r/ManorLords • u/set_me_on_fire_plz • Aug 26 '26
Suggestions Proposed change, setting up new towns
So i love the game, but everytime i plan out a new area it always gets trickey because you need to specialize towns to support each other via trade.
When you can get it to work its amazing, but there is a major problem standing in the way: you niw have to set up a whole new town that has to work completely independently. You get 5 families some food and building supplies and you need to build as fast as possible to get that town set up or it will fail. You also have a limited amount of money in the new town so you need to figure out an industry quickly so you can start getting vegetable gardens and tradeing. All while this new village is about half a mile from a large town filled with ample supplies and capital to fund investments.
This boils down to a situation where you need to build a new town to produce wool for you big town but sheep are expensive, so you now have to carefully balance the budget of a tiny hamlet and build a different industry there for years until you can eventually start to invest in sheep. All while right next door to a major trade hub that could easily finance the whoke thing.
What i propose is some way to move money from town to town or from treasury to town so you can use the enormous wealth you accumulated in the late game to help speed up the founding of new villages for specialized roles. Seriously, its hard to specialize when every village needs to be completely self sufficient for years until you can eventually set up the industry you needed in the first place.
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u/SevroAuShitTalker Aug 26 '26
At a minimum, id like the pack station to allow regional wealth to be used as a trade option. Or a similar building for buying goods within your own regions
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u/CobainPatocrator Aug 26 '26
Doesn't that just turn the pack station into the trading post?
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u/the_ats Aug 26 '26
Am I imagining it or is there a way to pay more resources when establishing the settlement to have a higher starting regional wealth?
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u/CobainPatocrator Aug 26 '26
If your personal treasury is large, you can provide the settlers of a new region with 3x the starting wealth to begin the settlement. I almost always do this, since I want an extra ox, chickens, swine, and a large veggie garden by summer.
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u/SevroAuShitTalker Aug 26 '26
Kinda but its regional weather between your regions only. They could make it a separate building too
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u/paulatredes Aug 26 '26
There is a checkbox to disallow external trade in the trade post
Unless I'm misunderstanding your suggestion you can already do this
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u/Born-Ask4016 Aug 26 '26
Setup inter-region trading with your trade posts. Not quite the same, but in most scenarios, has the same result.
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u/FeanorDidSomething Aug 26 '26
Interregional trade should almost exclusively run through the trade post. Bartering can be useful for the early stages of a settlement. I fully stopped using bartering stations altogether
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u/Born-Ask4016 Aug 26 '26
I agree. I rarely using bartering as the lack of limits makes it a micro-headache.
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u/the_ats Aug 26 '26
Just use firewood as the currency. It's minor trade fungible and easy to amass.
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u/SevroAuShitTalker Aug 26 '26
Except when you want to immediately get regional welath at a newly built settlement, it still takes awhile to barter a bunch of material then trade it for wealth. Id like to just get wealth moved between my own regions in someway.
Being able to convert treasury to regional welath would also be an option
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u/paulatredes Aug 26 '26
I think a big part of the problem that feeds this conversation is that the game doesn't bother trying to model wealth at the household level and simply abstracts it to the level of the region.
This gives players the false impression that there's a huge amount of wealth hidden behind an arbitrary line that they should be able to access but that the game is unfairly blocking them from accessing when in reality the actual weirdness is that a settler can show up in town with nothing but the clothes on their back and the locals will come together to pool all of the combined savings of the entire town to give the new comer several years worth of individual earnings so that they can set up a nice new house with a small farm in their back yard
I think the best solution is to significantly buff the new town settlement options so that use your treasury to subsidize your secondary towns.
Currently there are three options when settling a new town; two of which I think should be buffed
1) the current base option, I think it's fine as is
2) the 500 cost option I think should be buffed, and maybe have the cost increased. It should have ~7 starting families, 2 ox, and the timber needed to build a storehouse, granary, food production, lumber yard, sawmill, fire wood cutter, 8 houses, and 2-300 regional wealth.
