron, the game gives you 20 spears and 20 shields in the first year, and I was able to take out the initial camp with 12 dudes and only lost 2 (hills are OP). I got like 300 wealth from that, it was huge for my economy that first year.

  • @ayoo.raphael
    @ayoo.raphael Месяц назад +5

    thanks bro i needed the tax advice idk where my food was going lmao

  • @NotPoodle
    @NotPoodle Месяц назад +2

    What a sacrifice! Giving the headlines upfront is something i wish every channel did yet completely understand why almost no channel does it. Well now i just have to like, comment and subscribe.

    • @AC-hj9tv
      @AC-hj9tv 29 дней назад +1

      So much clickbait elsewhere

  • @skyfirefly76
    @skyfirefly76 Месяц назад +3

    I'm loving your manor lords videos. This game is so good. And it's challenging. I've had to restart over and over again

  • @Gravelgratious
    @Gravelgratious 17 дней назад +2

    Thanks this just turned my town around!

  • @largamau
    @largamau Месяц назад +19

    THE RICH IRON DEPOSIT. That thing is the ultimate money Maker. In my playthrough you don't even need it to become unlimited and it even ARMS your entire army. Once you have the iron ore, the smelter and Blacksmith and Armorer. Sell the surplus and watch your treasury EXPLODE! Also the shoes never seem to get the oversupplied debuff and you only need goats and a Cobbler plot to do it.
    1. The Iron ore gives you weapons
    2. The Iron ore gives you Helmets and Chainmails
    3. The Iron ore also gives you tools
    For just one rich Iron ore with 2,500 units is enough to snowball the entire match.

    • @italianspartacus
      @italianspartacus  Месяц назад +9

      Don't turn me on with that kidn of detail! I FUCKING LOVE IT! I'll try this out :)

    • @pao5615
      @pao5615 Месяц назад

      I just tried it with deep mine, but somehow it bugged. Didnt receive any resource whatsoever

    • @AurioDK
      @AurioDK Месяц назад

      @@pao5615 I havn´t reached that far as to deplete a mine, have you tried to delete the mine and maybe it requires a new deep mine? Just a thought.

    • @Sparticulous
      @Sparticulous Месяц назад +2

      Or rich clay deposits for roof tiles

    • @officialshivertrip
      @officialshivertrip Месяц назад

      This and Deep mine is almost too easy.

  • @EL_BEANE_GUY
    @EL_BEANE_GUY Месяц назад +2

    Huge tip i wish i knew is keep your artisan burgage plots at lvl2 and dont give them a family extension. If that supply of resource stops then all thise families sit around and do nothing when they could contribute to your workforce. Keeping them at lvl 2 with one family makes it much less inefficient when lets say iron slabs arent available. You also dont need 3 or families working one blacksmith. Inefficient as hell

  • @JansenTT
    @JansenTT Месяц назад +4

    As for the comment @20min, in fact you hadn't assigned an Ox to the Trading Post, it was the Horse which was carrying the Rider/Trader, the icon for animal labour just happens to be the same regardless of which animal it is.
    But let me take the opportunity to also thank you kindly for the amazing coverage you have been doing on this so anticipated game! I'm loving every minute of both!

    • @speedyprod8237
      @speedyprod8237 Месяц назад

      please kind sir, can you expalin to me why my ox is always on "Waiting" ? and what should i do to put it to work ,
      also , i managed to farm a reasoneable ammount of wheat, built a windmil and that thing where u turn flour to bread, but they are not working (people are also waiting), can you help please and sorry for barging like this

    • @JansenTT
      @JansenTT Месяц назад +3

      @@speedyprod8237 The Wheat must be turned into Grain, in the Farmhouse, before it is turned into Flour at a Mill. If you pulled the workers from the Farmhouse right after the harvest, the Wheat will be stocked in the Farmhouse without being turned into Grains. (I've made this very mistake).
      About your Ox, if it is hitched to the Small Stable or Hitching Post, it can even be assigned to a workplace, like a Lumber Camp, so in case your workplace isn't working, the Ox will be waiting.

    • @speedyprod8237
      @speedyprod8237 Месяц назад +1

      @@JansenTT exactly, thanks man you have been really helpful

  • @pranchole
    @pranchole Месяц назад +3

    Wondered why the bell kept ringing! thanks for info.
    I was making a nice bit of wedge from selling warbows on one game, until my oxen decided to down tools and congregate at the logging camp.

