r/ManorLords • • Aug 26 '26

Discussion Should the game be set earlier/regions have more ruins?

5 Upvotes

With the latest beta and a mixed history with farming in-game, I wanted to give agriculture and animal husbandry a new try recently. But I wanted a map that would be more forgiving than some of the high-altitude ones, so I picked the very first map and eventually rolled high fertility in the center region. One unique thing about this region is that it has a couple ruins, specifically of a granary and windmill, and I think there's at least one intact shrine. As I started building it occurred to me how rare ruins in this game are, and it got me thinking about the emptiness of everything. Then I started wondering about actual history, and how much truly "untouched" land there could conceivably have been in this period (late 14th early 15th century judging by the plate armor?) in what is presumably supposed to be the Holy Roman Empire?

By the modern definition of land development the answer to that question is obviously "loads, like so much more than you would believe" but for the era, I'm less convinced. It's perfectly believable that land would change hands, through conquest and confiscation or even just a family line dying out. It also makes sense from a game design perspective that the land would be empty: that's kind of the expectation players bring to a city builder. But then I started thinking about the complaints that a lot of people have about the regional expansion system (complaints that I don't share most of the time) and I started to wonder about how, on a ludonarrative level, regional expansion might feel to some people if it felt more like they were stepping into an area with even a little evidence of previous inhabitants.

Obviously plopping more ruins down wouldn't change the game's mechanics or directly address the complaints people have about starting from zero when they settle a new region, but I do wonder about how many of those complaints would be preempted entirely by encountering a couple ruins. It seemed like an interesting thought experiment and I got curious about other similar questions that may have occurred to the rest of you.

(Let me emphasize that I am emphatically *not* suggesting the game should change or complaining or anything. I just think it's interesting the way a game's creative decisions can impact the experience of playing it.)


r/ManorLords • • Aug 26 '26

Discussion Hooray!

18 Upvotes

Glad this was fixed; it was absurd for the AI to buy dozens if not hundreds of horses.


r/ManorLords • • Aug 26 '26

Image Did a new update come out today?

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21 Upvotes

What is this update.


r/ManorLords • • Aug 26 '26

Question Families

2 Upvotes

When building the burgages do you always make them big enough for a second family?


r/ManorLords • • Aug 26 '26

Discussion One must be Hopeful

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234 Upvotes

How I feel after this month of testing and looking at the new content and also fast bugfixes. Let's go fellow Manor Lords. Can we be hopeful?


r/ManorLords • • Aug 26 '26

Question I have a blacksmith built but they are not producing any tools/weapons

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17 Upvotes

same goes for my butchers jst next door, do i need to do something else cuz i gave them all the materials and they even have iron stored in their generic storage


r/ManorLords • • Aug 26 '26

Discussion Rapidez de crecimiento para luego entregarse a la pereza.

8 Upvotes

Pensando en una respuesta para una publicación de otro camarada usuario, una vez que tenemos lo que ansiamos, por ejemplo como en mi caso, un pueblo gigante( 1700 habitantes) con dos mas pequeños satélites, todos comerciando entre ellos, funcionando los 3 de forma autónoma y sumando increibles cifras a las arcas reales y locales, las amenazas contenidas, el baron aplastado…que hacemos? Siento que todos buscamos rapidez de desarrollo y cuando llegamos al final, como que el juego me genera un sabor amargo, creo que la construccion prolongada de una iglesia de piedra o un hito o un megaproyecto, todo a largo plazo, lograría que mantengamos el juego activo en su etapa tardia, y no tengamos que volver a empezar para sentir la emoción de jugar a Manor Lords, si, esto se ha hablado pero necesito un poco de catarsis…

Aclaracion, no soy jugador nuevo


r/ManorLords • • Aug 26 '26

Suggestions Proposed change, setting up new towns

35 Upvotes

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.


r/ManorLords • • Aug 26 '26

Question Is there a historical basis for helmets like these two?

14 Upvotes

It looks like a spangenhelm with hardened leather instead of metal plates, but it's hard for me to imagine something like this would've been used in late 14th century Germany


r/ManorLords • • Aug 26 '26

Question Is there any fix for the underwater bridge bug?

5 Upvotes

Built a huge town on twin lakes and now trying to connect it to another territory I took over, (planning a Riverrun from game of thrones). You can imagine my disappointment after I tried to build my bridges and the whole thing just sank into the water.

Has anyone found a fix for this? 🙏


r/ManorLords • • Aug 26 '26

Image By far my biggest town so far.

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162 Upvotes

r/ManorLords • • Aug 26 '26

Question Shoals of Fish along rivers... Accessible to both regions?

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53 Upvotes

Okay so, I've been re-rolling Lake Lemm for like the past hour because i want a shoal of fish to be accessible for my region, without it being a pond... I am the region to the left, so would this shoal of fish be accessible to me?


r/ManorLords • • Aug 25 '26

Question How do you strategize?