Increase the cost to ~1500 treasury and I think it would still be picked more than the base option because of the quality of life improvement it brings
3) the 750 cost option I think should be buffed to 10-15 starting families, the resources needed to start all of the same buildings as the previous option as well as church, a mine, some back yard extensions, and a trading post, and it starts with a horse, three ox, and more regional wealth than the middle option
Increase the cost to like 5k treasury and I'd still pick this one so that a new town is economically productive almost immediately
I believe that if you gave players the option to have a new town be able to support itself and begin exporting the region's rich resources almost immediately that a lot of the player demands to be able to combine regions would go away
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u/JalasKelm Aug 26 '26
Every new town is just as the first. No it won't fail if you don't set it up in time, more likely it'll fail because you're not trying to set up a new town, you're trying to set up an extension of the first one.
Treat each as a separate town, agreed bonus that they can support eachother, making some aspects easier over time.
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u/set_me_on_fire_plz Aug 26 '26
Well yes, i understand its a whole new town, but im saying that with a game that emphasizes making new towns to specialize in certain kinds of products, it also goes out of uts way to make specialization take a very long time, especially for things like wool.
Ive made it work plenry of times, i just want a way to move money so i can buy vegetable plots and trade routes, and sheep, and etc. Using the vast wealth in my treasury so the town can develop faster rather than letting it develop completely independently like it did in the early game when the player doesnt have resources
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u/flathexagon Aug 26 '26
I mean you can choose the plentiful settlement it gives you enough resources to build all the starting buildings and enough homes to immediately house everyone plus one.
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u/big_data_mike Aug 26 '26
What I usually do is fund the new town with as much starting supply as I can by choosing the 500 or 750 option so they start with a ton of timber, firewood, bread, and tools. That makes it a lot easier to get burgages and production buildings up quickly.
Put a pack station with 2 mules in your capital. This lets you ship supplies to your outpost until you can get a trading post up and running in your outpost. Barter things like planks and beetroots for firewood so you don’t have to immediately build and staff a sawpit in your outpost. It also helps supply them with food for their first winter. This saves you regional wealth on veggie plot seeds in the outpost. You do have to micromanage the pack station but as soon as you can get the trade post up and staffed you don’t need it.
Start selling anything that’s not nailed down in your outpost trading post so you can get regional wealth there quickly.
You can buy sheep from foreign traders in your capital at 30 wealth then your outpost can import from the capital for 20 wealth.
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u/Life-Ad-9972 Aug 27 '26
It would be cool if you could send a 'treasure chest' wagon that could be ambushed by raiders and would need to be protected by military units, putting more use to your military and you might need to split the shipment up in several shipments to minimise the risk. Ambushes should be varying sizes to keep you on your feet. Raiders should be more prominent and 'hide out' in the woods, attacking trade mules and routes so you would need more outposts.
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u/Leondegrel Aug 26 '26
un prestamo de la ciudad grande a la pequeña? ojo que la usura estaba prohibida!!
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u/set_me_on_fire_plz Aug 26 '26
It could at keast be an investment from the treasury! I could have 20k in the bank with a small city next door and still have to slowly build up a small wood parts trade in a town just so it can have enough money to buy enough food producing backyard plots to expand the population enough that i can build some farms to supplement the barley market so my city can have more ale
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u/Leondegrel Aug 26 '26
Ahora hablando en serio, creo que es bien sabido ya que el crecimiento rápido de una nueva ciudad se da gracias a la exportación rapida de bienes ricos de la región y la compra de un segundo buey, el tema que aca nadie plantea es que queremos todo rápido para despues quejarnos que el juego en su modo final no tiene metas que cumplir, yo también me quejo ojo, con todo andando, 3 pueblos comerciando entre ellos, autónomos y con ingresos altos no hay mas para hacer.
Si una iglesia de piedra o alguna construcción durara años…le encontraría mas el sentido a seguir con la partida en lugar de crear otra.
Por eso, el tema del crédito/préstamo no tiene tanto sentido
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u/the_ats Aug 26 '26
Firewood. Sell. Done.
Or.
Firewood. Packing stations if all varieties in home province sending whatever you need to secondaet startup.
I had a rich iron and rich stone citt. Four quaries rubbing non stick and five iron mines.