  • @Iss3n
    @Iss3n Месяц назад +1

    One real nice thing is, if you got another region as well you can sell a goods in that region which in turns effect the price of your other zones. Say you got a real expensive import on apples. Say 6. If you then sell apples from another region, that one will get 6 but your importer region only pays 3.

  • @historyismetal2187
    @historyismetal2187 Месяц назад

    Excellent stuff again 🎉

  • @kat7429
    @kat7429 Месяц назад +1

    Very helpful. Thank you!

  • @richard1493
    @richard1493 Месяц назад +13

    Not only do burgage plots generate one wealth per family per month, but they also only consume one food per plot - not per family - per month*. There doesn’t seem to be any reason not to have duplex plots under the current mechanics unless you want to turn them into artisans.
    *assuming that the tool-tip is correct.

    • @italianspartacus
      @italianspartacus  Месяц назад +8

      GREAT Point, totally forgot to mention that market requirement is based off of the PLOTS, not off the families - so a Lvl 3 duplex only requires 1 of each amenity, but will generate 8 wealth a month!

    • @foshizzlefy
      @foshizzlefy 29 дней назад +1

      There actually is a reason not to do it. Watch the video from strat gaming guides. Basically, there's something wonky going on with the limits of your market stalls when you use duplexes, causing some houses not to be supplied by firewood/clothing/food. It's not necessarily the duplex itself that will suffer from it, but it is the casue of it. The house furthest away from your market will have more trouble getting its supplies.

  • @troyb9985
    @troyb9985 Месяц назад

    In regards to burgage plots, my strategy for my current build is to keep all artisan buildings/ veggie garden at a level 2 at the outskirts of the city center “rural areas”. I made a bunch of single/ duplex’s with no extensions surrounding market and those will be my level 3 plots. So much easier to upgrade since they are closest to markets. Saves workers and looks better aesthetically imo.

  • @Owen-rl3iy
    @Owen-rl3iy Месяц назад

    5:15 - Can you select the family’s profession in the People menu on their burgage plot, as shown at the time stamp? In this case, you have two families, both Bowyers, but if you click the round icon next to where it says Bowyer, can you change what each family is making within their profession or possibly adjust other options?
    I’ve been concerned that at Level Three Burgage Plots, with extensions, I have four whole families tied up in a single trade. At times that seems to high, as I can quickly build all the bows I’ll need and can’t sell the excess fast enough. I’d rather leave one family as Bowyers and shift the other three back to my worker pool.
    Thanks!!

    • @cubereaper825
      @cubereaper825 Месяц назад +1

      There is no real downside to tier 3 duplex artisan plots. They all contribute to the region wealth and provide 2 recruits for your army per family but still only consume 1 resource of each type per plot, not per family. In the same space you can build 3 single plots (6 families at tier 3 producing 12 wealth at the cost of 3 food) vs. 2 duplex plots (8 families at tier 3 producing 16 wealth at the cost of 2 food).
      The trick is when you expand/upgrade them in a thoughtful way. If you are short of general laborers and you upgrade a bunch of artisan plots, you are going to be waiting a while until get more laborers to your town. However, if you have a surplus of laborers, then that would be a great time to upgrade those artisan plots. Where you run into trouble is expanding to many plots at once.
      I tend to build all plots as duplexes. I build the addons for my tier 1 resources (veggies, chickens, goats...) and when I have enough laborers for my current needs, then I start to build the addons for the artisans. When I need more laborers, I build new plots and/or addons for the 1 resources, and so forth.

  • @victortung747
    @victortung747 Месяц назад +1

    Didn't realize you have to actually assign the horses to the trading posts for them to function properly.
    I had a stable with 2 horses right next to my trading post, and the horses' status were always at "waiting" and I wondered why ......
    Then I assigned them to the trading post, and now their status became "carrying a rider" most of the time.

