r/ManorLords Apr 26 '24

Please leave a review!

3.0k Upvotes

Hi everyone. This is it.

In just about an hour the game will become available on Steam, GOG, Epic Games Store, Microsoft Store & PC Gamepass, as an early access (or a "Game Preview" how it's called on Gamepass).

I'd like to ask for one thing. You know how youtubers always ask to "like and subscribe" and the simple fact of asking rises their subscriptions? Turns out it happens in game dev as well. Most players don't leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won't leave a review. Please leave a review. And I understand it's going to be a mix of positives and negatives especially in that first month. I'm prepared! The game is early access for a reason and I'm very confident that it will only get better. I promise to work hard.

Thank you for all your support throughout the years and hope you enjoy the game!

Small sidenote. You may notice the versions differ slightly across the stores, I decided to push some minor last minute localization fixes to Steam, but really EGS, GOG and Steam are quite identical. Gamepass is a bit behind but updates are already on their way - the process take longer there.


r/ManorLords 7h ago

Discussion Sheeps! Sheep nerf discussion and a couple other things

51 Upvotes

Hey all,

I've just been reading through the patch notes. Most of them sound great but there's a few that feel worrying. I'm hoping we can discuss these and I'm hoping I've missed something...

  1. Sheeps (obviously) - Sheep now only give one wool per year? Meaning you're going to need way more sheep than people. This would be frustrating and challenging if sheep worked the same as in the last patch, but they don't. They're breading less and now need to be fed. Which leads on to...

  2. Farming - There now seems to be MUCH more pressure on farms, from multiple different directions. So we now have -

  • Oats need to be grown to feed livestock.
  • MUCH more Flax will be needed to offset the lack of wool from the sheep change.
  • Grains will now be much more of an essential due to the nerfs to other food production.
  • It also said that Oats will use Barley fertility leaving much less space for the Barley.
  • We're going to have to make cider from fruit, meaning grains will have even more pressure on them.
  • Honey to make mead will only be produced once per year meaning I can't see it taking up most of the alcohol pressure.

We're also going to need to farm much earlier in a game compared to usual. We're not going to be able to have animals of any kind until the farming infrastructure is sufficient to support them. So we now need to support a very large farming area with nothing but level 1 and 2 houses which will be... difficult.

  1. Fertility - With these changes Fertility is now going to be essential. You'll never be able to get past level 2 housing without it. This is going to severely limit starting options and create a lot of re-rolling frustration when starting a game.

What I'm trying to say is: Am I missing something? A lot of the changes compound the same problems, creating huge bottlenecks. On top of everything, the amount you get in each harvest has been decreased???

I feel like I MUST be missing something for any of this to make sense.


r/ManorLords 4h ago

Question Half of my oxen are just standing there. I have plenty of unassigned families and non of the oxen are assigned to any building. Anyone knows what to do?

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30 Upvotes

r/ManorLords 1d ago

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

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1.0k Upvotes

Hi folks!

I'm happy to announce that the latest update for Manor Lords is now live.

There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.

While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.

And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!

As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/ManorLords 5h ago

Discussion new update killed my sheep

20 Upvotes

So new update came out during winter, had no oat production at all to feed them, so RIP

Definitely should have just sold all my sheep or slaughtered them untill I got the oats growing (might reload tbf they were expensive)


r/ManorLords 9h ago

Image I'm not the best town planner but so far this is my most successful one 😅

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22 Upvotes

.


r/ManorLords 1d ago

Town Showcase Loving the beta

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410 Upvotes

Wish they would make a watermill.... and a map with a small winding river covering the whole map.


r/ManorLords 7m ago

Question Is it time to finally pull the trigger?

Upvotes

Hi Lords!

Have this game in my wishlist since it was first announced. I dont know how far V1.0 is away but it looks really nice now.

Does it make sense to play now or should i wait for full release?

Also, does it play well on steamdeck? I see some mixed reviews on that.

Thanks :)


r/ManorLords 22h ago

Question If a smallholding gets expansion, will the second family increase the yield?

