Manor Lords Building & Farm Production Rate Guide & Database
Vložit
- čas přidán 27. 05. 2024
- Link To Notion Database: melodious-entree-b4a.notion.s...
Did you know I have 3 gaming channels? Check them out for MORE content!
Strat Gaming (Heavily Edited, Crazy Challenge Videos) - / @strat-gaming
Strat Gaming Guides (Guides, Updates & Clips) - / @strat-guides
Strat Plays (Long Form Let's Plays) - / @stratplays
00:00 - Intro
00:32 - How the database works & How the data was testing/collected
03:28 - Why farming data is different from other production data
05:34 - How I personally use the database in my own runs - Hry
Strat is quickly becoming the go-to creator for all things Manor Lords
Thanks!
And Bannerlord. Basically all things with Lord in the title. A matter of time before he is one of the biggest for all strat/mgmt type games if he puts in this effort.
he is a legend!
@@JohnJJSchmidt lord of lords
100%
I feel sorry for other youtubers trying to make Manor Lords guides... Strat, you're brilliant.
All the "Guides" out their tell me how i place a woodcutter, while im actually looking for a Guide like this! Thank you so much, exacly what i was looking for!
Keep up the Good analysis and Information coming :D
Cheers mate!
Thanks for watching! I've got even more data coming up next for farming - production rates, crop yields (much more than this database has), harvesting seeding and plowing rates, etc. You'll be a professional farmer by the end :D
Manor Lords are becoming Monopoly Lords
The thing about mass producing the warbows is that the return depends on the economy status on the trading post, being dependent on one type of good can harm your economy in the long run
This guide really seemed to highlight some of the issues I was coming across. Adding extra employees didn't seem to solve certain problems at the rate I expected them to (extreme diminishing returns in some instances) and it's interesting duplicating buildings and splitting the workers is the better route. Hopefully the devs see this or have an idea it's going on already. Glad you made this video and proved what I was experiencing with numbers and tests
About the last comment in the video about real business optimization, it reminds me about how my dad talks about ORSA (Operations research systems analysis.) You know almost anything can be optimized, it makes me wonder how we could get the perfect ratio of retinue and archers. Inspiring stuff.
I think I’ll make it a case study for tomorrow when I can finally play BL. 😁😁
That's true, pretty much anything can be optimized :D
This is really awesome. I am 100% interested in seeing more videos like this, dissecting production setups.
Thank you so much for the support!! I've got a farming video in the works that's going to blow everyone's mind :) then I'll tackle trade next and finally I'll put it all together and try to optimize a whole town
YES! Thank you for making this. From Anno I'm used to people writing walkthroughs in Notepad and posting it on a forum somewhere. I looked for the same thing for Manor lords, only found limited info, but before I could get nostalgic I found your vid. Great work, great vid, definitely more fun than reading a notepad doc.
Looking forward to using this info in a few hours! Thank you for all the work that you did preping this
Finally an answer how much a Morgen does provide. This is some amazing work and probably tons of hours spent. Kudos!
@Strat - any ballpark of how many families/1morgen are needed to maintain the field - sow,plant and gather in time? So labor in farms can be correctly scaled, too
I absolutely love when you get into the numbers. Its my favorite way to play these games haha. I was having trouble getting into Manner Lords bc of the lack of hard numbers like this, but you gave me a new obsession for a while
Brilliant! Ty for putting in all that work for the rest of us.
Many thanks Strat, excellent guide as usual, and thank you for the database resource.
Man I truly appreciate your effort
Dude, thank you so much for all this work! No-brainer decision to subscribe. Looking forward to future videos!
I appreciate it! I've got a huge dataset for farming coming up next - I finally found the optimal farm plot size and how many families you need :)
The spreadsheet is absolute gold. Thanks for sharing!
Subscribing just because you did so much good work and its so impressive. This data is amazing. Well done!
Damn great job! Take a bow for your hard work, sir!
This in notion format is amazing, thank you so much
you sir are a machine, this is amazing work
So much work! I have subbed. Great job.
Thank you!!
Exactly what i was searching for thank you
With these stats on logistics I'm surprised I've never seen any Satisfactory content from you. Nice work man!
give him time.. soon, I bet his content will be satisfactory or *better*
Satisfactory? Nah, he should play Factorio or Captain of Industry.
