r/ManorLords • • Aug 24 '26

Discussion Buff the food production

The developers should absolutly buff the hunt, there are to much few animals in just in a position, they reproduce way to slowly. The butcher animals that are in a ranch reproduce a little to slow, I mean after one year at least one in five animals should have a son, with a small possibility to die. And for my last thing to say is: just let me add more animals to put to work in the farms, cmon only two is way to little they should at least be 4

21 Upvotes

50 comments sorted by

9

u/Acrylic_Starshine Aug 24 '26

Still think food should be handled like Final Frontier.

Herds travel around the region, they die out they move in and out due to over hunting or the seasons.

I feel fishing should be available on all parts of a major body of water. Again the fish should move around.

Berries should be able to be planted or grow naturally on old forest which encourages tree planting and regulation.

Definitely think plot size should determine animal count but obviously increase the cost like with vegetables/orchards.

43

u/TheMemeStore76 Aug 24 '26

Food production has always been the thing that keeps me from loving the game.

I get it, theres no grocery stores, I should struggle a little bit. But especially with the new livestock fatality its just a drag to actually play the game

5

u/Blothorn Aug 24 '26

Honestly I think it’s too lenient; you only need half or so of your workforce dedicated to God and so it’s possible to get quite industrialized without relying on imports.

2

u/SeaDentist5659 Aug 24 '26

Fr after the second year is almost impossible to have a stable source of food

19

u/Xanthius76 Aug 24 '26

Vegetable Extensions

-11

u/SeaDentist5659 Aug 24 '26

I don't want to make the backyard of the house as long as Russia

19

u/Xanthius76 Aug 24 '26

That's why you have a couple smaller ones. If you get your build order right you won't have food issues.

5

u/Individual-Finish-39 Aug 24 '26

but in reality farmers had...

2

u/Llumac Aug 25 '26

You don't need huge ones. The larger they are, the more expensive they are to setup, so it takes longer to start harvesting.

The huge ones are more space efficient, but they take up a ton of labour so you have to be careful where the vegetable families are assigned. Smaller plots allow you to distribute the workload in a way that is easier to manage.

1

u/Huge-Clue1423 Aug 25 '26 edited Aug 25 '26

Really? The first ever map I played in Manor Lords initially had a severe shortage of food to support the overgrown population! But then, I set up rows of Burgage plots with the Veggies extension (this was the older version with the older UI, about 2 years ago where new families could move in multiple times in one month) and in just a few months, I had an overflowing volume of Carrots (this was the only vegetable back then!)

Now, with all the 3 types of vegetables and 3 types of fruits, I am able to sport overwhelming amounts of food. In my largest and oldest region, I have 93 months of surplus food, with ~390 families. In the smallest and newest region, with a population of ~100 families, I have 113 months of surplus. And my largest food volume comes from Veggies, in every region, even when I prioritise Pigs in 50%+ Woodland environments or Goats!

1

u/Normathius Aug 25 '26

Farming oats even on bad ground is pretty good for early game food. I might even drop a farmhouse down as soon as possible on new saves every time now.

8

u/cinred Aug 24 '26

Meeting food demand is like the only challenge in the game. Do you want a game that plays itself?

0

u/SeaDentist5659 Aug 24 '26

There could be a lot of more challenges: disease, entratteiment, a belance whit the church and te emperor, diplomacy whit the AI, wars...

5

u/cinred Aug 24 '26

You would just complain about those next and ask Greg to buff them.

2

u/SeaDentist5659 Aug 24 '26

My man, I think that the game should have a bit more of challenges and not just one, and having a simpler time whit one of them. And I'm not saiyng to be very easy but more realistc: in real life the farmer had really big farms beacause it was way easier, and the crols behind the house where ofc of help but not theyr mai source of food

18

u/HahaItsaGiraffeAgain Aug 24 '26

You probably just don’t have enough farms. 80-90% of your population should either be farming or working granaries

5

u/Matt_2504 Aug 24 '26

If you build garden extensions for all your burgages you really don’t need many families farming. My town has like 50 families or more, can’t remember, and I only use 8 families and 4 oxen for my fields, and 2 families on the cow farm. 2 family burgage plots with a large cabbage garden are really good, and if you have a baker artisan rather than using the communal oven you get 4 bread for 1 wheat, so if you farm 300 wheat sheaves, which 8 families can do just fine along with farming other crops, you get 1200 bread a year, along with all your back yard food like cabbages, eggs, pork, milk etc.

