Long‑term vision: naval trade, living NPCs, kingdom building, and AI diplomacy – what do you think is realistic?
So I've been thinking about Manor Lords a lot lately—probably too much—and I wanted to toss out some ideas and see what the rest of you think. Not as feature demands or "the game should have X," but more as a speculative conversation about where this thing could go over the next few years.
A quick preface: I know Greg (Slavic Magic) has built out a small team now, so the old "it's just one guy" constraint isn't quite as tight as it used to be. That said, scope is still scope. I'm just curious what feels plausible, what feels like a pipe dream, and what might actually run counter to the game's identity.
Here's what's been bouncing around my head.
1. Naval and river trade
Rivers already exist on the maps, and in the real Middle Ages, river trade was everywhere—barges moving wool, timber, salt, grain. Coastal trade too. So I wonder: will we ever see something like fishing boats as a real food source? River trade posts that let you move goods between regions without building more roads? Seasonal ice that actually changes your logistics in winter? Maybe even small‑scale naval skirmishes—cogs, archers, boarding actions?
Or does all that pull focus away from the land‑based manor fantasy? Curious where people land on this.
2. NPCs and the "living world" question
Right now, families work, sleep, walk to market. It's a solid foundation—no complaints. But I find myself wanting a little more chaos, you know? The kind of stuff that makes a town feel like it has a pulse. Like NPCs forming families over time—births, marriages, inheritance. Maybe a blacksmith who gets genuinely wealthy, or a farmer with a petty feud against his neighbor. Small emergent stuff. Festivals. Disputes. Petitions you don't have to micromanage.
Is that even desirable in a city‑builder? Or am I basically asking for The Sims: Medieval Edition at that point?
3. AI that plays by the same rules
This one bugs me a little. Enemy lords right now mostly exist to be a nuisance. They don't really manage an economy. They don't trade with each other or form grudges. I'd love to see AI lords who actually have to balance their own towns, who can become trade partners or rivals, who might blockade your river routes or raid your fishing boats if you're not paying attention. Bandits and pirates as semi‑independent factions instead of scripted annoyances.
With a small team now instead of just Greg solo—do you think something like this is realistically on the table? Or is strategic AI just never going to be a priority?
4. End‑game and scale
Once you've built a couple of large towns, the game starts to feel like it's missing a next act. I've wondered about expanding into something like a small kingdom or duchy—multiple regions under your rule, vassal lords, that kind of thing. Maybe different government structures: merchant republics, feudal monarchies, confederations of towns. Each with different tax systems, councils, military obligations. And then institutions like military academies or merchant guilds that add economic depth beyond basic supply and demand. Castle sieges. Real fortifications.
But here's the question: does Manor Lords want to stay a "manor" game, or could it naturally grow into a regional power simulator? I honestly don't know which I'd prefer.
5. External trade and economic interdependence
The internal economy is fine, but I keep thinking about external trade as a missing layer. Specializing your region for export—high‑quality wool, iron tools, whatever. AI towns that have real shortages and surpluses, so trade actually matters. Long‑distance routes (river or sea) with risks like piracy or tolls. Even trade embargos as a political tool.
Would that deepen the game or just make it overly complicated?
Look, I'm not asking for any of this tomorrow. The game is early access, the team is small, and I get that. But I'm genuinely curious what the community thinks—what excites you, what feels out of scope, and what you'd prioritize if you were in the design seat.