  • @jaknazryth2488
    @jaknazryth2488 Месяц назад

    Like I said the other day, this is the most informative explanation on how the game mechanics work. You explain every step and show examples.
    Question... do you need pastures for the horse or other animals at a trading post? I even put a small pasture adjacent to my hitching posts/small stables. If its not required as part of the game mechanic, it is still more of a window dressing item. Or does the horse simply live in a shed somewhere within the trading post? Same thing for an Ox. Or do you need to set up a hitching post/small stable next to the trading post for the animals assigned to the post?
    If I buy clay so that I can craft, then sell roofing tiles... do I need a family assigned to the trading post to sell the clay in the market, where the tile makers come and get the clay... or does this act like a warehouse where the kiln workers simply walk to the trading post and pick up the clay, then return to the finished tile for selling?
    Or does this transferer of raw materials and finished goods for sale simply "auto-populate" in and out of the trading post?
    Sorry for the long winded question, but distance maters. Normally I place my Trading post at the edge of the map along the Kings road. But if families actually have to walk from stalls or shops, then the distance becomes a factor in lost production.
    Thanks
    BTW... how do you replace members of a militia that's been lost in battle?

    • @AugustusMcCrae_LD
      @AugustusMcCrae_LD Месяц назад +1

      Horse lives at the trading post; no need for pasture. Same for Ox. Trading post acts as warehouse where tile makers will come get the goods. Place trading post close to buildings that will use the imported goods

    • @jaknazryth2488
      @jaknazryth2488 Месяц назад

      @@AugustusMcCrae_LD Thanks for the clarification! :) So... What are pastures used for then? Is this for a future game mechanic? Sheep farms contain their own sheep, so If you don't need a pasture for sheep, ox, or horses... hmmm... is there a current use for them in the game?

    • @squatchandsons_customs
      @squatchandsons_customs Месяц назад +1

      @@jaknazryth2488at my sheep farm the sheep are out in the pasture I built

  • @d1gits214
    @d1gits214 Месяц назад +1

    Thank you for the video

  • @Jacobarch1981
    @Jacobarch1981 Месяц назад

    The trading is not bugged. However, you have to make sure you have plenty of workers in your trade post. If you do not you run the risk of their being not material stored in your trading post at the time your merchant arrives.

  • @PauZakArtist
    @PauZakArtist Месяц назад

    really good videos. keep em coming.
    Tho, I'm really tired of unfinished games.. so many that had a lot of potential, but left stuck in development for years, we forget about buying them a year or two back. it's sickening and should be changed in the future. THIS, this gave me a bit of joy, even though it crashes as hell and nothing work properly, still nice assets mashed up together, along with a cool building deisgn everyone was missing so much in all the best strategy games like Anno, Warhammer and etc..

  • @Macemedia
    @Macemedia Месяц назад +1

    If you have a duplex burgage slot.. then convert it to a blacksmith do you lose ALL familys inside to blacksmithing ? .. if I plan to turn them into stores I tend to keep these as separate single dwellings so I don't lose my workforce.

    • @italianspartacus
      @italianspartacus  Месяц назад +1

      Yes! I recommend blacksmiths though because they have a lot of different products. Same thing with tailors and bakers. But stuff that only produces one product, I skip out on

  • @bkflex55
    @bkflex55 Месяц назад

    One downfall of lvl 2 duplexes being production nodes is that it takes both families out of the available labor pool. And then if you upgrade that to a lvl 3 blacksmith for example, you now lose 4 families from the labor pool. I tend to make duplexes as basic supply nodes then upgrade from there. That way (especially for veggies) they split the work but are also availble to actually work. Huge veggie plots with 2 families working will never run out of production.

  • @DavidGarcia-sb9kc
    @DavidGarcia-sb9kc 28 дней назад

    So at 22:35 , if I see 3 gold a piece I would stop exporting and stop the trade until it’s 6 gold a piece which I’d have to wait? When you say “shut off” 25:17 you meant put the option to “route required” right?

  • @CircaXZion
    @CircaXZion Месяц назад +1

    This game needs so much help

  • @Andrew-yz1lb
    @Andrew-yz1lb Месяц назад +2

    If you have one settlement selling a good and another in neighbouring region buying that same good, does this affect the market saturation?

    • @italianspartacus
      @italianspartacus  Месяц назад

      I unfortunately have not tested that far yet, I'm sorry man - i don't have a good answer for you!

    • @magnetronmaaltijden
      @magnetronmaaltijden Месяц назад

      I haven't found that it does!