Very good content overall and the game just started, GG.
Keep up the good work Strat! Been here since Bannerlord 2
Strat have you accounted for the changes they made to the eggs today. Seems they nerfed the chickens. They also made the Trade store prices will go down the more you sell the same item on the market. The warbows will go from 5g a pc down to 3 then 1. so looks like rotating what you sell on the market will have to be figured out.
I just installed the new update as I was recording for another video so not yet. I'll hop in there and check it out now.
I'm glad to see the changes to the trading post though - that was pretty much ezmode win button lol
@@Strat-Guides I was talking to Tacticat on his live and he was testing that. We figured that rotating a couple of trades will keep the market from getting overloaded but keep income coming in. That and was not not getting many eggs at all from the chickens now. Look forward to an update on the patch and I should be getting ML in the morning. Thanks for all the data and work you have put in to this.
I mean economically it should be like this since supply and demand will be affected this way, so switching to another product until they need what you work on then switch back to.
And this will make the game more realistic and interesting tho casual players will suffer at first
That means it does not make sense to specialize in certain high value goods, as they can go down to 1 value if you overproduce. It is event possible to saturate the market so much that no exports for the specific good are possible anymore (I tried it). So trading is an extra income and can not be your main income.
Do you know if prices recover after a period of time?
This is one of the best gaming-related videos I think I’ve ever seen on the platform.
May I ask what are the effects of more people in house extensions (and level 3 houses)?
1. Do they consume more food, firewood and clothing?
2. Does the house extensions make double resources? Or do they have diminishing returns? Is it the same for all resources?
3. Which house extensions should use double/level 3 housing, which should not?
Amazing work mate
Thanks for all your work
Awesome video. I would have mentioned supply/demand at the trading post can fluctuate, so being aware and adjusting accordingly is important too!
Strat being Strat. Much appreciated!!
Thank you as always
Brilliant! Thank you
@Strat - I think I found a very fun exploit: saving and reloading seems to re-trigger a bandit camp spawning if done shortly after the moment when the camp appeared normally.
in more detail:
have a solid retinue ready to go ( likely ~20 should be enough) and wait for a bandit camp to spawn in an unoccupied region. In my case, there was only 1 region remaining unclaimed.
take the retinue to the bandit camp, beat then and loot the camp. It does not matter if you keep the money or give it to the closest village.
Save the game.
Reload the game you have just saved
Wait for a few in-game days.
Bandit camp spawns again.
Rinse and repeat.
Give it a try and let me know if it works for you.
Cheers!
Interesting, I'll have to check it out! I have a build to rush retinue very quickly, so I can bait the first camp away to take the money, then run home to turn the money into more troops and repeat. I'll definitely take a look :D Thanks for the heads up!
Awesome video!!! ❤🎉
Thank you for this. You are my hero :)
holy shit, you are a chad sharing your excessive work spread-sheet.
big respect, I love the game and I hope it will develop a lot.
What to say, besides thank you for doing this, it helps a lot!
yeah, u earned my sub lol. thnx for th detailed info!
You should check out Songs of Syx,
I think it would be perfect for mad level of detail you put into your guides, and that you enjoy complex games with intricate supply chains.
Added to that, it's a really fun game which deserves way more recognition!
I saw that recently on Sseth's channel! It does look fun...
This is super helpful. Thank you for the work you put in. Let's hope the full game will provide us with this information on its own.
My questions are:
How much does a sawpit with an ox provide?
The video states a chicken coop provides 2 eggs/month but the database link says 1 egg/month
Something else I would like to know is how much the trading post can export an import. Then you could adjust the entire production like towards that number.
I didn't notice any difference when dedicating an ox to the sawpit - they just sit there and eventually pull another log in. It's mostly helpful for when you have no available oxen to do is passively, but need timber ASAP. I'll retest it again sometime to make sure they didn't change it.
Eggs were nerfed in the full release, so the Database will always be more accurate than the guide. I'm actively retesting things for the Database but I won't make another video on it (takes too long and who knows if they change more in the future lol)
Sorry, I'm not quite sure I understand your last question!
classic strat vid, nice
The hero we needed!
