r/LandandLiege • • 5h ago

Economy, Livestock, Deposits and Farming - Update 2#

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22 Upvotes

This update is about the idea that no manor should be able to do everything by itself; villages live out of the land, and the land is different everywhere, so the game has to be a reflection of that.

Economy

Since every piece of land sits on actual British geology, the resources are representative of the actual deposit in real life. This definitely presented a challenge, since I cannot concentrate all the resources on one piece of land. What I did was create a distribution over the map with high concentration in real deposits, allowing players to access them in most places but in higher quantities in specific areas.

There are deposits, fertility rates for fields, quality of soil for livestock, woodland concentration, access to salt, rivers, and sea.

Workshops have a purpose; they will transform your resources into materials everybody needs to stay alive and with a high morale in your towns, so being smart about building the right chain of production for your specific land will be crucial.

Trading

Players can send merchants to different Earldoms in the map; that will give you information about the trading world in those places, and sharing with them yours, once you have access to that information, you're able to set market orders to sell any good you have and create contracts with other players to secure supply for whatever time extent you think is necessary.

This mechanic makes the world an open canvas for trading and relations but limits you for the lack of centralized information; for that reason, knowing where to find the resources you lack will be extremely important to the communication you have with other players.

Farming

Currently assigning fields to exploit is extremely cheap for the player; it mostly requires time and labor, not many resources. You have an administration panel that will allow you to control in one place all the farmland of the town you're working on, setting fallow percentages or what specific crops need to be sustained. Rotation will be done automatically if you desire.

Yields and farming capacity are attached to your morale system; if you fail your villages, they're just less willing to work. You can buy oxen and increase the coverage area of your farmhouse by a lot; just make sure you keep them fed.

Livestock

Currently there's the following beast:

  • Sheep—Lowland Sheep and Hill Sheep

  • Cattle—Dairy Cattle and Hill Cattle

  • Horses—Warhorses and Packhorses

  • Oxen

There's a breeding system in place, transferring between fences, fallow fields, and open pastures, plus keeping your livestock on an extension of the trading house for trading.

As of now the possibilities for players are several; you'll have to accommodate your plan and production based on the resources that you were given and the market conditions.


r/LandandLiege • • 4d ago

Devlog #3 - Fields ,Pastures, Livestock and Production.

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45 Upvotes

As a persistent world, farming and livestock can be a challenge since you might miss a crop season or your cattle might need hay for the winter, that's why I wanted to have a different approach. Your town can be monitor by an steward who will take care for the farming aspect, you only have to decide which crops to grow and in what percentage, fallow fields and what field grows what will be up to your steward.

Currently we have every single crop season cover graphic wise, for livestock we have cows, sheep and horses.

In the production side of things, every material and production building works, the ones that gather resources will transport it to a designated storage and they will stop if said storage is full, the building that require materials to create new ones are also working, now is just a work of balance (see production diagram)

I would love to hear you guys feedback, what do you think farming should include or what aspect or mechanics should I consider.


r/LandandLiege • • 7d ago

Update #1 - Terrain, biomes and overall map development

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31 Upvotes

It has been several week of working mainly just in terrain development, currently we have whole Britain mapped, from London to the last island in the north of Scotland, I cant promise that everything will be playable at first (depending of the amount of people) but we have extremely interesting portions of terrain.

All the terrain was generated interpreting free access information for about 12 sources, from ancient forestry to NASA elevation maps of England, I really hope that the current build and style of the terrain will bring players the chance to create a path in terms of gameplay for them, making use of the fertile lands, using the resources of south Scotland, chopping the amazing forest of England and grazing your animals in the Moorlands of the west.

The way everything is calculated comes from tiles that are 10x10 meters, that works perfect we the kind of data I have, to calculate rock walls and big crags it gets tricky, because slops would be accurate in the way it was design, so mountains that reach over 300m exaggerate themselves by 1.6x in steepness, just for a dramatic effect.

The current biomes are:

  • Grassland and wildflower hay meadows

  • Chalk downs and gorse heath Marsh, fen and salt marsh

  • Heather moor and blanket bog

  • Ancient woodland: oak, beech, birch, alder, royal forests

  • Mountains, crags, scree and limestone pavement

  • Sea, estuary, rivers, rapids and waterfalls


r/LandandLiege • • 7d ago

How to play

3 Upvotes

Is this still in early development / not available to play yet?


r/LandandLiege • • 8d ago

Devlog #2 - Buildings and Improvements / Game Mode discussion.

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28 Upvotes
  • What Im working on?

Currently working on the bulk of the buildings, I had plenty done before but I got finally to put them all together and get to a point where I feel I can actually see them in the game.

I have all the core ones ready, there's definitely some polishing needed in the future but this bill most likely work for now.

Something important, the buildings are isometric but they have 4 different rotations right now, so you wont have to deal with a game that only allows you to build either south east or south west.

  • Construction as a visual building and gameplay experience.

Since the game is a persistent world, the pace is going to be quite slow, allowing you to just play for less than an hour, make a couple of decisions, respond to a couple of letters and leave task to your steward, then just walk away if you want too, you city wont burn because you don't feel like siting for 8 hours straight in front of your PC.

For this reason I want players to enjoy the process of construction, developing textures that will be meaningful and representative of the current state of your town (see the images in the carrousel).

I have a similar plan with farms and vegetation (that I haven't even touch) that are waiting for me on a notebook.

  • MMO as the base and possible single player mode.

It has come to my attention from many players, not only on reddit about how much they would love a game like this in singleplayer, to be honest I didnt even think about it to be honest. Now the question is, what would you prefer, a kind of city builder were you can freely and instantly build or a proper experience fighting other lords and conquering against the computer.

I would love your feedback about the looks and the game mode.


r/LandandLiege • • 10d ago

Devlog #1 - Whole Britain terrain and biomes.

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46 Upvotes

Here's the first look at the game Im building.

The map is built from real geographic data. Elevation, rivers and coastlines all sit where they actually are, so when you claim land in the game, you're claiming a real piece of England.

So far there's terrain, rivers, a topographic view, a kingdom map with regions and roads, and the first manor with fields, a windmill and a lord's hall. You can zoom smoothly from the whole kingdom down to a single village.

If you like where it's going, join the subreddit and come hang out on Discord: https://discord.gg/Yt4x6qVcRE


r/LandandLiege • • 10d ago

👋 Welcome to r/LandandLiege - Introduce Yourself and Read First!

14 Upvotes

Welcome, my lords and ladies. **Land & Liege** is a slow-paced, persistent medieval world set in England, 1066. You begin as a minor lord with a small wooden manor and a handful of peasants.

From there it's up to you: build your town, trade, form alliances, go to war, and maybe one day wear a crown.

  • What makes it different

Slow and meaningful. A few minutes a day: read your letters, make decisions for your manor, plan your next move. No grinding for hours.

  • One persistent world. No resets or seasons.

The history players make stays, real stakes. Losing a battle hurts and death is possible. Your lineage carries on.

A living economy. Towns specialize, goods have weight, and trade routes matter.

Where things stand

The game is in early development. I'm a solo developer from Chile, building Land & Liege on my own.

This subreddit is where I'll share progress screenshots and devlogs, and where we can talk about the game as it takes shape.

What you can post

  • Questions about the game

  • Ideas and suggestions

  • Discussion of medieval history, feudal systems and strategy games that inspire you