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Manor Lords |Early Access OT| Good manors are made up of peasant sacrifices

Rentahamster

Rodent Whores
Finally beat a lord and took some land. But I thought I would gain favor and influence. I got none.
You only get influence by winning battles and with the tithe mechanic via your taxes panel. You did get the land, though! :messenger_smiling_horns:

I caved in and bought it. Playing it without combat to get a feeling for how the game works.
About 5 years in. Somehow managed to trade all my wheat and smash all my berries into dye just as winter set in. Mass starvation erupted but my little people harvested the fields in Dec-Jan, built a 2nd mill and pumped out just enough grain and bread so no one died. It was nail biting and I loved it.

The "easiest" way to get early food is to start in a region with rich animals, and then spec two points into the "trapping" and then "double meat" development talents. Rush your manor and set the first policy - the one that doubles the rate of animal reproduction. Congratulations you have infinite food.

You can also get a ton of berries, even on a normal berry patch, by flooding it with foragers for the spring and summer months. The berry regen is super fast, and you can get hundreds of berries per season with this method. When I have the manpower to sustain it, I have 2 foraging huts and 8 workers set to forage during spring and summer, with a staffed granary next to them that is set to only accept berries.
 

Rentahamster

Rodent Whores
If anyone's having trouble navigating villager happiness and marketplace stock, I think this is the most effective way to do it -

Keep as much of your production buildings and granary/storerooms as close to the marketplace as you can. Trade building too.

Only have one marketplace, and increase its size as your town grows.

Designate a marketplace area with roads (a space that's big enough to hold 40 or so stalls), and for your first marketplace, make one that only has 3 stalls in it. When your town grows big enough so that those 3 stalls can't fulfill everyone (usually around 30-40 families), demolish the entire marketplace and remake it in the empty space with 6 stalls. Repeat as your town scales up.

If a food production person creates a market stall, change that family to work at a granary instead. If a firewood production person creates a market stall, change that family to work at a storeroom instead. If a clothing production person creates a market stall, change that family to work at a storeroom instead. Ideally you want market stalls to be staffed by storage workers, not production workers, since they have an easier time refilling the market stalls.

If you ever have problems with your marketplace, just delete it and remake it bigger.
 

Rentahamster

Rodent Whores
Keep as much of your production buildings and granary/storerooms as close to the marketplace as you can. Trade building too.

To elaborate on this, the biggest bottleneck isn't the ability for houses to get marketplace goods, it's the ability for the marketplace to be stocked in the first place. I think it's unintuitive because most people at first thought would try to optimize the marketplace by making them in range of houses. Marketplaces in fact, have infinite range, so houses don't even have to be close to them to get the benefit. However, if the market stall is not properly refilled in a timely manner, the houses will suffer. Like G did.

If a food production person creates a market stall, change that family to work at a granary instead.

This is how you do this - click on the production building. Click "people". The worker with a market stall should have a market stall icon attached. Click on the icon that looks like a recycle symbol to reassign that worker, and then click again on the relevant storage building that is close to a marketplace.
 

AJUMP23

Gold Member
I wanted to show off my most successful town. I even got to %100 approval at one point. A good army finally and lots of food and barley.

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Rentahamster

Rodent Whores
If anyone's having trouble navigating villager happiness and marketplace stock, I think this is the most effective way to do it -

Keep as much of your production buildings and granary/storerooms as close to the marketplace as you can. Trade building too.

Only have one marketplace, and increase its size as your town grows.

Designate a marketplace area with roads (a space that's big enough to hold 40 or so stalls), and for your first marketplace, make one that only has 3 stalls in it. When your town grows big enough so that those 3 stalls can't fulfill everyone (usually around 30-40 families), demolish the entire marketplace and remake it in the empty space with 6 stalls. Repeat as your town scales up.

If a food production person creates a market stall, change that family to work at a granary instead. If a firewood production person creates a market stall, change that family to work at a storeroom instead. If a clothing production person creates a market stall, change that family to work at a storeroom instead. Ideally you want market stalls to be staffed by storage workers, not production workers, since they have an easier time refilling the market stalls.

