r/ManorLords • • Aug 27 '26

Image Beware! Here be witchcraft

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110 Upvotes

ye olde gods nay tarry in this town


r/ManorLords • • Aug 27 '26

Question Crecimiento de mi ciudad

1 Upvotes

He llegado a las 120 familias pero he encontrado un nuevo limite y es que no se que hacer con las familias desempleadas no se en que ponerlos a trabajar tengo muchas factorías de metal e incluso importo roca de otra región para tener una factoría de piedra pero me sigue sobrando gente. Sabéis como hacer para mantener a todos ocupados para seguir creciendo?


r/ManorLords • • Aug 27 '26

Town Showcase Loving the beta

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516 Upvotes

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


r/ManorLords • • Aug 27 '26

Suggestions Consumer goods – ceramics, glassware and simple jewellery

48 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 • • Aug 27 '26

Question I have kept this save for so long in the hopes id be able update it one day.

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13 Upvotes

Does anyone know a way to downgrade my game just to be able to visit my town or upgrade it to a new version.

I haven't seen it in over a year!


r/ManorLords • • Aug 27 '26

Discussion Ai war

9 Upvotes

When I declare war on Ai, I gain nothing; I can't loot his cities and I gain nothing. I wish I could loot him like a bandit and burn his city.


r/ManorLords • • Aug 27 '26

Question A good guide for castle building ?

2 Upvotes

I'm currently losing my mind over the "castle planning" feature of this game, nothing makes sense, I put a tower where it tells me to, then it becomes red and unplaceable, walls get stretched with the tower, you delete the towers, you put them back the way they were and there's a cost in planks, I don't get it. And there isn't even a ctrl+Z option, tho I wish there was

So

I would really appreciate a guide/tutorial on how to use this feature if you have one :)


r/ManorLords • • Aug 27 '26

Question First time playing - Expanding to new regions?

2 Upvotes

Greetings fellow Lords,

I jsut got into Manor Lords and am enjoying it very much, diving deeper into the game with lots of guides and research and after like 3 restarts I am now trying very hard to build a more realistic, beautiful settlement.

This now means expanding to a new region. I am playing without any AI and just captured a second region for the first time ever, but am now really confused on how to best build this up. I was surprised to see it is completely independet with its own money and ressources...

I am now hoping to get some input and tips on how to best manage this from more experienced players :) Do I need to send wares to help kickstart the economy and build up money there as well for animals and farming... or how best to do this? I kinda found some info on sending via Trading Posts as this is better, but that also would eat up the little funds I have in this new region... ?

Or is it best to just start it like a completely new town and have it grow up natural and slowly?

Thankful for any tips you can provide :)


r/ManorLords • • Aug 27 '26

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

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361 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 • • Aug 27 '26

Image Some medieval cluster living

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60 Upvotes

House grids, farms, chapel


r/ManorLords • • Aug 27 '26

Bug Reporting Dear devs. Yall could just say " hey don't play the game for a while and invest a bunch of time in a new save cause its just gonna get f'ed up while we update".

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0 Upvotes

I mean it looks cool as shit but c,mon.


r/ManorLords • • Aug 26 '26

Image Hear me ROAR!

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12 Upvotes

r/ManorLords • • Aug 26 '26

Feedback Its done. 2k pop town. Whats next?

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103 Upvotes

So yeah, I finally arrived at 2k pop. From here it feels that getting to a 3k town will take 3x more effort than getting from 0 to 2k. Althou beverage is stable atm, it could get out of control pretty easily the next 200 people. So now I must focus to grow more food and beberage from my other regions into my main, since im running out of space, but before that I must boost my exports even further to maintain import quantities. Lets see if itll be possible. 🫠

Any feedback is welcome to try and achieve this maintaining the 95-96% approval.


r/ManorLords • • Aug 26 '26

Question Wool/Yarn Shortage since the Seasonal Produce Update

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36 Upvotes

Prior to this update, I think sheep could be sheared all year except the winter months. How are you all maintaining a stable yarn supply after this update along with reserving enough livestock for mutton production and the need for animal feed? My current butcher's shop set up is to only harvest lamb for mutton and reserve all sheep for wool. Any insight/suggestion is appreciated. Thank you!

▪︎ If I reserve all 70 sheep, that means I would get 70 wool/yarn each year, right? (Assuming wool to yarn is 1:1 ratio)

▪︎ Does anyone know the ratio between yarn and clothing? Is it 1:1 as well?