  • @cut--
    @cut-- Месяц назад +2

    Curious, why do have no money in your treasury? I haven't figured out the crossover between personal/family (regional wealth?) and the Treasury (Kingdom?). tyvm! In RL i move money around (legally!) for a living but I can't figure it out here. 🤔

    • @italianspartacus
      @italianspartacus  Месяц назад +3

      HAHAH I LIKE HOW YOU PUT IN LEGALLY! Jump to the portion on Taxes! I go in how to move it from "regional wealth" to personal treasury! :)

  • @opone3010
    @opone3010 Месяц назад

    One thing I have found is the joiner I think that's right the burgan plot that makes shields is petty good at making money threw out the game larg shields sell for a bit and if the price drop you can switch its product to two other products that sell for a decent amount but you only want to have one as I understand you might be able to getaway with two but I haven't tried you will have to increase plank production though

  • @johnbain5543
    @johnbain5543 Месяц назад +3

    They don't buy as many as you have to take you down to the desired level setting up the route only guarantees a trader will come they only buy what they "want" I've had an excess of 600 helmets with a desired of only 100 for well over a year

    • @italianspartacus
      @italianspartacus  Месяц назад +1

      Shit I didn't think I had that in any other part of the video. I correct myself later, but I thought I removed me saying that elsewhere. You're correct. Sorry for the confusion dude!

  • @SMoon2698
    @SMoon2698 Месяц назад

    i dont know if im just dumb but idk know how to get a manor in the first place! like I see it in other build menu but it says I must have a settlement first?

  • @Rachitoi
    @Rachitoi 29 дней назад

    Rich iron deposit map , trade path with both perks, charcoal and full armory branch. (u dont need deep mine cuz import is very cheap ) I dont farm , just few vegetables big farms (guarantees 1000 stock every season), lots of 2 houses plots. I have more than 20 trade depots with 2 horses each. I import all types of food, yarn, linen and malt (cheaper to brew yourself) to have min 100 surplus each. I export weapons , tools , armors and have huge positive balance.

    • @cavemanbonk8320
      @cavemanbonk8320 27 дней назад

      Yeah it seems much more worthwhile to get the free trade instead of deep mines, since it seems to be a far better use overall of that point

  • @comradeanthony4120
    @comradeanthony4120 Месяц назад

    I haven't done like crazy testing on this but I think you can manually change the market rates. in my game I bought 10 sheep and noticed the price had increased by 10, soooo I sold about 5 of the sheep I bought with that 10 wealth markup. Next month comes I make my money and the sheep market is back to normal, I rebuy my sheep for the regular price AND a 50 wealth profit AND I was able to get more sheep again without the market getting fucked... yet.

  • @sno_au
    @sno_au 25 дней назад +1

    okay well i have 5 gold left and it says it costs 12 gold to establish a trading route. how do i get 7 more gold

  • @Pilps
    @Pilps Месяц назад +2

    I'm pretty simple and don't really understand the full trade option with the trading post, could you explain it a bit more basic for me to understand? Thanks for the video!

    • @italianspartacus
      @italianspartacus  Месяц назад +3

      Brother pilps!! So if I put full trade, and set it to a value... Let's say 10. I'll buy and sell down to that number... Think of it as maintaining a reserve.
      Let's use a further example: we need clay tiles for our burgage plot lvl 3. Let's say we have 10 of them, so that's however many tiles per slot multiplied by ten. That's the minimum amount of clay tiles we need - let's call that number 30. Let's also assume that our clay deposit is rich so we are just mining the shit out of it and we're also making burgage plots like crazy.
      Well at full trade, we are ensuring we're selling any surplus and BUYING up to that 30 in the event that we over upgrade and don't pay attention to the number. It's just a way to maintain an actual amount!

    • @EL_BEANE_GUY
      @EL_BEANE_GUY Месяц назад +1

      ​@@italianspartacusI've had the same question for so long and I'm glad I finally got an answer thank you!

    • @Pilps
      @Pilps Месяц назад +2

      @@italianspartacus Thank you, i understand!

  • @cerdic6586
    @cerdic6586 Месяц назад +2

    Has anyone else had an issue with farmers and pantry granary workers leaving harvested crops in the farmhouse? No matter how many families I assign nor how proximate the buildings are to each other, the goods never get moved. The result is that I have about 120 wheat sitting in one farmhouse, whilst my village barely manages through winters.

