20 Manor Lord Tips To Help You Dominate | Flesson19

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  • čas přidán 31. 05. 2024
  • Here are 20 Manor Lords tips to help you be efficient and dominate your games
    Quick Guides Channel : / @flesson19_guides
    Playthrough Channel : / @flesson19_2
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    Time Stamps
    00:00 Intro
    00:21 2nd Oxen
    00:50 Market Placement
    01:30 Running Troops
    02:42 Vegetable Gardens
    03:29 Reroll Your Start
    04:19 Farming Plot Sizes
    04:58 Get More Berries
    05:55 Construction Limits
    06:40 Food Limits
    06:59 Berry/Animal Hunting Grounds
    07:49 Roads
    08:28 Logging Efficiency
    09:33 Artisan Takes Workers Away
    10:11 Regional Vs. Peronal Wealth
    11:24 Dedicated Oxen Worker
    12:17 Place Farm Plots Early
    13:20 New Towns Need Personal Wealth
    14:07 Take Out Bandit Camps Early
    16:02 Conclusion
    #manor lords #manorlords
  • Hry

Komentáře • 112

  • @JansenTT
    @JansenTT Před 25 dny +4

    So nice! A great content creator for Bannerlord now covering Manor Lords! I'm looking forward to watching all of your upcoming videos! Thanks for another great content!

    • @Flesson19
      @Flesson19  Před 25 dny +1

      You got a choice, these longer versions explaining things more in detail or if you know many of the mechanics, I am released shorter version on my guides channel with 30%-50% of the video cut

    • @JansenTT
      @JansenTT Před 25 dny

      @@Flesson19 wow, that's REALLY thoughtful of you!

    • @Flesson19
      @Flesson19  Před 25 dny +1

      @@JansenTT I love giving options to make your lives better

  • @spryjunco3686
    @spryjunco3686 Před 24 dny +9

    In the beginning, if you have no viable farm land, create some free fields early on and set them to Fallow for 3+ years. This will help it become farmable land when you are ready.

  • @abseits_ger7274
    @abseits_ger7274 Před 28 dny +33

    There's currently a bug too with disbanding militia. Disband them FAR away and the rally them right in the village and they all teleport to rally up. Then disband them again and you've saved all the travel time

    • @eannane8712
      @eannane8712 Před 26 dny +2

      This is what inlearned very quickly too, not sure how that stuff gets missed by big names.
      Maybe it's intentional because it will be patched.

    • @Mhantrax
      @Mhantrax Před 26 dny +2

      Quick note in vegetable plots. Those long skinny ones are inefficient. I have spent absolutely hour upon hours observing my families and it really stood out to me that the distance they have to walk with ONE carrot at a time from the far end is insanely inefficient. A square seems to work better, and don't make them too big or the family that lives there will spend most of his time there, neglecting his/her other duties a lot. Yup, like Greg stated, there is a cost to vegetable plots: the families that live there are inefficient at their normal assigned job.

    • @abseits_ger7274
      @abseits_ger7274 Před 26 dny +3

      @@Mhantrax imagine you build 15 burgage plots with decent length extensions but not too long. Reduce them to 5 plots. That's your 5 families making vegetables for over 300 families. Same goes for orchards. 6 veggies,4 orchards usually do the trick for even unreasonably large towns.
      As for people to work: in your buildings you can move to the people tab and assign where the people work. That's an important thing for veggies and orchards.
      Veggies worst case is if they are warehouse or granery workers. Honestly, at best just fill one family of each veggi plot into your church. They won't complain to be without a workplace and they have time to take care of the garden while the other family on the plot (usually) does their jobs.
      As for orchards, farmers are the worst. Same harvest season and overlaps in their work cycle. For orchards, permanent foragers are perfect. 2 in the same hut should deplete the berries before thr orchards are harvestable and then they can each take care of one plot, full time.
      In general ox guides csn take care of orchards if you just watch out to not build stuff right before September. Same reason they are free to work. Especially if you have a px guide family for every stable, there is always one idle person per family though That's rather for endgame. You'll usually not staff more than needed before there is no other work to do.