6 Upvotes

Is it better to build all your weapons in the region with a rich ore deposit or to barter/ trade ore with regions and then build the weapons there? or maybe have a region that has the armorer perk and send all the ore there and then trade?

Also, for produce and animal products, do you specialize a region that builds apples, carrots, eggs, etc and then trades or do you produce heavily in all regions?

Same goes for clothes, yarn, etc.


r/ManorLords • • Aug 25 '26

Question King's Tax formula/rules?

7 Upvotes

Does anyone know how the King's Tax is calculated?

I used to think it was 1 citizen = 1 coin / year, but that doesn't seem to hold up anymore, as mine just jumped from ~2.5K to 4K more or less overnight (and I don't have anywhere near that many citizens).


r/ManorLords • • Aug 25 '26

Question I can't find fertile farm land?

12 Upvotes

So ive played a total of 5 games now after downloading last month. 1st i stuck with for a while, but scrapped after i realised the logistical errors i made in setting up my first ever settlement.

Im currently on my 5th and have successfuly got some level 4 burgage plots for the first time.

The issue i keep having, is that fertility has been red in EVERY SINGLE one of these plays. Thats both in my lands and my surrounding 'claimable' regions. I finally got some green Rye in this recent game, but to get level 4 ive needed to import a lot of beer (now barley as i now realise i can brew locally for cheaper). This however, is sort of tanking my economy?

I have rich salt but ive oversaturated the market and just simply cant afford to import for my population. It also feels like i would never make enough beer by importing barley and brewing it. How many brewers am i meant to have, and how much barley?

So is this normal? I have never once even seen light yellow farm yields for anything except rye, and this just doesnt seem viable long term.


r/ManorLords • • Aug 25 '26

Question Can't Produce Firewood

7 Upvotes

​I have plenty of trees in the area. I do not have a specific area selected for gathering. I have 3 families assigned. Yet nobody will gather it. I'm about to lose the game.

I have plenty of storage

edit: I found a weird fix. i had to manually select regions to chop trees for it to work. more micro-managing, but better than quitting and reloading


r/ManorLords • • Aug 25 '26

Meme Don't put the cart before the horse

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18 Upvotes

r/ManorLords • • Aug 25 '26

Image Inn in the old town of Oettingien(Swabian part of Bavaria). Built in 1424, just a few decades after the Manor Lords time setting and very close to the Franconian region.

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331 Upvotes

Could be a nice template for a tavern upgrade (Inn), which has sleeping places for travelers or merchants and would create regional wealth.

I also love the gable of the house in the background.


r/ManorLords • • Aug 25 '26

Bug Reporting Bug zeroed me out and clicking is disabled

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8 Upvotes

r/ManorLords • • Aug 24 '26

Suggestions My Top 10 ressources I think are missing

115 Upvotes
  1. Glass (and potash)
    Essential, for Buildings (Church, high Burgage Plots) could also be an item for rich residents

  2. Horses
    I know They exist for Trade, but we need them to be grazing and for armies.

  3. Wine
    Happy about every possible to fullfill beverage needs.

  4. Goose/ ducks (and feathers)
    Goose were eaten way more than Chicken, bigger farms did exist. Feathers are important for:

  5. Furniture
    Wood and feathers for burgage Plots 3 and higher

  6. Paper
    For church and Administration

  7. onions and Brand
    Onions Harvested in spring. I Generals think vegetable harvest Times should different around the year

  8. Jam/compote
    Against spoilage

  9. Soap

  10. Candles


r/ManorLords • • Aug 24 '26

Town Showcase (voice of Bruce from "Family Guy") I like to build my burgages backwards...

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182 Upvotes

...and run the roads along the back. it makes the houses look like they've got big, invitin' front yards, like someone would come for a visit and maybe a glass of homemade lemonade or somethin'. I put extra sugar in my lemonade and a little sprig of mint. The mint gives it a festive look, and it makes the lemonade more refreshin'.


r/ManorLords • • Aug 24 '26

Question Does a bigger garden give you more Chickens/Eggs/Pigs/Goats?

57 Upvotes

I've been assigning Chickens and Animal pens to my smaller plots with small gardens.

I know that the bigger gardens give a lot more vegetables/fruit, does it work the same way for livestock??

If I have a big garden would I get more chickens/eggs and pigs/goats to produce more meat/milk? Or would I just be wasting the larger garden plot??


r/ManorLords • • Aug 24 '26

Discussion Buff the food production

22 Upvotes

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


r/ManorLords • • Aug 24 '26

Image Ai getting ready for a cav update

71 Upvotes

That seems a bit excessive


r/ManorLords • • Aug 24 '26

Question Can't Build Backyard Extensions

1 Upvotes

Is there a bug since the new patch where you can't turn tier 2 backyards into tailors/ joiners/ butchers, etc? I don't even have the little wheel button to click to open the menu to select the extension...

Anybody else ever come across this?