Very helpful. Taking a cue from PatmosIV on Ostriv, which very similar to ML, about the benefits of a small economy - lower wages/internal buying prices, less strain, I'm giong to try a base 8 house expansion system, divided into 4 at a time builds - to better manage growth, make sure dont get over-extended. Really manage travel and access distances.
Ostriv is brighter & prettier than this, but focused only on trade, internal development, no military, and set in early 1700s Ukraine.
It has less detail and zoom on pops.
One thing this could use is allowing where you put your tents at start like Ostriv, and picking a region to start in.
Thanks Strat. Great as always
Hey good to see you again Duc! Hope all is well bro
big thanks!
Great work, thank you,
Large Shields are inefficient regarding trade and finance ... But seemingly can make up for this downside in combat (Units using them have great survivability even when outnumbered if selecting the proper unit stances or reactions in combat ['stand your ground', 'shield wall', etc.] ... Lol, might actually save lives and help win battles but will likely have to research it further).
Great Tool, Great Vid Strat !
I’ve had great results with using a shield wall formation, then using my Retinue in a “Cavalry” kind of role. Basically keep my Retinue behind the line of infantry, then, once the two sides clash, I set the Retinue to “run” and envelop the enemy. This even worked when the Retinue was only 8-men strong haha.
THIS IS VERY IMPRESSIVE. I wish the developer had shared these stats eliminating this hardwork / guesswork
I asked and the mods on discord said nope ;) It's all good, I enjoy running tests and collecting data
Now this is useful content!
awesome, thx u so much.
Love your videos, they've been a lifesaver in helping me get into the game.
A quick question, during testing did you notice how large a pasture is needed to maintain 1 Sheep?
I'm planning to have my farms double as pastures in the Fallow years (with 1 patch always being on Fallow) and want to know how many Sheep they would be able to support.
You are doing God's work mi'lord. I am in no doubt that your Manorship is granted by God and God alone!
I normally do warbows and small shields. Both use 1 plank. And it helps when the market saturation effect comes into play.
man i wished you did videos like this on a game called kenshi, i love your tutorials.
You are doing gods work sir 🫡
Hey Strat, amazing work as always. Do you know if the size of the burgage plot extension matter when it comes to chicken coops?
Thanks! No, size only matters for vegetable gardens and apple orchards. Everything else can be small
@@Strat-Guides Thanks a lot for the reply, that's good to know. Keep up the good work. :)
Strat is so freaking cool
Now THOSE are some dimishishing returns on those tests you had ran!
thanks!
Thanks for the data. One thing I realised you did not include is the production rate without the user of ox. Early game, players would not have ox for multiple industry
Great work, thanks!
I've heard that with the EA release yesterday came adjustments to the food production system. Can you confirm this and if yes, are you planing on making a video with the updated numbers?
I'm working on confirming everything this weekend! Eggs production got cut in half, that's the only thing I noticed so far but I didn't test that much yet.
damnnn thats alot of work
Just 1 note for Apples - they are only for sale because they are bugged. Nobody eats them.
With the changes to trade ,apples are OK endless comodity for 1 silver each (as the price will tank).
This is not accurate - Apples are used as food but they take time to grow and make their way into your stalls. Two things to keep in mind - anything produced by a house (eggs, vegetables, apples, etc.) won't be picked up by the granary worker until the house's inventory reaches 90% or higher - so if your first harvest is tiny, then those apples won't actually make it to the granary to be restocked. Make sure your orchard is BIG so the harvest can exceed 90% quickly. Also, stall workers can go to houses to pick up apples individually, but the orchard house needs to be close enough to the stalls for that to happen. If you're not seeing apples in your market yet, make the orchards much bigger and also give then time to come in fully - they aren't growing at capacity until 3 years after planting.
@@Strat-Guides I just tested it , looks like it was fixed during the release. I played the version few days before - they ware just piling in stock (both granary and food stalls) and nobody used them (you could see in the house stocks for food varayti). Now they are considered food.
@@mowtow90 nice, glad it's working properly for you now at least!
Great vid! One question I can't find answered on the sheet: do burgage workshops like the cobbler or joiner not scale with the amount of families in a burgage?