  • @22kjjacobson
    @22kjjacobson Před 27 dny +7

    Pro tip: if you plant your crops in Oct-Nov, then your crops will be 100% grown by July. There is no penalty for forcing an early harvest if your crops are fully grown. I ran the calculations myself and found that I did not get any fewer crops harvested while forcing an early harvest. When forcing an early harvest and you notice that your farmers have plowed and sowed seed in the wrong fields in your crop rotation, just use the burn field option to burn those seeds. Early harvest can give the much needed extra time to collect your harvest before you get screwed over by October.

    • @gabrielburato3265
      @gabrielburato3265 Před 25 dny

      I didn't get there yet, what about crops fertility color, fertility dropping over time. How do i master it? What can i do to not screw fertility?

  • @hlriiiviiiv
    @hlriiiviiiv Před 6 dny +1

    I felt like I was getting awesome tips straight from John Malkovich. Hope your a fan, you got the voice.

    • @Flesson19
      @Flesson19  Před 6 dny

      Thanks I get a lot of comparisons to people

  • @kenzor389
    @kenzor389 Před 27 dny +10

    Top tip: In addition to rerolling the map at the start, you can also make wild animals move their position by just building a small field inside their habitat circle, do it a couple times until they settle near where you want to build!

    • @Flesson19
      @Flesson19  Před 27 dny

      tried doing it with my militia and didnt work

    • @fredrik2910
      @fredrik2910 Před 27 dny

      You could just build hunters cabin inside the circle instead which is also free but only one mouse click, but it's the same principle 👍

    • @TheAns51
      @TheAns51 Před 26 dny

      @@Flesson19 I think it needs a building inside a circle. Militias or civilians have no affect of them moving right now i think. My militia has marched many times right through them but they have not moved but on tiny corner of house backyard caused them to move for me

    • @zombiewafle
      @zombiewafle Před 10 dny

      @@Flesson19 Has to be a building or road. I do it with hunting camps as they're free. You can spam the camps until the deer move exactly where you want them. I made my berry and hunting overproduce by having them nearly on top of each other

  • @boingzebadee5337
    @boingzebadee5337 Před 28 dny +26

    Do not build long thin vegetable or orchard plots. The workers have to constantly drop the items into the houses pantry. Make the plot for the garden 0.5 morgen but allow for the houses as well. So the burgage plot will look like a rectangle and when you put the veg garden down the distance travelled is halved.
    Oh and the orchards should be 1.5 morgen. Dont forget to make every burgage plot apart from the artisan ones, a size 2, double house, so when you change it to level 3 there are 4 families living there. The chickens and the goats then give 4 eggs and 4 hide per plot for just 1 food and firewood. Should save you a bucket load of problems with market supply as well. Plus in 10 tier 3 houses you have 80 soldiers. Dont do it for Fletchers or the joiners as a tier 3 artisan house will burn through a stock of 200 planks in about 3 months.
    Good luck.

    • @SamuelLavoie
      @SamuelLavoie Před 27 dny +1

      Thanks, so goat and chicken sheds production are based on number of families. High incentive to level them up too.

    • @alexbogdanoff1514
      @alexbogdanoff1514 Před 26 dny

      TactiCat did some testing yesterday, and it looks like food consumption is per family, not per plot.

    • @FoxerBoxerNaaniwa
      @FoxerBoxerNaaniwa Před 24 dny

      Is there a downside to making double family burgage plots into wood joiners? I thought since large shields are used by both polearms and spearmen it would make sense to turn a double plot into joiners to get double the large shields, but maybe there’s a downside I’m not thinking about?

    • @Burlybird
      @Burlybird Před 23 dny

      @@FoxerBoxerNaaniwa they’ll just eat thru your plank supply pretty quick. But if you’re looking for fast production they would do exactly that. You can always pause the plot too, but then that’s 2 families that are just sitting at that point.

    • @zombiewafle
      @zombiewafle Před 10 dny

      My orchards usually run 1.0 morgen, I dont have a giant surplus but at 50 houses and 5 1morgen burgage plots with house extension, I still have around 100apples or so. Should I be making veggie gardens and orchards bigger?

  • @innerfortitude777
    @innerfortitude777 Před 10 dny +1

    the last hint was a gem! thank you

  • @Scarter63
    @Scarter63 Před 15 dny

    One thing I've found that helps is to build double roads for high traffic areas. Also, cut little corners similar to what you see at each building. If your road is perpendicular, the people will follow it to the end, but if you've cut a corner, they'll follow that. One final tip: You can build roads for construction, then remove them later when you want to put houses down.
    Loving the game!