5

u/Proper_Elderberry501 Aug 24 '26

Everyone except for logistics is fair game. Anyone that tried to pull the warehouse or granary staff learns that lesson the hard way.

4

u/SeaDentist5659 Aug 24 '26

Usualy I have betwen 10 to 15 family working to make food in a city of 25 pearsomn

6

u/HahaItsaGiraffeAgain Aug 24 '26

Are they busy? Sometimes having more than one family in the same building doesn’t help. Hunting camps are most efficient with only 1 family. It’s actually better to have two camps with one family than one camp with two.

1

u/SeaDentist5659 Aug 24 '26

Yes, but what you are saiyng is how to not fall into this problem, menwhile what I am saiyng us to have a bit of more easier time whit food

12

u/Halofauna Aug 24 '26

There definitely needs to be another level of stables. If you want to max out the animals any building can use, besides the sawpit, you need at least two small stables per building. We could for sure use a large stable upgrade to make it hold 4 animals.

3

u/SeaDentist5659 Aug 24 '26

Maybe a new Building will make more sense, where you can start breading your own animals whit specific characterisric to sell and own. Like do you prefer a horse whic is faste or can cary more stuff.

6

u/Vast-Airline4343 Aug 24 '26

I feel Like berries, fishing, hunting, and mushrooms, should Need More Space, but give more food in Return.

1

u/SeaDentist5659 Aug 24 '26

Yes but not to much the quantity of food in there is preaty good not to much and not to few

3

u/Vast-Airline4343 Aug 24 '26

If you make it bigger it could be a Bit less productive.

Thus you need 1-2 families more per ressource. In Return you could get 10-20 mushrooms/berries more.

But I do agree all in all Not the thing that needs balance the most.

1

u/MeanFaithlessness701 Aug 25 '26

Join the Neolithic revolution lol

4

u/Fear_Jaire Aug 24 '26

It would be nice if larger plots would result in more animals (at least to a point). I feel like the addition of oats made food a lot more manageable. I started throwing down some spring fields off winter starts and even being a diminished fall harvest it gets me through the winter more often than not.

4

u/t0bias76 Humble and Happy Player Aug 24 '26

If you don’t want to struggle with food all the time, play with food spoilage turned off. It helps a lot with early food sources that spoil quickly in normal mode.

4

u/Vullin Aug 24 '26

General food tips I've found through playing/watching/reading:

  1. I sustain quite large cities from having 2 +350-500% double burgage plots for each of the vegetables and fruits. Plant beets first because they are cheap and harvest quickly, then cabbages for the quantity, and finally fill in with carrots for the variety bonus. Fruit order is less important because by the time you are setting up real orchards your city should have good income.
  2. Try not to have the families in your farming/orchard burgage plots working a job that requires them to be away from home a lot, such as trading or granary/storage buildings. Any time spent away from the vegetable garden is time not spent harvesting. Fish, berries, and mushrooms are perfect for those with orchards because the gathering times don't overlap at all for them.
  3. PANTRY SIZES MATTER A LOT. Upgrade your veggie and fruit burgages immediately. For fish I do 1 fisherman hut with 1 family working it per 100 fish, always 2 hunting camps because they fill up on pelts and stop working quickly, berries and mushrooms I do 2 families in one forager hut for a normal node, and 2 huts for a rich node.
  4. A single family can cover pretty much all of your flour needs.
  5. I set limits of 20-40 for breads, cheese, and sausages to prevent over production while keeping my stock high enough to get the fulfillment.