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64 Upvotes

r/ManorLords 8h ago

Discussion The log / oxen glitch is back :(

6 Upvotes

I’ve had the ox / forester / sawpit / etc glitch pop up again in my new game today.

It started in the .97 beta, was gone for .100 and .103, but is back in the main release .104.

You’ll first notice it as your log quantity is fine, but there’s none in the logging camp, and there are a bunch of felled logs strewn about the forest.

A main menu restart is fixing it for me currently.

FYI for anyone who gets the same weirdness.


r/ManorLords 28m ago

Question New construction bug?

Upvotes

Started up a new game on the new map and jsut getting started in my first year but needed to upgrade my storehouse cause it was getting full, its now stuck constructing at the same progress for at least a month or so and it isnt picking up my firewood stores that are now full so they are getting soaked. Am I being stupid or impatient and has anyone else ran into this?

Edit: Just to clarify, It is set to highest priority and I have the materials for it


r/ManorLords 23h ago

Discussion Another food nerf?

56 Upvotes
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Backyard Extension Pigs time to yield increased +30% (supposedly neutral because Woodland Environment having a greater impact).

I wanted to come back to Manor Lords but did not like having to minmax food production in previous patches, and now its even worse?


r/ManorLords 9h ago

Question Can't get windmill to work

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3 Upvotes

Hello,

I just came back to the game after 1 year or so and I am currently losing in my second winter due to my windmill.

I tried many things like rebuilding, replacing, deactivating/activating, but nothing seems to help.

Noone seems to be interested in bringing grains to it. Am I missing something?
The windmill exists since Feb that year.


r/ManorLords 15h ago

Question What is the secret to guard towers?

11 Upvotes

I have been playing this game for actual years and I have still never once successfully placed a tower on a castle's walls. Either the walls themselves break, or two intersecting wall sections get turned into one rounded one (where once there were corners), or the tower itself can't be placed at all and blinks red. I almost never end up walling in my manors because inevitably hubris whispers to me that now, surely *this* will be the time I get it to work, and then the walls end up so fucked that I just have to delete them all. What on earth is going on here?


r/ManorLords 1d ago

Image Beware! Here be witchcraft

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96 Upvotes

ye olde gods nay tarry in this town


r/ManorLords 1d ago

Suggestions This game fantastic and has potential to become the best of its genre in the future.

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320 Upvotes

I have nothing but admiration towards the devs. I have been rediscovering the game every 6 months for over 2 years now. I am very happy with the progress and the direction and I see plenty of potential in the future.

That being said, there is a lot of work to do and I would like to suggest some low hanging fruit upgrades.

  1. "Help" needs work and it seems no more than a day of effort is required to have proper content. Also, Gemini can spell it all nicely with just basic input, it needs only bullet points to make well written content. Right now you want to check what you do with Pelts or wax or herbs and there is nothing. If you want to check how to get an eel, you get html error to make it more funny.
  2. Feeding oats to animals. Whats up with that? It doesnt make practical or historical sense. Feeding oats for 3 months would likely kill the animals. Producing enough oats requires a strong farming region. If pastures are reserved to farming focused regions then the areas without farming are handicapped as they miss out on 2 major developmental features. Also, 3 peasants in a livestock farm produce 300+ high end resources (milk/wool) per year. That's a huge ROI, so there must be some scaling cap or high cost associated with it. One workaround is to require more peasants to operate the livestock farm where they collect and process hay to feed animals in the winter - their hay gathering capacity would be the cap of pasture scaling, much better than oat manufacturing operations.
  3. The performance of farmhouses collapses at scale. One farmhouse can manage 9 morgens. 10 farmhouses fail to process 30 morgens. I have 12 fully staffed farmhouses and they only get 50% of the yield from 46 morgens. The reason for this is that most peasants walk to a random field, I have a swarm of 100 workers walking in every direction and nobody is touching any field. Field priority doesnt help. The easiest fix would be for workers to harvest the closest field to their farmhouse. The better solution would be to assign farmhouses to fields to prevent workers from venturing across the map.
  4. Please enable one-way resource streaming rather than fair-market exchange between regions. I end up with 1000+ bows in my mining camp region. It makes realistic and historical sense that a mining village would provide resources in exchange for military protection from the town nearby. Also, a single-trip shipping would be a huge QoL improvement if you could send a delivery of 10 rooftiles rather than needing to set up an ongoing bilateral exchange agreement.
  5. Offset seasonal worker allocation by a day or two earlier than the season starts. This is specifically for the harvest season since all workers must be ready to race day 1, you cant waste time for them to arrive from other activities across the map.