  • @thestoicjourney3355
    @thestoicjourney3355 Před 27 dny +4

    I was doing a lot of this stuff without even noticing it, thanks for the video sir, some of these videos are a big too wordy on other channels, i appreciate the simple, straight forward talk. Have a great day!

  • @ShadowBeeing
    @ShadowBeeing Před 26 dny +3

    Im glad to see you getting the recognition you deserve

    • @Flesson19
      @Flesson19  Před 26 dny

      Thanks man, got almost an many views in these 5 days of May than I got all of April

    • @ShadowBeeing
      @ShadowBeeing Před 26 dny

      @@Flesson19 I hope it stays like this! Keep it up

  • @Paffers55
    @Paffers55 Před 26 dny +1

    Thank you. Such a well explained video, slow enough to show what you want to explain, but quick enough that you arent spending 30 min rehashing the same info over and over. Really appreciate you good sir

    • @Flesson19
      @Flesson19  Před 26 dny

      I am actually going to take all my guides, and cut everything out that isn't needed and release them on my quick guides channel. Hoping to cut 25%-50% more off of them

  • @dcavic6157
    @dcavic6157 Před 23 dny +1

    The fact you mentioned re-roll its def overseen, thanks for the tips and trades!

  • @SortOfEggish
    @SortOfEggish Před 25 dny +1

    These are by far the best and most clear guides/tips videos

  • @tomsbasement4884
    @tomsbasement4884 Před 28 dny +7

    Build an extra logging camp or two or more and leave them without families assigned. When your main logging camp gets full the logs will be taken to the other camps allowing you to stockpile lots of logs as each will hold 28.

    • @Flesson19
      @Flesson19  Před 28 dny +1

      there ya go, nice life hack

    • @BelegCuthali0n
      @BelegCuthali0n Před 26 dny +1

      @@Flesson19 if you have 3 logging camps around your town, each with a fortester next to it (and a well as foresters need water for planting) you can have a single woodcutter family migrate between the logging camps while the 2 sets of forester families replenish the trees in the other 2 areas

    • @rambo.69
      @rambo.69 Před 24 dny +1

      Don't forget to select your storehouse not to accept logs.
      Build a hitch point next to log camp, and a saw pit next door.
      Makes for a much quicker rate of plank production. And less pointless journeys for storehouse.

    • @Flesson19
      @Flesson19  Před 24 dny

      @@rambo.69 Great point, thats a lot of waste ox time

  • @klantic2
    @klantic2 Před 26 dny +1

    Fantastic information. Thanks for your time and effort.

  • @YanniCooper
    @YanniCooper Před 24 dny +1

    On the subject of rerolling - pause at the start andyou can place hunters in the circle to move the wild animals and then when you are happy delete them

  • @SergiuHellDragoonHQ
    @SergiuHellDragoonHQ Před 26 dny +2

    Great advices!

  • @emukiller1985
    @emukiller1985 Před 23 dny +1

    Great video man! I would be interested in tips regarding upgrading burgage plots. I feel like sometimes I do it too often. Also I noticed if you man your granary and stockpile you have less issues.

    • @Flesson19
      @Flesson19  Před 23 dny

      I'm still working on plots, when to, what should be done first, extra living space or extensions, should you build 5 singles or 3 doubles. A lot to investigate

  • @Bon-Gi
    @Bon-Gi Před 26 dny +2

    I’m learning the hard way not getting that 2nd Ox early really sucks

  • @thomasechols8834
    @thomasechols8834 Před 12 dny

    on reroll, if animals are too far, build a hunting cabin on them to make them migrate and do that til you get them where you want them. easier than rerolling. I only reroll if I get less fertile land.

  • @maldictous
    @maldictous Před 24 dny +1

    from my experience, the AI only care to battle the bandits, that is what ultimately gives you influence. You don't gain influence from taking over the bandit camp. i've played several games and let the AI do it's thing. There were bandit camps just sitting there with no bandits. So I would just run over there and take what was in the camp, but would not gain any influence. seems the AI only wants the influence points. has anyone else noticed this?