U are a god , that's the only things I can come up with 😂
1) Regarding the topic at 10:05, that would be true but you didn't take into account the fact that the more goods you sell the less valuable it becomes over time so in order to avoid this you have to rotate what goods you're selling. Going all in into warbows and finding out that they are worth 1 gold each after some time completely screws you over.
2) With all this data I think you forgot to cover one of the most important aspects: what type of food is the easiest / best / most cost-effective to produce.
3) I understand diminishing returns when putting more families into the same production building but, for example, the sawpit is just a bad joke. The 2nd worker is basically 12.5% as effective as the first one. It might be a good idea to have 1 worker in all production buildings and just spam buildings with 1 worker in them for max efficiency.
4) This data shows just how broken food production is and how it gets worse over time when your population increases. Let's assume o population consisting of 100 houses with an even split between lvl 1s and 2s and let's look at what we need to cover the ale requirements. Also assuming we use groups of 3 fields (because of crop rotation and planting 1 out of the 3 years) so we guarantee 1 field yielding each year with a farm house per group (so that the yielding field has it's oxen) we would need:
→ worst case scenario: ~16 groups of fields (with the lowest fertility) + 16 farm houses that have between 16 and 48 workers + 16 oxen + 1 malthouse with at least 1 worker + 3 breweries (with 1 family) totalling between 20 and 52 workers
→ best case scenario: ~ 6 groups of fields (with the highest fertility) + 6 farm houses that have between 6 and 18 workers + 6 oxen + 1 malthouse with at least 1 worker + 2 breweries (with 2 families) totalling between 11 and 23 workers
All this just for ale mind you! I think this is absolutely ridiculous especially if you have a bad area with low fertility. On top of this the berries and wild animals are set in stone no matter how big your population grows witch eventually renders them almost useless. This game gives me Banished vibes when it comes to production balancing issues and I hope we'll get either a patch to fix things or the possibility to create mods that make it playable in late game.
That is insanely useful info. Are you a data analyst per chance?
Thanks! I'm not, but I have some training from college back in the day (physics major)
great work man! love it! Can you do something bout trade? especially now after the nerfs? :((( What do you think now the best thing is to alternate exports? Thank you!
Working on it! I need a little more time to test everything - I don't like to put out hastily made stuff until I know for sure what I'm talking about.
@@Strat-Guides ty man!
This was so helpful! Thank you!
One question, the chicken coop says the output is 1 in the sheet, but you say 10 in the video. Did it change?
Yeah they patched it for the full release build. It was 2 and now it's cut in half to only 1 per month. The database will always be updated as new info comes in
@@Strat-Guides Does that mean we only get 1 egg per month?
@@briters0576 yeah one egg per month per chicken coop that you built
THE KING!
Thanks Sparty!!
that is crazy ammount of work jeez
Hi,
According from your 2 videos & the production data sheet, I have a couple of questions.
For 30 families, I need 30x12 months = 360 bread (Annualy), coming from 180 wheat (3 morgen with 55-60% Fertility). Is that correct?
Adding the rotation to the list it means I need a total of 9 morgen just for wheat? This will cover half of a single region, no?
Also, the suggestion of using 4 farmhouses, 8 workers, 4 oxes. How many morgens corresponds for every farmhouse (2 workers) and how do u assign them, by limit work area?
Sorry, I'm very new to this and I need a confirmation to calm down my insecurity! xD
Cursory testing with 3 Wheat fields which are 5 Morgen in size:
Two full farmhouses WITHOUT oxen can handle them. At 55%-60% fertility, these fields each result in more 1000 wheat per harvest.
With the way Heavy Plow & Oxen currently work, you want a lot of smaller fields, not huge ones like the 5 Morgen plots I’m talking about. If an Ox starts plowing a field, no other workers will work on that field. This makes a “no Oxen” setup much more efficient for large fields.
As far as work area goes, I simply set the work area for the 2x Farmhouses as that set of 3 giant fields.
@@tiestofalljays I read somewhere that each family equals 0.6 morgen, not really sure if that's the case.
What u did is 5 morgen total or 5 morgen each?