    • @rajj9992
      @rajj9992 Месяц назад +2

      Put people on the farm house and restrict there movement to the building only

    • @cerdic6586
      @cerdic6586 Месяц назад

      @@rajj9992 How stupid of me. Thanks

    • @cavemanbonk8320
      @cavemanbonk8320 27 дней назад

      You need to keep workers assigned to the farmhouse to thresh the wheat, to separate the grain. Then the worker(s) at the windmill will turn that grain to flour, from there you can use communal ovens or bakeries to finally make the bread

  • @brianhum8765
    @brianhum8765 29 дней назад

    How do you get the family assigned to the forager to stop carrying 1 berry to the marketplace consistently rather than just drop them at the foraging hut and letting the granary carry them with the cart? The hunter seems to smartly just drop their food at their camp and let the granary/storehouse correctly do the hauling; is this just an AI bug?

  • @karlhungus545
    @karlhungus545 Месяц назад

    Hehehe Beavis...20:32 How do you manage to put your market so far away from the houses and still have them supplied properly?

    • @JohnSmith-vl1ql
      @JohnSmith-vl1ql Месяц назад +2

      it doesn’t matter how far away the market is, just that the closet gets supplied first if you have 50 food, 50 firewood, 50 cloth etc, it can support 50 level houses no matter there distance so the 51 farthest house gets nothing

    • @karlhungus545
      @karlhungus545 Месяц назад

      @@JohnSmith-vl1ql Gotcha. Thanks.

  • @Tai182
    @Tai182 Месяц назад +1

    How do you make money if you didn't know you had to upgrade your Burgage plots and have 0 money? I started with 35 gold or whatever and don't know how it disappeared.. I can't upgrade my burgage plots to level 2 because apparently it costs 15 gold... is it too late and do I need to restart?

    • @JohnSmith-vl1ql
      @JohnSmith-vl1ql Месяц назад +2

      upgrade to level 2 doesn’t cost money only wood, and need water, church, cloth, 2foods, firewood, no money needed

  • @greyfeather4926
    @greyfeather4926 Месяц назад

    Played this morning had 10 chicken coops with no return. Had to delete all the coops and rebuild them.

  • @zacharysamochin3178
    @zacharysamochin3178 Месяц назад +2

    I'm here to upfront the video with likes and comments. Let's make some money

  • @bigcrazewolf
    @bigcrazewolf Месяц назад +2

    I hope we see a streamlining of the market. Having a market with assigned traders that can sell multiple items would make managing needs and supplies much better.

    • @italianspartacus
      @italianspartacus  Месяц назад +1

      Yeah I think there will be some big changes coming!

  • @Mabastscott59
    @Mabastscott59 23 дня назад

    in my Ui for example says 2/12 meaning left side is expost and right side is import so i could never do that that u did

  • @S_pika
    @S_pika Месяц назад +3

    I AM LORD SPARTACUS

  • @RafaelW8
    @RafaelW8 29 дней назад

    So I came here after I've noticed that my horse traders take my stuff from the Store, transport it, and don't give me any money in return. It's been 6 months on, and barely making any money. While I'm exporting helmets, swords and spears. I thought I did something wrong, but I guess my game bugged out. Bummer.

  • @Valkron11
    @Valkron11 Месяц назад +1

    I've restarted repeatedly. I've had problems where workers stopped construction and money seems to bug out too. Villagers sometimes pile up at a building and it needs to be rebuilt, no biggie. But my latest build, which I put some time in and was happy with, cannot sustain a profit even with burgage plots with chickens, goats, and nothing seems to get produced. I established trade on multiple items I had and still am in debt, even after taxing. 😢

    • @magnetronmaaltijden
      @magnetronmaaltijden Месяц назад +1

      Try changing your max fps and reloading the shader-setting in your settings menu, I found that to work most of the time. What I found to work the best but it's very tedious is to synchronize your save files and boot the game and the specific save up on a different system, it forces the save to reload itself or something but your coat of arms will bug out and become completely black. Maybe it helps?

    • @Valkron11
      @Valkron11 Месяц назад

      @@magnetronmaaltijden cool! I'll try it. Thanks!

    • @magnetronmaaltijden
      @magnetronmaaltijden Месяц назад

      @@Valkron11 Let me know if it worked, good luck!

