Game-Changing Update Unleashes Epic Possibilities in Manor Lords
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- čas přidán 20. 05. 2024
- Explore the New Patch and witness the birth of the Borg Design as we push the game to pure levels of awesome insanity. Manor lords is back!!!!
docs.google.com/spreadsheets/...
fam People
334 1002
4 food 4008 per bender Benders
Berries 1002 import
Veggies 1002 126 7.952380952 Veggie Bender
Apples 1002 90 11.13333333 Apple bender
Bread 1002 - 250.5 Wheat per year with perk
1136 Barley per Year
111 consumed per month
10 Granary
6 Storehouses
Dive into the medieval world of Manor Lords with our comprehensive guide. Whether you're starting your first 'Let's Play Manor Lords' or looking to perfect your strategy with advanced lordship tips, our guide covers everything from basic Manor Lords mechanics to building the perfect city. Learn real-time strategy and economic management to thrive in this captivating medieval city builder game. Join us as we explore the intricacies of Manor Lords, providing you with the best strategies and a step-by-step city guide to enhance your gameplay experience
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docs.google.com/spreadsheets/... - Hry
you might already find it out, but to get the lady as an avatar you need to select the one wearing green clothes in her portrait.
great idea with the new design so easy for me to understand had problems with the "bender" your streams have been a great help super THANKS TactiCat!
Great playthrough testing the new patch. They still haven't fixed to MASS amounts of firewood stalls opening in the marketplace though. For example: My tannery opened up a clothing stall, so I reassigned that worker into the warehouse so the leather was taken care of by the new worker and turned off the stall opening ability from the tanner. However, IMMEDIATELY as I reassigned the worker, that new warehouse worker opened up a firewood stall and the clothing stall became abandoned. It seems as soon as you add more workers to your warehouse they have an dying urge to open firewood stalls. The only way I can get a clothing stall is to let the tanner open one.
Game feels very different to me it will take a bit of testing
55:07 you just need log to build the house 😂
Was looking forward to this when I saw the patch notes!
Finding myself having to reroll a lot more for maps because loads have rich stone deposits now, useless deposit 😂
Took me 35 min to roll this map :(
Just let us choose our rich deposits already…
@@LowHangingFruitForest There is a mod for that in Nexus Mods ;).
Stone and game rich region is the weakest set up
🙄 try and challenge yourself.
Thank you for the great content as always.
One huge clearance for the destroying berries which I have witnessed!
When you build roads to berries, the oxens use those roads with timbers and that is what destroys berries. So the suggestion is don't create road through berries but outline them.
HAHA! So for fun and giggles I wrapped a farm around my deer and they did not migrate! I have a field of deer just chillin.
Looks like that trick works for both berries and deer ... at least for now.
Holy shit lol - I gotta try that
NICE a Deer Farm!!!
@@goonitup6588 I was able to get it to work in the original game as well.
I needed to uninstall and reinstall the game bc the auto update for the newest patch broke a few things. So I thought I'd see if it worked. It did. lol
You just need the lines to be outside the "circle" of the deer 🦌 AOE.
I want to test if I can actually use both berry and deer farms for actual crops at the same time. That would be cool.
So I almost had a starvation at the end of year 3. Veggies definitely extra nerfed.
patch notes said "Slowed all plant growth down by around 30%. The reason for slower field crops is to make winter crop make sense". this can make consumption seem higher. but in reality, the extensions are not producing at a rate that at least equals the consumption. assuming the total units produced are same.
Thank you for this!
I got the achievement for not farming berries or using the hunt today using the borg! Lol
Cool trick with the field over the berries! I tried using pasture and it looks awesome and doesn’t destroy the berries. I don’t think it keeps the wood choppers out though, but at least I can clearly see my berry patch.
Sounds you try to make Squarton. XD
You can safely take bandits camps and fight with 19 to 20 spears. I have them stop and balanced before they attack walk not run to bandits stop moving … stand still then after they hit then press push forward after 5 seconds or so.
I was confused for awhile too but you can control the invetory view. It changes when you open the building UI. when the UI is closed it shows food when its open it shows woods! Took me a few weeks lol
Thank you!
Funny, I was also trying to figure out why I had no vegetables in the market when you were musing about it. I tried turning on allow market spaces for each of the burgage plots doing veggies, and they started to flow.
Imagine in real life the struggles to build a house, without any construction goods and then wonder why u can't build.
I have been having a bug where as soon as I move out of a region with troops & I come back to my town/s they either stop hunting or gathering berry’s.
& woodcutters would stop getting firewood..
I would have to save quit & reload to get them working maybe.
I have had to give on so many worlds with multiple towns because of this!
I hope it’s fixed.
Relaxed & normal modes it’s been the same.
Looking forward to playing this next update
Crazy I haven’t had that issue but that sucks
I can not get my apples to market or to homes. They just sit in the pantry. Even created a granary for just apples and they still just sit there
Beta patch fixes this
I still had folks spaffing market stalls even though they were marked not to, so that needs polishing
you are the best there is plain and simple
nice design, hope the build works
Im having two of your diamond veggies and they net me about 300 a year.. I had one playthrough where I didnt ge tveggies either, that where on fertile land as well, maybe that has something to do with it. Thx for amazing content buddy!