2xfarm-houses full is way too many families no?
awesome video ,, could you make a video about the advanced taps , when or when to pick up serten goods , with the granery or store house
im having some trubble with who picks up the flower from the fields , like the windmill or the granery, and if i should disable the collection inside the granery or store house
thnks
i have a question in regards to the hunting camp, when you say "maintaining" I am confused. does that mean you keep the minimum number of animals at 10(for me 20 cause I have a rich deposit) and just let them hunt as it builds up 1 then they hunt? what would be the most efficient way to get the most meat out of it?
Your amazing
Nice work. Only thing I see missing in the database is Herb production from the Foragers Hut upgrade. Id be curious Herb growth and Berry gathering could be optimized, though my gut tells me its just not going to be better than using the trading post for importing Herbs.
Cool analysis! "Manor Lords in lieu of an MBA course" :)
BTW is it not required to have all the buildings connected to roads? There are 2 second rows of houses without roads in your video and it looks they function.
Hello, I just checked the list, and now it says that chicken coups produce monthly 1 egg instead of the previous 2. Is this a mistake, or an updated data point after later testing?
I just updated to the release patch and they adjust some things. I'm updating the database live, so it will usually have the most up-to-date info. Seems like a lot of other things are the same, but I suspect they increased wheat yields. Will spend time today testing everything
Hi, I am building on the excellent worksheet to analyze the value added in each stage of the supply chain, per labor input. I have a few questions: 1. Is there any way to estimate the labor input for farms (in labor months)? 2. Sheep farm under notes says “50 with 1 fam, 22 sheep and half month”. Any reason you switched to half months? 3. Do I understand correctly that 150 grain result in 300 flour? 4. For veggie gardens and orchards, is that the average output per month over a year? And, are the two entirely passive once set up or is there a labor component? 5. What’s the output of a forester’s hut? Any help appreciated, happy to share my findings if anybody’s interested.
Thanks for the data, this is so helpful! So two family plots are wasted on goats and chickens? Eggs are a wash at best, and a net loss with a double plot!
You're going pretty hard for something that will expand and may change considerably in a matter of days and hours.
I may have missed it, but I didn’t see the Forester’s Hut on the chart. Does this scale in efficiency like the other buildings do, losing efficiency with each family, or is it 1:1 if it counts one worker planting one tree? Appreciate your help in advance, you’re doing the Lord’s work with this.
Biggest problem is that some of these things changed on release, e.g. the chicken coops now produce only 1 egg pr month as opposed to 2 pr month in the pre release version, a massive drop.
I've been updating the database as I go. I caught the egg change in the release day but haven't noticed much that production wise. They changed the ai behavior, combat for archers and a big nerf to trade, but the rest of the data here should be good.
two quick question I've been having with the backyard extension:
1. Does the apple orchard scale with backyard size? The tooltip says it doesn't but a bigger backyard seems to contain more apple trees so I'm not sure...
2. Is there an upper limit on how far vegetable garden output would scale with backyard size? I tried building a house with a crazy big backyard and noticed that only a portion of that backyard (about 3 to 4 times the size of the house) was getting cultivated
Yeah it absolutely does! IT's about 6 trees per 1 house sized extension. Your workers don't have to plow or sow either so make that thing REALLY BIG lol It's quick to harvest as well.
I tested all the way up to 6 house sized plot extensions on the veggie garden and they will actually harvest it 2 chunks - a few days apart (not back to back). It seems when they are sowing, they took a break and then finished the back half which explains why the harvest in 1 chunks as well. I'm sure there is an upper limit, but I didn't test for that yet. There would be a point where harvesting would take so long, they wouldn't have time to get everything before the 1st of the bunch is ready for the next harvest lol
@@Strat-Guides Thanks for the reply~ May I ask if you had the family working in those tests or if they were idle? From what I could see, the maximal cultivated land seemed to only be about 4 times the size of the house (The backyard was maximal of 12 times the size of the house). I wonder if it had something to do with the family spending most of the time working and if a fully idle family could hypothetically manage a bigger garden?
Hoooly shit, this is exactly what i was looking for. Anyways of getting more info on weapons? like whats the real diff between spear and polearm? Is large shield always better than normal or not?
Dude is becoming the next IGN. But in a good way.
Hi does this guide still work for the chicken coops? I think nothing was nerfed except for chicken coops, I get way less it feels like. Amazing guide, great content as always!