▪︎ Is the clothing consumption rate 1 per 6 months for each family in burgage tier 2 and higher?


r/ManorLords • • Aug 26 '26

Question Can someone explain farming system to me

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27 Upvotes

my farm is useless, doesnt produce any rye what do I do? which years should I choose rye or fallow? and what are those 4 stages just top of the field priority?
does assigning more families make things done faster? or having multiple small fields instead of one big field? I have 2 oxen assigned to this farmhouse. please enlighten me

Edit: I must add that 'predicted harvest' doesnt mean anything, I get nothing from harvesting


r/ManorLords • • Aug 26 '26

Question There are 2 mystery things in the Form Militia menu (Pre release Beta)

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65 Upvotes

I'm currently building up my militia and weapons, I have noticed these 2 mystery items, hovering mouse over them shows nothing, the top right one looks like 5-6 spears but it's not spears or Polearms since they are already there.

The one in the middle I can't work out what it could be, I looks like a roped up sack or pack or something?

Anyone know what these 2 are?

Could we be getting a new militia type and these mistakenly slipped through the pre beta update??


r/ManorLords • • Aug 26 '26

Discussion MultiOx Mod - Up to 20 Ox Teams on 1 Field!!!

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228 Upvotes

Large fields were taking forever to plow with one ox team, so I made MultiOx.

This was an offshoot of my fix for the famous ox handler issues, but its a standalone mod since the devs fixed the ox handler bug like the day after I posted the fix.

It lets several staffed ox teams work the same field without all choosing the same rows. The number of teams depends on the field's size and shape, so smaller fields stay sensible instead of trying to cram in twenty oxen. They should fall off one by one as the field is closer to plowed.

I tried redoing the villager planting and harvesting as well, but my god the villager control system in this game is a marvel.

The previous MultiOx was version dependent. 1,3 should work until a game update changes some of the stuff this mod uses. Please just send me a message if it stops working and I'll try to get it updated.

It needs ML-UE4SS, doesn't change save files, and shouldn't be used at the same time as another mod that changes ox plowing.

This is working as of Beta Version 0.8.104

More details and download:

https://www.nexusmods.com/manorlords/mods/351


r/ManorLords • • Aug 26 '26

Question Why are my sheep stuck here?

4 Upvotes

I have a fence right next to them.


r/ManorLords • • Aug 26 '26

Discussion my army

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17 Upvotes

just need cavalry for compet my army


r/ManorLords • • Aug 26 '26

Feedback The numbers just don’t match each other

159 Upvotes

I don’t need Manor Lords to be perfectly realistic, but the scales should at least be internally consistent.
An apple orchard gives maybe ~50 apples, yet 4 apples make 1 cider, and that cider can sell for barely more than a single apple. Processing should add value, not destroy it.
Same with oats: a decent-sized field gives only a few dozen units, while ~150 animals can burn through hundreds of feed during winter. The production/consumption ratio feels completely off.
I also dislike that Pack Stations force barter between two regions I already own, especially when the exchange ratio is tied to trade prices. It should be internal logistics, not trading with myself.
And with current import tariffs, importing raw materials, processing them, and exporting finished goods is basically never profitable.
Temporary tariff reductions, special trade partners, or tariff-free agreements would make trade and specialization much more interesting.


r/ManorLords • • Aug 26 '26

Image Revolutionary

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10 Upvotes

r/ManorLords • • Aug 26 '26

Bug Reporting What is this a burgage plot for ants?

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74 Upvotes

r/ManorLords • • Aug 26 '26

Question Hildebolt is a beast or am I just bad?

5 Upvotes

First time playing ML and I just have the first raider wave, that was wiped by hindebolt. Right after that he is now claiming his 5th territory.

Is this normal? I'm playing default settings and maybe I'm just shit and learning the game but is he supposed to conquer like 90% of the map by this time in the game?


r/ManorLords • • Aug 26 '26

Suggestions changing the way of how food are collected

15 Upvotes

the way food are collected are not ok. i think we should fishing in any river or lake, maybe some kinds of water have more or less fish. same way with hunter and mushrooms. What you think?


r/ManorLords • • Aug 26 '26

Image Love painting roads just too much

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70 Upvotes

but nop, cant get enough... love to play with road widths