If you ever have problems with your marketplace, just delete it and remake it bigger.


Actually I might have a different approach now. Still testing.
 

Rentahamster

Rodent Whores
A few observations:

Total firewood capacity in the marketplace is one firewood per burgage plot. That means if you have 20 burgage plots, you will only ever see 20 firewood in your marketplace, max. That's why you may be seeing empty stalls.

Total clothing capacity in the marketplace is one type of clothing per burgage plot. That means if you have 10 burgage plots and 50 leather in your storage, you'll only ever see 10 leather max in the marketplace. This is where variety comes in handy here. If you also have 50 linen in storage, you will then have 10 leather and 10 linen in your marketplace, effectively doubling your ability to keep your villagers' houses needs fulfilled.

Total food capacity in the marketplace is one type of food per burgage plot. If you have 5 burgage plots, your marketplace will only every have 5 max of each food type in stock. Given the priority of food eaten, if you always have meat, berries, bread, and eggs in stock, your villagers will never eat veggies, apples, or honey.
 
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Rentahamster

Rodent Whores
Only have one marketplace, and increase its size as your town grows.

Actually multiple marketplaces are okay. Either they fixed the bugged behavior, or what I thought was bugged behavior actually isn't, and I just didn't understand fully how they worked yet.

edit: Actually maybe not. Sometimes they work okay. Sometimes they don't. It's strange. For troubleshooting purposes, just stick to one marketplace and save yourself the headache.
 
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Puscifer

Member
Is the non combat more implemented yet? Worse case scenario I'll just buy it now to support him like I did Timberborn
 

Puscifer

Member
Compared to when? As it currently stands, you can build a decent quaint little village. If you want to min/max and build a huge city, you'll find some jankiness under the hood, but most people won't really get to that point.



Arnold Schwarzenegger Handshake GIF


Pbs Nature Beaver GIF by Nature on PBS
Timberborn took the idea of banished, fleshed out to the max and implemented beavers.
 

Rentahamster

Rodent Whores
Fuck it, I bought manor lords.

I hope you enjoy it! Speaking for myself, I think it's great, and the developer has shown a commitment to player satisfaction. Those are qualities that I want to support in order to stave off the AAA MTX hell bad ending for a little while more.
 

Puscifer

Member
I hope you enjoy it! Speaking for myself, I think it's great, and the developer has shown a commitment to player satisfaction. Those are qualities that I want to support in order to stave off the AAA MTX hell bad ending for a little while more.
Agreed 100%

Already this year Balatro is my GOTY

I've bought finished several retro games like System Shock 2 and Roller Coaster Tycoon Classic

Got Hades II Early Access

System Shock Remake was purchased after I read about the changes they made

I'd rather give my money to stuff I want than the nonsense being released, Street Fighter 6 was of zero interest to me when I saw they had the nerve to sell a season pass but you have to buy stages separately.

I'm just over it, give me GAMES not products
 

AJUMP23

Gold Member
patch incoming.


- The rate of Hildebolt's claims

- The famous "None" people spawning in huge numbers and refusing to do any work

- The clogged Trading Posts

- The game being stuck at the summary screen after a victory / game over

- Very weak archer damage

- Inefficient sawpits which also triggered "generic storage full" problem banners

- Problems with optimizations in large cities (still some work to do here)

- Inefficient marketplace supply

- Problems with farming, like crops erasing in the winter & inefficient harvests

- Too harsh oversupply/undersupply systems

- People and/or livestock staying homeless even though there is living space in the settlement

- Overly high ale consumption
 

Rentahamster

Rodent Whores
How is overly high ale consumption a negative for a peasent village

In terms of lore, it was fine, but in terms of gameplay it was out of whack.

To put it simply

If you needed one wheat field of one morgan in size to reasonably supply your town with bread for a year, you also needed ten times that amount to grow enough barley to satisfy your town, too. Given the jankiness of farming, it was nearly impossible to sustain a town by only farming barley.
 
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