Are you playing on challenging difficulty or standard, also do you know if achievements work on the beta branch? Nice video man your designs got me going with better city efficiency I get 95% to 100% with my builds now which was almost impossible for me before I used your designs then made some tweaks to better fit my playstyle.
Just normal for now
The avatar has never effected the look of the guy who walks around the map.
From the current patch notes: „-[WIP] If you pick the green lady portrait, the visit mode character should now be female, though it's still work in progress and will look a bit funky.“
@@Spuk968 oh my bad i didnt know that
I was watching this last night in bed and I had to turn the video off because of the lumber situation. I came back to finish and more importantly make this comment
Make your comment make sense
my game loves to kill me, i fought one army of then 2 seconds later another big army hit me destroyed my town
yeah but my traders stopped coming to my trading post for some reason and now I rely on passive income from the towns folk taxes to make any money
I’d like 8 veggie benders with a 6 pack pls lol
Cheers! Thanks
In terms of the spreadsheet and food, it says plot*7/50. Why 7?
It says 7 food types, but if I'm only planning on only 4 food types, then does it need to change to 4? Or is it still 7 because the game calculates it based total potential foods?
Newest patch has been fun. I'm just testing barely.... manual doesn't really work now or it is basically the same automation. (still not sure about the perk for ox, they are only good for small plots - which isn't good for expanding/my intended usage).
First test I couldn't find enough barely fields "close" to each other, so tried what I could (always 9 fields for rotation - 8 people in the farm house) - fields ranged from .9 to 1.7 - yield was not enough to meet beer demand. Also, found a bug/something new - starting a mine (clay field) dropped the yield of some of the fields. Once I destroyed the mine and roof build, they went back to normal.
Second test. 9 x 3.1morgan; 2 farm houses 16 people. Everything is incredible, too much beer - selling/trading, tavern (315 population), and have 1.4k in storage (growing to far)
You can Multiply it by however many you want
@@TacticatGaming Cheers! Still find having only 1 marketplace is best to stop those thumb down pop-ups (last less then a month ingame). Multiple markets is better now (.965), but still random pop-ups that can be annoying.
Yeah once you delve into Multi markets I’ve had massive issues with approval bonuses not reflecting right
So, probably noob question over here. So if I have one of those burgage plots that fits two families, once I order them to produce one specific thing (Bows, Armor, Weapon, Bread etc) don't I loose both families for construction works, or do I keep one ?
they are both locked to the production of that activity
@@TacticatGaming thanks for the fast reply man you just won yourself a new subs
Game is unplayable for me, experiment al or not. Updated graphics drivers, followed a bunch of tutorials, re downloaded etc, can't think of anything else to do. Been looking forward to playing all week 😭
Ouch
I'm working the bender on the 7.965 update and the veggies are not working. I need more food... can't get above 66 families.
I added an additional two veggie plots and still can't get there. UGH
Need tier 3 and 4 fams to get full amount
Bedrer=tripod 😅
Female had to be the "green" character aka the "younger" of the 2.
Still may not work but patch said green. 😁
Looks like they even got the farmers to obey set work areas
im happy to see happen to the best too lose bandit and mess up whit fat road when u want make fast loool , Wood now grow 30% less
Resistance is fuedal?
lol
It would be nice if eggs were two per family, goats you can choose three different productions like you can for artisans: 1 meat & 1 hide or 2 milk. And an artisan that produces cheese And there are pigs which also produce 2 meat per family. To encourage diversifying
Or produce the animals above and a butcher artisan that comes and collects animals to produce meat and hides?
I have a feeling we’re going to see different or modular backyard plots in the future. So you place the location of the producing building. Maybe have a max of 3 coops per plot but you have to size it for that
@@TacticatGaming that would be cool
would love for a more "looking good" city rather than going for max effectifness :) but i get it, its still beta and we are all testing stuff
Why build two Forager Huts?
Pantry limit of 50 + all buildings don't have a linear production increase when adding workers.
@@roymongin8886Thanks for the reply! Not sure if I understand the linear production thing correctly. Do you mean that two buildings with one family in each of them gather more berries in the same amount of time, compared to having one building with two families in it?
@@bodybruhh yeah, multiple buildings with one family seems to have better results although I think the primary benefit is not getting capped on the pantry because that halts production.
For berries in particular though, during the growing seasons, the berry patch is replenished several times a month and it is impossible for a single hut to keep up.
If you have rich berries + the development x2 perk, you can go with like 6 huts.
Hahaha Lose just the tip …
I don't see anything new or changed in the game
follow the instruction on steam if you have steam to download the beta
@@TacticatGaming Ah so it's not even released yet, that's a shame, well I don't have any option for beta version of the game but I appreciate the quick answer anyway, hopefully it'll be released in the upcoming years.
The avatar now identifies as a woman
Your experience with the veggies is weird. Ive got 2 new saves im playing with for the new farming and havent really had any problems. Sitting at about 250 pop with 2 double plot veggie farms and its more than enough