I played the game for about 30-40 hours and although I absolutely loved it, I'll be giving it a break, at least for a few months. I want to be surprised when I comeback, as the game feels very underdeveloped (I know very well it was warned by the dev, I don't regret my purchase a bit). I think you and other active members of this community will really help the guy steer the development in the right direction.
@axelhopfinger5338 ай бұрын
Agreed. There's a solid foundation there but in its current state, it's just not an enjoyable experience. Too much still missing and unbalanced to warrant investing much time into it, unless for playtesting purposes.
@codrinvechiu28328 ай бұрын
it needs a campain
@axelhopfinger5338 ай бұрын
@@codrinvechiu2832 Wouldn't hurt, though just being a feature complete sandbox builder with multiple maps to choose from (and modding support) would suffice already. Provided there's something as an endgame which goes beyond just conquer the whole map.
@Snackbar9168 ай бұрын
Sawpits [amongst other things] could benefit from having production caps in addition to minimum input surplus limits. I.E. run the sawmill if: Logs > X and Planks < Y
@Strat-Guides8 ай бұрын
That's a good idea - I would prefer that option over the reserve TBH
@andromidius8 ай бұрын
Cobblers direly need this. I always end up with 200+ shoes, no leather, barely ticking over on clothes and cloaks no matter how much I import.
@Schaden-freude8 ай бұрын
@@andromidius yeah you have to micro cobblers and pause their building atm
@Super_Sherpa8 ай бұрын
@@Schaden-freude How do you turn off cobblers and other artisan buildings? I just started playing my first game and my fletchers are going crazy, which would be fine if I could sell all those bows without the market crashing
@vincent999vx8 ай бұрын
@@Super_Sherpa When you click on the burgage plot of the cobblers house, in the top right corner of the UI there is a pause icon. This prevents that building from working on its designated tasks. I think this works for other buildings too if you didn't want to remove someone from the tannery for instance you could just pause their work.
@dusklenartz40148 ай бұрын
It seems the game uses a very simplified queuing mechanism where the game does things in the exact order the player does things. Even if you prioritize the construction of a certain building, the ox will still drag the logs to the buildings in the order you place them. And it seems to be the same with farms, they work the fields in the order you place them regardless of their proximity to a farmhouse, and again depending on the order you place the farm houses.
@dontdoxmestepbro8 ай бұрын
Interesting find RE: the farm placement order. I'm gonna test this myself to confirm because that could change the way I set them up in future.
@salionshatterstar8 ай бұрын
To me, the building queue issue happens mostly when I have a villager with an empty task list while initiating multiple constructions. The first building I add assigns him a delivery or flattening task, and then he'll complete it before checking for a higher priority task. But if I add a second building at a higher priority, he will switch to that new building for his second delivery task.
@odycz8 ай бұрын
Since they fixed the work area for farms. I like just making one farm in middle and 3 big fields around it. Use Fallow-Fallow-plant. If you have +-0,6 morgan for each worker and work area restriction they have only one thing to do and it works fine. BUT you cant use heavy plows because work restriction do not work on them.
@edthebumblingfool8 ай бұрын
Biggest tip I have here is have plenty of oven an more unassigned villagers to collect logs to pump planks assign an oxen
@Jakeurb8ty828 ай бұрын
Probably to avoid characters spinning in circles as a default state. Hope it gets a bit more robust.
@blink47118 ай бұрын
I think if it could be implemented that with each farmhouse you nominate a number of fields they work on, and you select them before each Spring. That would stop them moving around town looking for work.
@SageWon-1aussie8 ай бұрын
The issue is that they prioritise collecting from fields that have been harvested, but not moved to the farmhouse. It kind of makes sense, because resources in the field can be damaged by weather. It seems that this takes precedence even outside of work areas.
@eannane87128 ай бұрын
You can sort of do that by using work areas right?
@iller38 ай бұрын
Ah yes...the main reason Longbowman had 1000's of hours of training: in order to shoot at people with their backs turned, 15 yards away
@Strat-Guides8 ай бұрын
lol! True
@eergegerg238 ай бұрын
In game archers are just peasants with bows without any training at all. And I think it will be good idea to add some training mechanics in game.
@HansWurst15698 ай бұрын
@@eergegerg23 yeah there already seems there is a XP system for retinue. maybe in due time you can make lets say cav retinue, pole arm retinue, bow retinue etc.
