
r/ManorLords

I cant think of a better name and title to go with this mans facial appearance.
I almost spit out my drink when I encountered this guy.
Manure Lords?!
How’s everyone enjoying the BETA version? Noticed this today on my Steam Library; anyone else seeing it? Pretty funny 😆
Perfect region for Vogtland. However, farming. Worth despite the malus?
Perfect map, rich game and mushrooms, close to a trade point.
However, none of the feasible regions close by have good farm land, and there's a perfect patch of oats and wheat here that I would still like to capitalise on.
Question: Of the Vogtland malus is - 25% farming efficiency. Does this impact total YIELD or SPEED of farming?
I'm happy to dedicate more workforce later on than typical, I'll second guess the call if it's going to limit what I can get in total
Tiniest Large Town
So I had achieved all I wanted and tried to set a new fun goal. Achieve a Large town settlement with only 20 plots (double living space). Get them all to Level 4 and voilà!
To make things interesting I had food spoilage on high and penalties for approval ratings also. It was quite a hassle but I managed with the help of a second village, mainly producing apples.
This was the final setup:
Weiden Hinterlanders trait for cheap animal imports.
5x Pigs
2x Chickens
2x Orchards (apple and pear)
2x Veggies (carrots and cabbage)
Blacksmith, Joiner, Tailor, Cobbler, Brewery, Butcher, Cheesemonger, Apiary and None (yeah dumb I know).
This should be an official achievement similar to the Happy Metropolis 😄
Strawford, a case study on version 0.8.111
I've taken on the "rise to prosperity" (normal difficulty) challenge to test version 0.8.111. I'm leaving here some screenshots and numbers that might help guide you.
I've chosen the following development perks:
- Origins: Nuremberg prospectors
- Rural foundations: Fish husbandry
Families and animals
The single-region village hosts 175 families (530 population) in a completly renewable and self-sustaining way. The families are relatively happy (~85% approval). In total, I've constructed 112 burgages.
The village also includes the following animals:
- 24 oxen (4 unassigned but with dedicated oxen guides in the stables)
- 4 horses
- ~100 cows (limited by the butcher)
- 40 goats
- 40 pigs
- 60 chickens
At the time of this post, I was creating a small flock of sheep (~20 sheep). The animal feed available supports such a small flock. The animals yield ~200 units of fertilizer per year.
The pasture space is 2x the desired number of fully grown animals (cows and sheep).
The animals are supported by 5 livestock farms (1 per 50 animals), fully staffed during the winter and manned by a single family during the rest of the year.
The region is low fertility, with a rich node of eels and a rich node of salt.
Food sources
The current cow herd yields ~125 units of beef per year.
The village is supported by ~27 morgen of fields, across 45 fields of ~0.6 morgen each. The fields are grouped in 7 farmhouses (between 6 and 9 fields each). The following crops are currently planted (in 3 years rotations, all fields have a fallow year set):
- 4 flax fields (~150 flax yield)
- 14 oats fields (~600 oats yield)
- 7 wheat fields (~150 wheat grain yield)
- 5 barley fields (~100 barley yield)
- The remaining 15 fields are fallow and will rotate to the crops above.
All fields accept fertilizer (3 dunghills, 1 family each).
Food is mainly based on sausages, smoked fish, vegetables, wheat bread and cheese.
The region includes 7 orchards (~500% cost): 5 apple orchards (~320 apples yield per harvest) and 2 pear orchards (~80 pears yield per harvest).
Food is sustained by 2 fishmongers (~700 smoked fish yield per year), 2 butcher's shops (~400 sausages yield per year), 2 cheesemongers (~600 cheese units yield per year) and 2 bakeries (~600 wheat bread yield per year). Additionally, a taylor, shoe maker and 2 breweries (~20 mead, ~80 cider and ~100 mead yield per year) support the people's needs.
Industry
Industry is supported by 2 wood processing regions, each with:
- 1 Logging camp (1 family + 1 oxen, limited to 100 timber)
- 1 Woodcutter's lodge (1 family, limited to 100 firewood)
- 1 Charcoal kiln (2 families)
- 1 foresters hut (3 families, except during winter)
Economy is mostly based on the export of shoes, salt, gambesons and large shields, supported by 1 fully staffed trading post (with 4 horses). The region contains 4 fully staffed deep salt mines.
For other productions, the region has:
- 2 weaver's workshop (1 family each).
- 1 malthouse (2 families)
- 1 tannery (1 family)
- 1 windmill (2 families)
- 1 stonemasons (1 family)
- 1 clay furnace (1 family)
- 1 lime kiln (1 family)
Overall, the village yields ~1-2k regional wealth per year. The lord's treasury pays the king's tax with a 6% land tax.
Logistics
The region is sorted into 3 village centers, each with a market, storehouse, granary, church, tavern and stone well. This minimizes peasant travel time to work places.
The main city center, featuring the large stone church and manor.
A total of 23 families are assigned to granary logistics, and 20 families are assigned to storehouse logistics. All families are allowed to set up market stalls (43, in total, across 3 main markets).
Demand is kept at a reasonably supplied state.
The region also contains 2 fully staffed construction yards (with 2 assigned oxen), except in winter, where only 2 families are assigned.
Life in the rural Strawford is hard.
But the lord is fair and cares for the people.
Bugs and feedback
The main bug I've identified with 0.8.111 is that the rotation of the crops randomly gets mixed-up. I'm not sure if it is on game restarts, or during normal crop rotations. But the initialy set rotation eventually gets lost and re-doing it implies burning the field. Keeping the wrong rotation makes it so the same crop sometimes is used sequentially, completly consuming the fertility of the field and often removing the fallow year (and, therefore, preventing the proper application of fertilizer). This was a major bug on my game. Other than that, really enjoying the changes so far.
I hope this post gives you some idea of the numbers to achieve self-suficiency in a relatively large village (without having to deal with competing lords or raiders). Of course, food sources and industry are completly dependent on the region's rich nodes, so these numbers may greatly change depending on the region's conditions and available fertility. Good luck out there, lords and ladies!
A beginner’s perspective
I recently picked up manorlords and have been grinding away at it trying to learn the game. Today after much trying, I have managed to capture my first region.
Unfortunately for some reason, I have lost interest in the game now. The region I conquered had a wealth of 17.5k while I only managed to accumulate 250 before invading.
However, there is no way I can utilise the new treasury to upgrade my existing town.
I cannot add more units as it looks like my units are capped at 6 or 7(?). I cannot combine the two towns.
The other town is definitely more advanced than my town but I gain nothing by capturing it as I cannot combine resources or population together.
Not sure if it’s just me, but the early game is extremely fun. However, as the game goes into mid or late game, there seems to be still work to do by the devs.
Resource transit woes
I love this game but 1 thing frustrates me and that is the transitioning of resources especially at busy mines. Warehouse workers rock up with their carts and hold up production. Bloomery workers and traders line up at the mine instead of gathering at warehouses. Hopefully this is something to devs can iron out in future patches. In the mean time has anyone worked out a more streamline way to reduce the production hold up?