    • @riquardbeks
      @riquardbeks Před 24 dny

      I did notice the same thing with several playtroughs already yes

    • @jr8260
      @jr8260 Před 24 dny +1

      Yes and you can delay the AI claiming regions by denying them the influence of defeating the brigands. Helps a lot if you want to not have to rush building up your militia and fighting the baron every single year.

  • @2KXMKR
    @2KXMKR Před 24 dny

    Don't worry about that second oxen too early. It's much better to be patient, use the money to build a third veggie garden, set up a trading post and start exporting your excess veggies and firewood ASAP. The money you make from trading will be ten times that of what you get from level 2 buildings. Now with money pouring in you can afford as many oxen as you like!
    As you say, re-roll to get decent resources. I find rich iron and clay makes you ridiculously wealthy as you can sell those raw materials early on until they lose their value, by which time you'll have enough people to start making tools, weapons and roof tiles to sell instead. Once they all lose their value, the raw materials will be in demand again, just alternate between them every so often. Then gradually level up those houses to bring in that bit more wealth. Making sure to build much smaller lots with space for just one family and a small back yard right next to your storage and market areas. These will become your artisans. You can level them up to level 3 much later, just keep in mind that you'll now have two blacksmiths, two cobblers, etc which will make twice as many products, but will also consume resources twice as fast and if selling those products they'll lose their value ridiculously quickly. Still, if you have an infinite supply of iron and you're selling tools for 1 silver each, that's still income. Just be prepared to live with selling some things extremely cheaply. It's just how it is.

  • @ronaldweaver7835
    @ronaldweaver7835 Před 24 dny +1

    Being a veteran of survival city builders I adapted pretty quickly.

    • @Flesson19
      @Flesson19  Před 24 dny

      yeah it wasnt too tough. It reminds me a but of Age of Empires

    • @ronaldweaver7835
      @ronaldweaver7835 Před 24 dny

      @Flesson19 maybe in some cases yes, but the survival is more like Banished. My food is at 10k and my fuel is 9k. I keep my food intake higher then my consumption.

  • @goodsirtwiztid3101
    @goodsirtwiztid3101 Před 28 dny +1

    Video is probs gonna help if I get manorlords just waiting on more updates

  • @joedarling5175
    @joedarling5175 Před 28 dny +1

    On the tip of houses with a specialization like veggies for instance they will work other things but when it comes to plowing and picking they will leave their job to work their houses specialization so youll lose efficiency on the job theyre assigned to. Its best to have one or two large back yards and not much more.

    • @ricketycrickets3258
      @ricketycrickets3258 Před 27 dny +1

      Ya good tip. And the way I did it for the veggie houses was to have like 3 and once I got enough population, I had them be my not-assigned families for construction and random jobs here and there, so I’m not getting frustrated cause of them leaving their job to handle the veggies so much.

  • @crimewatcherii9309
    @crimewatcherii9309 Před 26 dny +1

    When you set up another settlement, is there a chance that the barron contests your claim? Or does he leave you alone?

    • @Flesson19
      @Flesson19  Před 26 dny

      he can try to contest leading to a fight

  • @Jallen72911
    @Jallen72911 Před 27 dny +1

    This game has been really fun.

    • @Flesson19
      @Flesson19  Před 27 dny

      Im enjoying it and having been through Bannerlord early access, I can understand the process and only hope they implement great mechanics to really push it to the next level

  • @mrsplosh999
    @mrsplosh999 Před 28 dny +2

    It would be cool to show how to make things efficient re moving market stalls and designating storehouses/industry areas qirh particular market stalls etc.

    • @Flesson19
      @Flesson19  Před 28 dny

      I think that needs one on its own to talk about stalls and granary/storehouse as 1 detailed guide. But I feel they might make some changes soon

  • @hekt616
    @hekt616 Před 27 dny +1

    Anyone knows if there is away to stop artesans from working? I have one making bows with an extra family and they finish my timber straight away

    • @Flesson19
      @Flesson19  Před 27 dny +1

      I thought there was a stop production button but could be mixing it up with another. I think you could destroy it also

    • @gilanthegrey
      @gilanthegrey Před 27 dny +5

      Press the pause button in the popup screen for the building untill you need it again

  • @silberrwolf7772
    @silberrwolf7772 Před 28 dny +1

    did you try if apple orchards are using the same "garden size bonus" as vegiegardens?