    • @Valkron11
      @Valkron11 Месяц назад

      @@magnetronmaaltijden no luck. I have 43 families running around, 1 unassigned, and nothing was getting generated. Had farms, forging, hunting, mills and ovens with plenty of firewood and nothing is produced or constructed anymore. I noticed my food carts looked like -1 and -4 when they come in, I'm always stuck at 1 wealth. I'll have my son look when he gets home from work, I must be missing something simple, lol. Thanks for trying to help! I really want to love this game so I won't give up, especially since its still early access😆

    • @magnetronmaaltijden
      @magnetronmaaltijden Месяц назад +1

      @@Valkron11 Sorry to hear that! Remember that the issues we are having are the result of the early access and are essentially growing pains. When the game works as it should it's one of a kind and a true gem. :)

  • @grahamdavey8472
    @grahamdavey8472 Месяц назад +2

    Making your fletcher shop level 3 is a mistake. Means you have two families just making bows. Loads of planks

    • @italianspartacus
      @italianspartacus  Месяц назад +2

      I did it for the example in the video. I didn't recommend it :) it was just the closest to the marketplace

    • @goatnonagoat
      @goatnonagoat Месяц назад +2

      Also you can pause production at any time but I get what you're saying. Use it as a export and pause production when the market gets saturated.

    • @alamnaboss1404
      @alamnaboss1404 Месяц назад

      If you pause the production, will the families return to the workforce?

    • @italianspartacus
      @italianspartacus  28 дней назад

      No! BUT they will help carry timber for building production

  • @OneTato
    @OneTato Месяц назад +2

    Moneies For Conquest! 🎉🎉

  • @ekisnaar
    @ekisnaar Месяц назад +2

    Wrong! I just got off the phone with my pops, he said I can deny tier 3 families ale supply all I want.

  • @AurioDK
    @AurioDK Месяц назад +1

    Finally someone who understands the importance of upgrading that tent, those 5 families also only eat one food per month. All youtubers seem to want to get rid of it, I tried explaining on Steam why the tent is OP ... but I got gunned down on writing by an angry mob. By December you should comfortably have 15 families, the only little problem is that you do need to feed them, forgot that little aspect on my first attempt with the OP tent.

  • @mattlievens3573
    @mattlievens3573 Месяц назад +1

    I never thought about it before but if there are 4 families living in a Burgage Plot with an artisan extension doesn't that mean all 4 families will be that artisan type, and not available for your normal workforce? Thinking of it that way it might be good to limit those type of back yard extensions to single residence plots.

    • @aboutwhat1930
      @aboutwhat1930 Месяц назад

      I believe you're correct. The only benefit to having 4 family slots with an artisan extension is you consume 4x the raw material and produce 4x the finished goods. Most of the time, you don't need that many warbows or sidearms or shields or whatever that quickly-- but it might be worth doing regardless if you're prepping for war (and short on armament). But after you've maxed out the miiltia and have too many in the storehouse and too many to trade, you ought to change production type (or at least pause the artisan to save the raw materials).

    • @mattlievens3573
      @mattlievens3573 Месяц назад

      @@aboutwhat1930 It would be alright if when you paused the artisan shop those families would join the normal workforce.

  • @SpaceDad42
    @SpaceDad42 Месяц назад +2

    What gold?

  • @robinwolstenholme6377
    @robinwolstenholme6377 13 дней назад

    my manor lord mod wish list⚠
    1 wooden parths that generate passive in come
    2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right
    3 sheep give muton mod 1 muton slaghter house per sheep
    4 calvelry men mod
    5 vilage fair mod - lasts one year then disapiers- 25 to buy mellea event
    [win one jester gives 1 happynes for 1 year]
    50 to buy cavelry joustin event [gives hero for 1 year]
    6 mariage mod for lord and tier 3 famalys
    7 convert well into pond mod fish stoke cost 100 and lasts 3 years
    8 JUISTING FIELD REAGANAL FAIR MOD
    9 orcherd mod
    10 list of tradeing famlys mod
    11 turn well into pond mod [cost 50 to stock with fisg for 3 years]
    12 forced eviction mod

  • @andersrobertsen7610
    @andersrobertsen7610 Месяц назад

    I had 35k in community wealth, but then all of a sudden my exports stopped making money, and all my wealth disappeared.
    Idk wtf happened

  • @dennisbrglum4035
    @dennisbrglum4035 28 дней назад

    I can only set my tax to 10 % or my approval tanks.