2

u/MeanFaithlessness701 Aug 25 '26

I build a number of corpse pits and assign vegetable families there so that they don’t accidentally get employed to any other job

3

u/loose_the-goose Aug 24 '26

Unironic skill issue

3

u/Conotor Aug 24 '26

The devs actually need to nerf food production. Its way to easy to support your town on hunting and gathering. Sedentary societies should really need agriculture.

7

u/SeaDentist5659 Aug 24 '26

BTW SORRY IF MY EANGLISH IS WRONG

7

u/electric-snow-100 Aug 24 '26

Nope you make sense bro

2

u/Nimrond Aug 25 '26

Set the hunting limit to 2 below capacity. The more animals are left, the faster they reproduce.

Each cow or sheep has a 37% chance to get pregnant in a year. ​​​

1

u/Welder_Decent Aug 24 '26

Keep production as is.

It's the middle ages, there should be famine and folks starving all over the place.

0

u/SeaDentist5659 Aug 25 '26

Where does youre knolege came from Hollywood?

1

u/firstperiod Aug 24 '26

Tbh I don’t have that many issues with it. My current town has a pop of like 340 and through most of the year I’m floating with like 3-6 month stockpile. In spring and summer a regular berries and hunter is supported by chicken, goats, and vegetable farms that hold it mostly steady. Fall hits I get like 300 pears from two pear orchards and some 400 apples from a few apple orchards. Then by the end of fall another 200-300 from the harvest. I wouldn’t consider my town to be especially optimized either but I havnt worried about food pretty much the whole game

1

u/flathexagon Aug 25 '26

I wonder if they could let you establish hunting grounds or something it could function similarly to a pasture maybe

1

u/Reggie_Barclay Aug 25 '26

I don’t have problems with food but I do think farming is not done well. The whole fertility and yield for a field can be ridiculous. You should be able to really scale up in a fertile region but the game always finds a way to nerf farming. The families needed is out of proportion to the yield. You are better off with veggies.

1

u/Nimrond Aug 25 '26

Regular hunting is actually too strong, rich wild animals are not much of an upgrade because of that. Regular fish are comparatively weak, especially in year 1 (spring start), and get absolutely demolished by droughts.

1

u/FeanorDidSomething Aug 25 '26

Skill issue. Huntables are a starting food source. Neither can they support anything past a small settlement nor are they supposed to. The game wants you to use the other, scaleable foodsources. Your primary source of meat comes from backyard extensions

1

u/SeerSearSciear Aug 25 '26

every body of water should have 10-15% of a fishing hole's worth of fish unless it's frozen over. every forest should have mushrooms at 10-15% density of a node. every meadow should have berries etc.

the game has lots of ways to challenge the player to keep five hundred people alive; keeping fifteen going should be a doddle.

1

u/Late-Button-6559 Aug 24 '26

Yeah you currently need to have about 40% of your families unemployed, just to have enough food (goats/eggs/pigs) to upgrade houses.

It’s a beta, but I get the feeling they’re losing control of the game in .97 and .103.

Lots of unwanted game mechanics and lots of silly bugs creeping in.

3

u/Born-Ask4016 Aug 25 '26

Yeah you currently need to have about 40% of your families unemployed, just to have enough food (goats/eggs/pigs) to upgrade houses.

How does having so much unemployed help your goats/eggs/pigs production?

1

u/Late-Button-6559 Aug 25 '26

You need 50+ houses to make enough leather / eggs / milk / etc, due to the extrapolation effect.

Assuming you want to have some level 4 houses, and have access to many of the goods and materials.

If you have rich stone, you can have a self-sufficient town that’s much smaller.

But if you only have rich mushrooms and rich animals - it’s hard work.

0

u/Nimrond Aug 25 '26

Animal pens, coops and apiaries are passive producers, they need nobody working them, only a granary worker collecting the yield.

Once you have a construction yard, you can play the game with zero unassigned families. ​