@serptimis15528 ай бұрын
@@eergegerg23 By that reasoning, so are all the other militia. If the archers cant shoot or kill enemies because of no practice, then the spearmen walls should break on contact and your villagers should rout immediately
@unbearifiedbear18858 ай бұрын
@@eergegerg23 Archers _were_ peasants with bows
@toncek99818 ай бұрын
Game is already great fun for being in early access... That being said, it's kinda mindboggling that farming works so "weird" - you have game inspired by medieval society based around wheat agriculture, but the game basically forces you to have town surviving on apples and berries. Really hope that in future the farming will be much better working and relevant (maybe by adding decay mechanism to apples, berries and vegetable). Also the trade... most of my artisans do nothing most of the time, because apparently one craftsmen is more than enough to oversaturate whole market within few months. Not to mention that there's basically no significant financial difference in importing raw materials and final products. Given the amount of your people needed to turn materials into final product, it basically makes no sense not to import final product - there's no interesting profit in selling the final product, and if you need it for your people (like armor and stuff) you can just buy the finished thing and send your workers to do something different. The only exception is that you can choose which one to buy when the market is undersupplied (helmet are scarce, you start buying ingots... ingots are scarce, you start buying iron ore etc.), which is kinda tedious to be honest.
@Fergus-H-MacLeod8 ай бұрын
Hah, that's true. One assigned craftsman can saturate the market. I was thinking that was hyperbole when I first read it and then I thought about it. That is exactly the case:)
@toncek99818 ай бұрын
@@Fergus-H-MacLeod Of course it is... especially with artisans who need only one material that isn't based on farming. I mean, take fletcher and joiner - leave them both running and they'll eat through your planks like it was nothing, churning out bows and shields as if they were supplying both sides at Agincourt... Blacksmith seems to be slower since he needs materials from more sources, and brewer or gambeson-making tailor are dependend on inefficient agriculture of barley and flax - and even they can saturate the market in the end (well, not the brewer, because your people drink ale like there's no tommorow).
@seweryndudek56868 ай бұрын
Hey i agree with you, but I think the dev is going to balance it out eventually. Also with these routes now this expensive it's kinda worth it at least in the begining to buy just one instead of 2-3 like with iron you could open a few routes for armor sidearms maybe polearms tools I guess, or only one for iron and do everything yourself through artisans. Ofc it's not makin a perfect sense right now, but I think it's the direction trading is going to.
@thedudeWG8 ай бұрын
I think it would be a huge improvement if you were able to determine who is allowed to open market stalls and which type. I would like nearby artisans to handle what my granary and storehouse workers can’t, instead of the woodcutter whose camp is on the other side of the village.
@Claude-Vanlalhruaia8 ай бұрын
I really hope that the dev hires some people to help specially with optimization so that he can also focus on adding more contents. As of now once you reach around 400+ pops the game becomes more bothersome rather than enjoyable, you're just using most of your time optimizing manually on what should be fine if you automated if you plan your village/town properly. Also trading can be annoying with the current iteration as you constantly need to switch between items once their exported value drastically decrease, and its the only way you can earn gold which is also the only way to really expand and optimize your village and territories.
@akshsehgal9988 ай бұрын
I think on twitter he's said that he will be hiring a team and expand his studio.
@alexandrosnaoum13188 ай бұрын
IMHO it is better like this regarding trade. This game shouldn't be something like "set it and forget" like others. It is more a micromanagement and that could be the sweet spot.
@Claude-Vanlalhruaia8 ай бұрын
@@alexandrosnaoum1318 You say that probably because you are not occupying multiple regions in your play-through. Once you create 2+ villages it becomes increasingly tedious to keep on checking each trading post every few months while keeping up with your multiple villages. The main essence of city building games is to be able to autonomate majority of processes by planning and optimization of your colony so that you can expand and unlock more stuff, this is especially true for key contents like trading in Manor Lords and games where you need/can expand to other territories. Otherwise you'd run into human bottleneck everytime you reach certain population in every city building game in the form of micromanagement.
@axelhopfinger5338 ай бұрын
He already has. Also with selling over 3 million copies in EA alone now, he should be loaded with close to 100 million € which should afford him all the resources needed to hire a complete dev studio to really accelerate completion of the game.
@alexandrosnaoum13188 ай бұрын
@@Claude-Vanlalhruaia I have 3 and with the new ones I suffer hunger. Still it is good that I had to go to each one. And you know, there is also the pause button. A and one last thing, I played games since first SimCity and I prefer to have control than use "scripts".
@MrC0MPUT3R8 ай бұрын
"Overly high ale consumption" Damn can he patch my life?
@Strat-Guides8 ай бұрын
lol!
@KingZealotTactics8 ай бұрын
I respect the work that you do for the community strat! very informative.