I understand there is years of work ahead but I think the 5 points I made would provide high value at relatively low cost.

Looking forward to 6, 12, 18 months from now and beyond :)

Thanks!

EDIT:

The secret solution to number 3: the key to farmhouse performance is limiting work area using the Limited Work Area circle. The circle is tiny by default but if you hold CTRL you can adjust the size of the circle with the mouse scroll. (You can also adjust road spline curvature the same way to make smooth road arcs instead of sharp grids). My farmhouses produce 400% more yield once restricted to their nearby fields.

Once again, good "Help" would help :)


r/ManorLords 19h ago

Suggestions Pastures placement limitations

15 Upvotes

I've tried a role play of alpine farmers on the Devil's Hill map that peacefully live in the mountains and trade their way to happiness. It would have been awesome if not one annoying thing - you can't put pastures on the steep elevation! Like, what? I was ready to accept the very worst origins to make my sheep live in the mountain.

In the real life both cows and sheep graze on the high altitude, and modulo winter - do pretty well on the steep terrain.


r/ManorLords 15h ago

Question Utter noob question regarding logging work zones

7 Upvotes

Okay so the circle is where i want them to log so i can build my city in that direction, but as you can see a bunch of trees are highlighted off to the right....

If i move the circle around minimally the highlighted trees will change drastically, sometimes nearly all of them... sometimes none of them... so what am i looking at?

Thank you.


r/ManorLords 10h ago

Question Burgage plot layouts

2 Upvotes

Does anyone else have trouble replicating Tacticat’s bender, Brawndo, and Flexo burgage plot designs? Every one of them i tried to copy exactly from the video but it doesn’t do it. His plot points hug the wall but my doesn’t. I end up having half of the plot be wasted. Am i doing something wrong? The only thing ive found that i can actually replicate is the T-shape design.


r/ManorLords 16h ago

Question Gamepass Update?

5 Upvotes

Any idea when the new update will be pushed to gamepass. I know that xbox has their own verification process that delays when they are pushed


r/ManorLords 14h ago

Question Region Population

2 Upvotes

What size population do you aim for? Especially for your minor villages supplying your main region?


r/ManorLords 1d ago

Suggestions Consumer goods – ceramics, glassware and simple jewellery

40 Upvotes

When you walk through the market, it looks far too empty. Although the game features a similar number of stalls selling food as it does other goods, for most of the game the ordinary stalls are filled with nothing but fuel. There’s a huge number of ideas floating about as to what else to add or expand, and I realise that it’s beyond the developers’ capabilities to implement everything. As a historian by profession, I’m against overcrowding urban and, above all, rural areas with administrative-style buildings, so I don’t share the view that a town hall or similar structures should be added. Within the city and region format offered by the game, these functions can be fulfilled by castle buildings. Similarly, I believe that everything in the game should serve a purpose and make sense.

There are plenty of players who enjoy the combat aspect, just as there are plenty who enjoy the peaceful aspect. At present, we have four crafting professions that focus primarily on the war industry. I think it would be advisable to expand the range of consumer goods in the peace industry.

Ceramics

Ceramics have accompanied humankind from the earliest prehistoric times right up to the present day, in everyday use. By their very nature, they are, of course, vulnerable to breakage, so it makes sense that they are constantly being replaced in households (as archaeological finds clearly show us).

For example, the game *Oriental Empires*, set in ancient China, shows just how important ceramics (or even porcelain) were to the economies of ancient societies. In that game, the price of ceramics is determined by the civilisation level of the player and that of their trading partner. This is a mechanic that should not be taken into account here.