Yeah they needed chicken coops down to 1 egg instead of 2. I've already updated it in the database, but sadly CZcams won't let me adjust the video once it's posted :( I'm testing everything else right to make sure it's still accurate
@@Strat-Guides thanks!!! Ill just refere to the spreadsheet then!
it is very profitable to sell coal - 1 firewood turns into 2 coal, which is also not badly priced.
How many forester huts should I put per loggin camp and per woodcutters?
Was it maxed at 6x veggiebackyard size? Or could I make it even 12x as long and it would still yield 100%?
You can make a vegetable garden run from one end of your region to the other end lol that would be a massive veggie garden! If you make it too big though, it's inefficient because they have to run back to the house to put veggies down when collecting. So if they have to walk 1 minute just to drop off a single veggie, they won't finish in time before the next year's harvest is ready lol
How do we harvest the chicken coops or vegetables? Do we need to manually free them from their workload or is it automatic?
Those are done automatically. Both of those are taken in by food stall workers OR granary workers once the burgage plot inventory reached 90% or more.
How do you get food from production building to the market stalls where do i need to assign a family?
They will set up stalls automatically. Make sure you have a market place area laid out with enough stalls (works just like the housing plot, you draw it out manually).
I was hoping someone would make exactly something like this, thanks a couple questions though (well mostly 1 main question with several smaller questions leading into one another)
In T3 burgage plots you get 3 families, per plot does this affect the production of backyard goods?
If so Would it be better to keep high input chains at T2 instead of upgrading them to T3 in order to save up on input resources? like making mail armor requires 2 IS for 1 MA for 18 MA per month so you would need 36 IS per month to sustain that production line doe you just multiply that by 3 once you upgrade to T3 housing? If so that could devastate your supply of Iron slabs with just 1 single plot
T3 burgage plots will have either 2 families or 4, not 3. If it's a single family home, then you'll get 2. If you made a duplex from the start, you'll get 4 families. The only extensions that are upgraded production with level 3 burgage plots are the artisan workshops (any of them). All of the other upgrades are the same before and after.
Level 3 are good if you need to upgrade the town, but honestly I prefer to keep as many level 2s as possible. You start to run into market stall supply issues when you have a lot of level 3 plots. It's too much to explain in the comment section but I'll probably talk about it tomorrow on the livestream and ill cover it in a video.
Also, you can toggle any artisan shop so it stops producing goods and taking resources. There's a pause button at the top of the main burgage plot screen.
@@Strat-Guides Thanks for the clarification, hard to tell exact numbers when all you can do is watch XD
This will be helpful when deciding which plots to upgrade and better plan growth
@@frenchfry9370 just got the release patch an hour ago and they changed a couple things so far that I've caught. It's accurate I'm the database but off on the video. Eggs are around 1 per month instead of 2. It's not a big deal since eggs end up being a problem in the late game with having too many and not being able to sell them fast enough lol
@@Strat-Guides I've seen a couple of playthroughs all saying how OP eggs are so the nerf is honestly a welcome change
Do wild animals reproduce at a flat rate, or exponentially? Is it beneficial to set the hunting limit to like 4 deer short of max population, or does it not make a difference?
When I measured it last, it was linear so no difference at higher numbers. Just be careful if you go too low, you could accidentally kill the whole herd off. sometimes they go below the minimum
There is the possibility to create burgage plots for 2 families to live in. Would be nice to research also how that affect export rate and is there any cases when such multifamily plot is the most efficient choice
Without actually testing anything, if the front-loaded work happens anything like Farming, other inefficiencies aside, having two families can and will effectively double how quickly they plant/gather the Veggies or pick Apples.
I once created a Level 3 double plot and gave it an absolutely massive Apple Orchard (I’m talking something wild like 4 Morgens). I then left all families residing there unassigned, so their only real job was “Apple Picker.” It seemed to work decently well.
I’ve found there are cases where switching to a two-family plot does markedly increase population density (eg. Can fit 16 “family space” into a zone which otherwise would only have had 13 if left as single plots).
My approach for double plots is as follows: I try to build doubles every time. The largest burgage plots are used for tasks which require significant time investment (not goats/chickens).
my man
What about the extra house on 1 burgadge plot? Can produce more on the 1x house garden?