    • @Flesson19
      @Flesson19  Před 28 dny

      no I havent really mastered farming which is why I havent really talked about it. As it is I have made mistakes in previous videos so trying to take it slower

    • @alexbogdanoff1514
      @alexbogdanoff1514 Před 26 dny

      Yes, they work similar

    • @silberrwolf7772
      @silberrwolf7772 Před 26 dny

      could make some testings this morning myself, from the production point of view nor problem if i use only one of them in a province
      but as soon as i'm goin to use boths apple and veggie gardens simultaneous it seems that both gardens have a problem to deliver thier foods to granary so i have 2 t3 houses each full of appels and veggies but 0 on the marked which sucks

    • @Flesson19
      @Flesson19  Před 26 dny

      @@silberrwolf7772 I did notice that they don't get there quick, I wonder if its a deliver bug issue

    • @alexbogdanoff1514
      @alexbogdanoff1514 Před 25 dny +1

      @@Flesson19food delivery system is not really good, because the types of food are prioritized. First meat is eaten, then berries, etc. Apples may get stuck because people have enough more prioritized types. However it seems to work on a market stall level. Overall the system is a mess ))

  • @NexusPain
    @NexusPain Před 24 dny

    Most important "advice" I haven't seen anywhere: Don't select winning condition Growth if you intend to continue in sandbox mode after victory. It says you can in the tooltip but its bugged 😢

  • @ryosuwito331
    @ryosuwito331 Před 27 dny

    Rush to level 2,Unlock Better Deals
    Import Clay, Build Clay Furnace, Sell rooftiles.
    Got money? Buy sheep, sell woll, rooftiles, lambs.
    Buy grain, sell flour, bread.
    Import Firewood, planks, stones.
    They are dirt cheap.
    Put your man on storages, granaries, and trading posts instead.
    Import barley, sell malt, have 2-3 malthouse, build 3-4 breweries, sell excess malt and ale.
    With high approval percent, set 3-5% tax and 1-5% tithe.
    Dont rush to defeat bandid, let baron do his thing, build strong army by importing military equipments including helmets and gambersons.
    Thank me later

  • @sethorly
    @sethorly Před 28 dny +2

    I dont think logging has any impact on berries at all. If you cut down all the trees on top of and around tge berries you can still see the berry bushes and the yield is the same.

    • @sethorly
      @sethorly Před 28 dny

      But logging does cause animal migration.

    • @MonkPT
      @MonkPT Před 28 dny +1

      You can destroy berries while logging

    • @lkp7481
      @lkp7481 Před 26 dny

      I lost berries due to deforestation my first town.

  • @tdotfun
    @tdotfun Před 28 dny +2

    Great stuff as always! 🙂
    * Roads. Are you sure we "need" them? My current playthrough, I'm not using roads and I'm not noticing anything bad or slow. (yes, I have a great deposit locations).
    * Logging efficiency is the bane of my current game! lol My tree planters "seem" to plant only around the hut and only 1-2 "squares" away. I am up to 5 fully manned huts and can't keep the enough trees up... Your advice is sound, but don't want to micro manage them that much...
    * Setting work area's (ex. logging,etc.), wouldn't that mean people will sit around even if there is a tree just outside the dedicated work area? Seems inefficient use of them? (first playthrough of mass logging/charcoal, so no ideas)
    * I hate bandit camps. My troops most of time run around the camp and don't pick up the loot.... last game, I spend over 3 months running around the camp... it was sooo silly...

    • @Flesson19
      @Flesson19  Před 28 dny +3

      They often try to follow roads so make cut throughs will help

    • @Dreyzos
      @Dreyzos Před 27 dny +1

      If you go to “advanced” in the logging camp and other stuff, there’s an option to where you can cut trees or plant them

    • @Flesson19
      @Flesson19  Před 27 dny

      @@Dreyzos seriously, No one how I missed that

    • @Dreyzos
      @Dreyzos Před 27 dny +1

      @@Flesson19 I’m still learning myself brother

  • @theshermanator5156
    @theshermanator5156 Před 27 dny

    Possible correction, I think chicken coops and goat sheds are completely passive. Never seen anyone working on them. Vegetable gardens and orchards on the other hand require labor

    • @asraarradon4115
      @asraarradon4115 Před 27 dny

      They do. It's best to assign families living in a vegetable garden in a job where only 1 member needs to do much of the labor for their job, so the other two can plow and sow the gardens. My favorite at the beginning is assigning them to hunting. Animals replenish slowly, so having 1 person hunting while the other 2 tend to the crops makes sure my first garden is done before the end of the first spring.

