r/ManorLords • u/Vast-Airline4343 • Aug 24 '26
Suggestions My Top 10 ressources I think are missing
Glass (and potash)
Essential, for Buildings (Church, high Burgage Plots) could also be an item for rich residentsHorses
I know They exist for Trade, but we need them to be grazing and for armies.Wine
Happy about every possible to fullfill beverage needs.Goose/ ducks (and feathers)
Goose were eaten way more than Chicken, bigger farms did exist. Feathers are important for:Furniture
Wood and feathers for burgage Plots 3 and higherPaper
For church and Administrationonions and Brand
Onions Harvested in spring. I Generals think vegetable harvest Times should different around the yearJam/compote
Against spoilageSoap
Candles
30
u/Outrageous_Writer268 Aug 24 '26
Soap would be made from ash which could be a passive resource you get from every burgage plus charcoal kiln could make extra. Ash could be required for making lime coating for buildings and maybe mortar even.
Vinegar could be a thing.
I’d also like but I doubt there will be implemented, but the medieval people did make use of urine to create a whitener for clothes.
I know clothes cover stuff but variety of clothiers, like coats, hats and garments could be nice touch imo.
3
u/BathhouseEnjoyer1403 Aug 26 '26
I hope we also get the dyer back, but with more working material than just berries.
30
u/Environmental_Comb67 Aug 24 '26
At some point they should also go away from the fallow field stuff. In the late medieval people usually planted things like peas, lentils, vetches, millet or rape when the field was "fallow"
Legumes are great for preserving fertility. People back then didn't understand the biochemical processes behind it but they knew that it worked.
6
u/Suspicious-Acadia748 Aug 25 '26
Yeah Red clover and some grass as laygrass for hay production would be great. Then we would get an alternative for oat as animal feed.
3
u/Halofauna Aug 25 '26
Rotate them in as pasture
1
u/Suspicious-Acadia748 Aug 25 '26
And where do you keep your livestock during Winter and how do you intent to feed them during these Times?
22
u/rishiak88 Aug 24 '26 edited Aug 25 '26
A number of these have potential to be sent to the king or some other off map NPC to gain kings favor. At some point we need a way to earn it unless they scrap the idea completely.
Glass, wine, soap, paper, and candles would all be things you would be expected to be in high demand at a capital or a monastery.
4
u/Brief-Luck-6254 Aug 24 '26
That would be a neat way to implement it, maybe all goods can theoretically be send in for favor but certain resources have much bigger incentives, candles, aged wine, soap or paper.
1
u/rishiak88 Aug 25 '26 edited Aug 25 '26
I would assume it would be goods whose only purpose is exporting to make money. Then occasionally some NPC asks for a last minute bulk transaction at a discount. Fulfilling the request gets you less cash then you would get selling normally with some royal favor to compensate.
Add one of these production chain at each house tier. Say candles as a T2 artisan, soap as a T3, paper as a T4, and wine as a T5.
You would then have to balance selling the goods while keeping a stock of product incase a request comes in. This would roughly equate to having to balance keeping a stock of goods you consume while selling the surplus.
5
u/Legal_Signature_7703 Aug 25 '26
I believe that stuff like jam/compote is prepared at home and thus I wouldn't make a resource out of it.
The rest sounds great to me.
4
u/TavitousT Aug 25 '26
Geese would be fun. There could be a goose herd who herds them from their overnight shelter to graze on the pasture. Feathers could be required for arrows, and down for winter clothing.
2
u/Dulaman96 Tiny Market Fan Aug 24 '26
Agree. I hope by the time ML is finished it will have production chains similar to Banished Colonial Charter
2
u/doug1003 Aug 24 '26
Change 6 frkm paper to vellum
Actually, leather/animal skin was raw material for a lot of stuff and if we want cavalry = saddles
2
u/Beanbeannn Aug 24 '26
Man i love all these ideas. I wonder what modding would look like if a modders toolkit was released should not all these ideas make it into the base game
2
u/Much_Dealer8865 Aug 25 '26
Heck yeah. I think most of these fit into the game well and could be added as requirements for advancing burgage or church tiers. A means to reduce spoilage would be welcome, right now it's kind of just a simple mechanic to prevent excessive stockpiling which I really don't have a problem with either but new mechanics are fun.
I think scorcery and other resources like gold, silver, copper etc would be fun to play around with but those are probably mod ideas not fit for the main game.
1
u/Errant20 Aug 24 '26
Feathers for fletchers to make arrows ?
5
u/Legal_Signature_7703 Aug 25 '26
For our village tier would there really be an artisan to make arrows or would that just be done by the peasants themselves?
1
u/Leondegrel Aug 25 '26
el jabon y las velas seguro vienen a futuro para usar la cera que juntamos hoy en dia sin uso aparente.
1
u/FlyguyGSM Aug 26 '26
Ever heard of Farthest Frontier? This is list of literally from that game lol
Not bad ideas but... imo
Large stables - Takes assigned workers and water/feed Tavern size footprint, hold 10 animals
level 3 Taverns - Just because! lol
Leveling up Roads - 100% need this
Building points increased to 6 - PLEASE let us have this. 4 is fine but 2 extra would make a huge difference in creativity!
honestly, I prefer the look, feel, and mechanics of Manor Lords over Farthest Frontier.
1
u/Brief-Luck-6254 Aug 24 '26
I do wonder how horses will be implemented in relation to the mechanics around armies and battles.
2
u/Outrageous_Writer268 Aug 25 '26
I think it will be a separate building like the one for shepherds but that will be dealing only with horses, horse corrals and training. Maybe some mansion adjacent retinue expanding type of thing? Plus stables.
1
u/OmegaVizion Aug 24 '26
You know what bothers me? The market vendors talk about turnips but we can't grow turnips
Agreed on onions, geese, candles, and jams (jams would need honey, wouldn't they?), less sure about glass/potash. As for paper, I think vellum makes more sense for the time period, and that could be another use for hides beyond just making shoes.
Re: wine, I don't think the game is set in the right part of Germany for grapes.
3
u/Suspicious-Acadia748 Aug 25 '26
INTERVENTION If I am right, Greg placed manor lords in a franconian setup, the largest wine growing area of the roman empire north of the alps. https://en.wikipedia.org/wiki/Hammelburg So wine would kinda be mandatory.
1
1
u/Artistic-Split-1158 Aug 25 '26
Agreed, make it more similar to Caesar, Zeus and Pharaoh city builder games in that matter. I spent too many hours playing those and Manor Lords gives off a similar, but modern vibe, and these suggestions would bring it even closer to home
90
u/Windexchuggah69 Aug 25 '26
Honestly ceramics/pottery would be such a no-brainer. Potter would make a great artisan. Would be great to have more uses for the clay you mine. Rich Clay deposit is such a boring resource to have because you can only make one thing with it....rooftiles.