4 Tips for Manor Lords Early Game in Less Than 4 Minutes
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- čas přidán 21. 08. 2024
- I'll be streaming a lot of Manor Lords for the foreseeable future, come check out the stream if you want to learn more.
twitch.tv/JakeMakesMusic
Music Attribution:
Iron Maiden - Fear of the Dark - Bardcore By Algal the Bard
I had absolutely no idea you could upgrade that initial tent to get rid of the homeless penalty. My mind is blown. Thank you for the tips!
It's bugged in the sense that your workers won't move out of it even if there's houses available.
You need to destroy the tents manually.
Reloading the game also tends to work to get rid of most bugs.
yea really good tip
Good guide but you definitely want to get another ox over the 3rd vegtable garden with your starting wealth.
Having an ox free for building and logging simultaneously will speed up your progress so much.
Damn, yeah that does make sense actually. Will try that on my next run, thanks!
I did not know about Worker's Camp upgrade. I'll use that next playtrhrough. Thanks
The initial tent upgrade trick only works on lower difficulties. On higher difficulties, homeless people ONLY give the Homeless, cold, and hungry negative approval modifiers. And is critical to getting enough resources to get the church and tannery going before people start imploding and leaving.
Interesting. I've just been playing with the default settings, didn't know higher difficulties had different approval modifiers lol
@@JakeMakesMusic711 yeah on harder difficulties you pretty much wont be raising your population at all until the church is built AND you have clothes... until then your pop wont raise past 5 no matter what you do.
Fear of the Dark 🤘
Imagine playing this with the background music filled with medieval versions of popular rock songs
With no money left, you are apparently holding out for your first bandit, to earn some gold, eh? Thus, no chickens bought with the lucre from trading planks away. I guess that leaves you to choose the Apiary first, in order to provide additional food type? Or, have your early vegetable gardens actually provided enough by November? Yeah, I'll have a go with your plan, just so I don't get into a bad habit...heh.
I feel the Trade cost reduction is just TOO good. It makes it so easy to graduate from selling Planks to the more lucrative items. I don't know how well it reflects the period. A village of 100 people can't really be expected to produce the quantities we can make, yet, it quickly becomes possible to flood/crash the market! lol.
Vert usefull tips. And all well observed. I agree 100%. 👍
DONT upgrade the workers camp!! the developer said it himself it is glitched and the people cant move out of it
That does seems to happen, yeah, but if you need to get them to move out, you can always destroy the camp once you have enough surplus housing available. I just leave them in there forever though. There's no approval penalty (which is also bugged I believe, and expect this will be changed in a patch before too long), so for the time being, it really is the quickest way to get new villagers moving in quickly.
2 vegetables and 1ox you need
Great background music, I think i heard it before :-)
Very useful tips sir! Much appreciated
how do you just click your homes when making em and it leaves the layout on floor, i have to click and hold with mouse... its annoying
You just place all 4 corner points so it shows the house layout and then you can use the rotate or + and - to add or remove number of homes. Hope I helped :)
Why build a Granery so early? It takes more than a year to produce any wheat or barley.
To store other foods for market stalls, and most importantly to prevent losing the 30 bread you start with to weather. This actually just happened in my "the merchant" run I did recently lol.
TY