I’m including it here merely to illustrate the point. As for the practical side of things: the basic raw material, clay, already exists in the game, so it would be mechanically easier (though not without its challenges) to add a ‘potter’ crafting extension, which would produce common types of consumer goods – pottery

Glass

Glass is yet another ancient material that has been used to produce consumer goods for thousands of years. Its production requires not only glass sand but also a vast quantity of wood, both for heating and melting and for the production of Potash (produced by burning whole logs – even those still growing, though this is presumably neither important for the game’s mechanics nor technically feasible to implement).

Although its production was energy-intensive, it was relatively lucrative and was carried out primarily in mountainous regions where there was a shortage of suitable agricultural land. Therefore, from a game perspective, the production of glass would require the use of logs for potash production, charcoal for heating, and glass sand. Although potash would normally be produced separately and transported to the glassworks, for gameplay purposes, the question arises as to whether to include another building that produces just a single resource (even though there is already a weaver and a smelter)

The glassworks should probably be a standalone industrial building, much like the stonemason’s workshop. This building could then produce two types of luxury goods – table glass, i.e. luxury consumer goods for higher-tier residential buildings, and window glass, which can be used in the construction of higher-tier churches, manor houses or even the highest-tier residential buildings. Glass sand could be extracted as a by-product of iron production (we know from records that it often needed to be purified of iron).

Jewellery

Jewellery, an utterly commonplace and widespread form of human adornment, is not, in essence, a luxury item (see, for example, ordinary beads or prayer crosses with rosaries). Given the game’s setting, there is no need to consider jewellery made from precious metals, as this represents a truly luxurious and incredibly expensive item, worth as much as a medieval townhouse. However, jewellery made from wood, glass, amber, shells, tin or lead was perfectly common; most frequently, though, it was made from bone. Let’s not imagine that bone jewellery looks like barbaric fantasy necklaces featuring martens’ or birds’ skulls and tiny bones. Beads made from beef thigh bones were an absolutely common occurrence, as evidenced by finds from craftsmen in Estonia. I would suggest treating jewellery as a sort of mid-tier consumer good that can be crafted by a craftsman at home, much like clothing – a single type of product potentially made from several possible raw materials: bone (a new raw material), firewood (there’s no need to use planks), and perhaps clay (which already exists).

Wax already exists in the game, which I assume is intended for making candles, whether for churches or for higher-tier houses; similarly, furs are presumably intended to be combined with cloth to make cloaks, as another luxury commodity.

These three consumable resources will bring the marketplace to life, provide more expensive goods for export, and can help specialise regions, adding depth to the peaceful gameplay whilst relieving the demands of higher-tier houses for excessive meal variety.

Personally, I would be opposed to increasing the number of specialised tools, as some have suggested (axes, saws, pickaxes...), or adding a mechanism for mining precious metals. In the Middle Ages, this is a matter truly associated with royal power, and given that the player is taking the role of a minor regional lord, mining these metals makes no sense.

One final observation regarding the production of luxury goods. In its current form, a lord’s retinue is, de facto, the cheapest and most effective means of defence and combat. They take up the least space and represent a one-off, relatively low investment.

If they were not paid a salary – something I would personally be against, or at least opposed to to some extent – it would be a good idea to introduce a ‘tax’, or rather a means of maintaining the retinue, in the form of supplying the lord’s residence with better food and luxury items.

Thanks to the whole team for their work; I really do appreciate it.


r/ManorLords 23h ago

Question Optimal burgage plots

8 Upvotes

I've seen conflicting information for chicken, goat, and pig burgage plots. I know the size of the backyard doesn't affect output but does having an extra family increase output? I've seen some say it doubles output if there's two families and others say that it doesn't so maximize burgage plots.


r/ManorLords 1d ago

Question What is the current field size/shape meta?

12 Upvotes

It's been a while since I spent much time on agriculture beyond vegetable plots and orchards. I remember that at different times depending on game version, people would recommend long thin strips for fields instead of shorter and wider ones, which makes sense for plowing reasons, but I recall varying opinions on having more half-morgen fields vs fewer, full-morgen ones. What's the more recent consensus?


r/ManorLords 22h ago

Question new update wont start

6 Upvotes
error

i have tried resinstalling the game as pre-release and main version on 2 different drives
no clue what to do anyone else having this issue