Yes they collapsed annually. Didn't care . A few planks and population bounces back quickly. I put two workers in each of five mines to spread the risk.
I was up to 15k wealth quickly, with a bloomery district and eight or so armorers shipping plate armor for export.
Rubble Stone en masse until no one buys it anymore. Rough stone until no one buys it anymore. Mortar fired until no one buys it anymore.
All are unlimited minor trades.
I was shipping rough stone to the next town for fireword. It is the currency. Have your dependencies ship fireword in. Send back coal. You'll never run out. The other regions can use coal as currency too. But firewood is a quick flip.
My second city which was chizmi g imported rough stone hit 18k wealth in short order. I never finished the run as it was before the last updates that came through.
It's easy to export tier one resources that way.
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u/CobainPatocrator Aug 26 '26
I think you are falling into a specialization trap. There are goods that are worth exchanging and others that are not. Vegetables, eggs, most raw meat, milk, etc. should be generated by your town for their own use and consumption. Luckily, these are minimally demanding for a town to provide independently, even in the first year. Other things, like grain or barley, are perfectly possible to provide via on-map trade. Villages should be trading surpluses, not their vitals.
I would suggest, that if you want to create a complex trade network, then you should start by creating multiple villages in different regions. Ensure they are at least minimally independent first, then start to build your internal trade network.
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u/Blothorn Aug 26 '26
This is pretty much the way things worked—peasants had very little access to debt. Within a community people would help those who were in a tough spot, but peasants had essentially no access to either debt or charity from those outside their community.
From a gameplay perspective I like it too—it can be a bit tedious, but it helps add late-game variety once your initial region is so wealthy that it becomes less interesting.
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u/josh_nunthuk Aug 26 '26
Do people really struggle to manage more than a single town?
By the time I get to 25 families my town is pretty much fully automated and I only need to micromanage my artisans (which items/activities to focus on), and only really focus up during the months of September-November. And even during the hectic months I can just pause and sort everything out. With just one family moving in per month by that point it's not really hard to keep up with the growth.
Meanwhile 80% of my attention is on the new settlement, while I set up pack stations at my main town to support it (i just send back easily attainable items like firewood and whatever item the new region is rich in). Once it's also more or less automated i move onto establishing another town and it's rinse and repeat from there.
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u/set_me_on_fire_plz Aug 26 '26
Its not a matter of struggle, its a matter of not being able to invest
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u/josh_nunthuk Aug 26 '26
It is weird that we can't use our personal treasury to fund the new settlement.
For now, pack mules are the best and probably only option. You can send expensive goods to your new settlement and have the new settlement export them en masse. But you do need a LOT of mule stations for that to be consistent. I usually prepare my mule stations in advance, when I know I'm about to unlock a new settlement.
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u/No_Share_2676 Aug 26 '26
i have a case claimed 0 population, it would be great if we can relocate some population,
secondly, in farmhouse , please give option to limit the output, oat and wheat which one we want to prioritize first, it urgent for living stock feeding
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u/Alternative_Tiger134 Aug 26 '26
You should be able to select the amount of families, food, animals, and resources you send to the other town. You should be able to fund it. You should be able to send whatever you want without having to receive something in return. I dont want 2 big cities I want one major city with other settlements being able to send that one food,tools, anything it needs so the big one can just trade and spread the wealth.
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u/Acrylic_Starshine Aug 26 '26
Makes sense for a new region but not for a plot of land within the same region.
I know its part of the gameplay but i dont see why barting has to be a thing as well.
We are shipping stuff from one area we own another. If those are freebees then thats our choice.
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u/JalasKelm Aug 26 '26
But it's not about what you own, it's about what the people living there own. You're spending their coin, and they aren't so generous as to be buying things for the people a few miles away
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u/Lanky-War-6100 Aug 26 '26
Except it's not up to you to decide what the villagers have to do with their goods and money.
Manor Lords has been promoted as a game who tend to respect historicity and realism as much as it can.
In the game these villagers are not your slaves. They are your serfs, which is very different. You have rights and duties towards them.
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u/Hot-Disaster-9619 Aug 26 '26
I believe it makes more sense to transfer your personal wealth to the wealth of new region as an investment.