    • @ezilesrameis3845
      @ezilesrameis3845 Před 27 dny +1

      @asraarradon4115 is it possible to choose which family you assign to a certain job?

    • @asraarradon4115
      @asraarradon4115 Před 27 dny

      @@ezilesrameis3845 Yes. Go to the household and click on the People tab. And then there's a button that looks like a recycling symbol. Click that, and then click the building you want them to work at. Usually it doesn't matter, so don't feel the need to micro manage every citizen. But I feel it's worth it for people who live in my vegetable gardens.

  • @kevcole3333
    @kevcole3333 Před 28 dny +3

    pretty sure this game is broken when it comes to ale. I NEVER have more than 3 or 4 ale in the tavern and 95% of the time its zero. 2 malt houses, 2 breweries, tons of barley sitting in the trading post and storehouse. and i've blocked ale from going to the granary. this should just be made at the tavern or the malt house.

    • @eugene1511
      @eugene1511 Před 28 dny

      You can build another tavern. Just it

    • @kungfujiujitsufliptrick4832
      @kungfujiujitsufliptrick4832 Před 28 dny +1

      Had the same problem but it was because all my imported ale was getting store at a granary next to a farm way out in the sticks, had to hire a full staff because they had to roll the barrels for like a mile lmao

    • @joedarling5175
      @joedarling5175 Před 28 dny +4

      It's because granary workers go and take ale from taverns back to the granary. It's a reported bug a d my buddy recorded it and sent it to me. They're trying to drink on the job I think. Lol.

    • @kevcole3333
      @kevcole3333 Před 28 dny +2

      @@kungfujiujitsufliptrick4832 i had to bypass building malt houses and just imported the malt instead of barley. that seemed to work.

    • @Skullandskin
      @Skullandskin Před 28 dny +2

      You can also block ale from being placed in the granary and it should help

  • @richl4112
    @richl4112 Před 25 dny

    I disagree with the small plots. Im doing larger plot 1.2 size with ox and making massive grain harvests did 250 bread on first season

    • @Flesson19
      @Flesson19  Před 25 dny

      the point of smaller plots is just to ensure you dont lose an entire harvest not getting it all done in time

    • @richl4112
      @richl4112 Před 24 dny

      @Flesson19 yeah i get that but the yields are pathetic. If you make 5 0.2 fields and harvwst them you will get 20 or 30 wheat or barley. If you make 1.0-1.2 field you can harvest 150+ of the one field. Just get a plow. Force harvest early (if crop is at 100% growth your good) i did this. 3 fields of 1-1.2 large and got over 300 bread in the first year! Then traded heaps of it and made bank

    • @richl4112
      @richl4112 Před 24 dny

      You honestly dont even need the ox really if you time it well and force early harvest

  • @darthbinks5987
    @darthbinks5987 Před 26 dny

    That's supposed to be in game itself. Current help tab is so unhelpful

  • @_gabrielln.dop_
    @_gabrielln.dop_ Před 26 dny +1

    You can reroll the map? What?? How??

    • @Flesson19
      @Flesson19  Před 26 dny +1

      just exit and start a new game, it only takes about 5 seconds

  • @kevcole3333
    @kevcole3333 Před 28 dny

    it seems the only way to stop producing unwanted items is to destroy your homes. seriously what am i supposed to do with 400 helmets that cant be traded? there's a lot of game breaking issues early on. maybe some people think this is a fun game cos it looks good? whatever. workers and resources soviet republic looks like it was made 15 years ago and is without question the best city building game. this game needs another year of work.

    • @eugene1511
      @eugene1511 Před 28 dny +13

      You can pause production in the house interface. In right top corner, there is a button.

    • @kungfujiujitsufliptrick4832
      @kungfujiujitsufliptrick4832 Před 28 dny +3

      I completely forgot about that game. ML just has a learning curve and like it states ig you didn't get the memo but it's a WIP, but already one of the best city sims to date imo.