  • @lowfpsman
    @lowfpsman Месяц назад

    Wait a sec. There are DOGS in the game???

  • @Ritrippzo
    @Ritrippzo Месяц назад +1

    What happened to Warhammer 3 coverage?

    • @italianspartacus
      @italianspartacus  Месяц назад

      It's on hold until something comes out that tickles my pickle my bro :)

    • @Ritrippzo
      @Ritrippzo Месяц назад +2

      @italianspartacus Thrones Of Decay should be a great reason to return. The community all misses your Warhammer content.

  • @jaye6450
    @jaye6450 Месяц назад

    beautiful game, but once you get into trade/tax making sure you have enough of this or that, the game losers it’s fun aspect…

  • @TheRobotme
    @TheRobotme Месяц назад

    yer

  • @fergiepicachew
    @fergiepicachew 29 дней назад

    Bro .. having a duplex fletcher's shop upgraded to level 3 is the worst economic decision ever. I just make 6 single family lvl2 ( tailor, cobbler, fletcher, brewer, armorer, smith) and NEVER upgrade them.
    Not a good example to demonstrate importance of lvl3 plots. You literally locked out 4 families FOREVER in your game who will never be as productive as your lvl1's even if they give you a small monthly trickle of silver.

    • @italianspartacus
      @italianspartacus  29 дней назад

      I know I believe I briefly said that and that I was just using it as an example in the video :)

  • @Yah7zee
    @Yah7zee Месяц назад

    comment

  • @armchairwarrior963
    @armchairwarrior963 Месяц назад +27

    They should just have 1 money for the whole thing and one manor all your lands the whole map. They should add a head man's building for new villages :p that ties into your manor.

    • @yogertslinger84
      @yogertslinger84 Месяц назад +6

      I don't even care about the different "settlements" having different wealth. What annoys me is having like 700 regional wealth from trading but I have to wait for the manor to tax it 10% at a time before I can use it on mercs etc

    • @cv542
      @cv542 Месяц назад +16

      I like the system as it is lol

    • @skulledbc
      @skulledbc Месяц назад +3

      Thats sounds way to easy

    • @brog_
      @brog_ Месяц назад +5

      go secure a bandit camp. you choose where that money goes. the system makes sense

    • @mattlievens3573
      @mattlievens3573 Месяц назад +5

      @@brog_ In my games it's hard to get bandit camps after a few years, the off screen guy claims lands so fast.

  • @WOW909
    @WOW909 Месяц назад +2

    This games has some great bones. Give the Dev some time to cook, lads and ladies.

    • @MaximusTruth
      @MaximusTruth Месяц назад

      yeah, what's another SEVEN years in the grand scheme of things..

    • @KingKeno777
      @KingKeno777 Месяц назад +2

      @@MaximusTruth Surely he plans on hiring Devs to help him with that Steam influx of cash

    • @Facerip
      @Facerip Месяц назад +2

      @@MaximusTruth I mean the game is playable during the whole dev time AND is getting regular updates so...

    • @mattlievens3573
      @mattlievens3573 Месяц назад +1

      @@KingKeno777 Pretty sure there's been more devs on it for a while since it got picked up by a publisher.

    • @KingKeno777
      @KingKeno777 Месяц назад

      @@mattlievens3573 awesome game

  • @petemisc4291
    @petemisc4291 Месяц назад

    Right now, I think that the way the market functions is way wrong! My job as manor lord should be to have a market, have occupied stalls in the market for food, cloths, firewood and with enough stock, than it’s up to the individual people in homes to go and get what they need, no matter how far away they live! My job is to keep the market stocked! As long as it’s stocked, every family can send out one person to get the food once per week or shoes once per year etc… while that person is out shopping, they won’t be productive for however long it takes them to walk to market and back home. This to me is more realistic and won’t depend on market placement so much which can free the manor lord to build the town with more freedom

  • @hentaioverwhelming
    @hentaioverwhelming Месяц назад

    Regarding the Ox and Horse, is there a point to assigning a family (or two) to the Hitching Post?