@TheActualRealChair8 ай бұрын
For farming we should be able to select individual farms instead of the circle working area
@Strat-Guides8 ай бұрын
Yeah that would make like so much better. And be able to choose the importance of each stage (harvest, collect crops, plow, seed)
@TheActualRealChair8 ай бұрын
@@Strat-Guides exactly, you know
@murakjin37258 ай бұрын
You can priotise which field you want them to go work on first by clicking on it
@murakjin37258 ай бұрын
Select highest priority then when that field is done select the next one and so forth or if u dont have many fields then do highest higher medium lower lowest... U get the jist
@tdotfun8 ай бұрын
Great info, thanks. I'm on the new patch. Been trying to test markets and farms. ** still no idea on markets. Tried 3 stall market, doesn't hold-up. if I add individual single stall markets, things still go poorly. My thought being tier 3 plot requirement: 1 fuel stall, 2 clothing stall, 4 food. So, only need 7 stalls. That didn't work either. (I'm only talking about small towns. (150-200 people)) *** 12 stall market seemed to work (250 and growing) **** farms... i don't know. One game, my 1 morgan field yield 60-80; next game I increased to 2 morgan and it only yielded 70-90. Side test fields were also all over the place 80-300 yields. (all fields are +++ green)
@bradyoiler66108 ай бұрын
The only problem with this patch is that the royal tax directly inhibits expansion at the current rate even though it helps avoid big towns. Especially in difficult game modes we’re simply surviving constant attacks is difficult enough.
@Strat-Guides8 ай бұрын
Yeah seems like a balancing issue - maybe the tax should apply to tier 2 and tier 3 burgage plots or higher level towns only? I'm not sure, but it does feel punishing in it's current implementation
@narfash-yt8 ай бұрын
Pack stations work differently. One station with two mules is enough: one mule for sending goods, the other for receiving goods. For some reason, one mule cannot deliver the goods to another village and pick up the goods there at the same time, two trips are needed. One assigned family means two people operate the mules and a third gathers goods for sale. However, you don't need stations in two regions to barter. Also take into account that barter does not mean a 1:1 exchange. For one warbow you can get 2 charcoal, which means even more trips (this is just an example, I am not sure about the exchange ratio in this case). Additionally, some more expensive goods require mules and cannot be transferred manually.
@swm9348 ай бұрын
The game doesn't adhere to the bartering ratio from what I've observed. I watched my villagers make several trips using different goods and found they'll load up to 20 send goods onto the mule, drop them off at the neighbor's trading post, pick up 1 qty of the receive good from their storehouse/granary, and return home. Seems like pack stations are decent for sending goods to a neighboring region just not receiving.
@narfash-yt8 ай бұрын
@@swm934 Interesting observation, I'll have to test it somehow.
@OC34N_M4N8 ай бұрын
Thanks for the update on the update, I appreciate your work man
@marcop.34238 ай бұрын
strat in the clutch overanalyzing on our behalf. keep up the good work!
@anotherfreeroller8 ай бұрын
As for market inefficiency, I had an even worse problem - at some point, my pops started just not filling clothing stalls. There was demand, there was room, they'd build multiple clothing stalls in the room, and then they'd man the empty stalls without putting anything into them. Made sure the stall workers lived nearby and were posted in adjacent (busy) weaveries and (packed) storehouses (both, because it was every new clothing stall that had this issue after some point, not just one). Huge surplus of all clothing goods, many spare oxen, no amount of employment or location shuffling helpful. Reloading the game didn't help. Haven't tried settling a new region in the same playthrough, to see if it's a local market or game file wide problem, come to think of it, which is worth investigsting I suppose. Anyway, be advised!
@vocalcynic29538 ай бұрын
Shame about archers, would really love them to be viable - but I agree, I'd rather have another melee unit to flank. Another note for taxes which as probably been pointed out, once you build two level-2 burgage plots and become a medium village then the tax starts. This means you can create smaller villages in other regions which generate wealth, and as long as you stick to a single level-2 burgage plot (tailor, blacksmith etc. depending on your export of choice) then those villages do not contribute to your overall royal tax rate. Thanks for all the ML content!
@SageWon-1aussie8 ай бұрын
Ohh, nice exploit! I'm guessing that will get patched.
@vocalcynic29538 ай бұрын
@@SageWon-1aussie I'm not sure it's an exploit, but I do believe we'll continue to see tweaks to the taxation system.
@Talon181367 ай бұрын
It would be nice if archers worked but in most games with combat like this my archers are usually done once I engage in melee unless their archers are shooting into the blob then I use mine to hit the enemies archers but it’s most to avoid friendly fire bc in most games it causes a negative morale so I’d much rather have melee units in this one and use hammer and anvil tactics
@Draythur8 ай бұрын
you can specify which fields should be worked by which farmhouse crew by using the "limited work area" function, this prevents the migration harvest you're seeing right here by limiting the workers of each farmhouse to a specific set of fields within a given proximity, just like with woodcutters ect.
@neilwilkes8 ай бұрын
Just wanted to add another issue with the Marketplace after it gets struck by lightning & almost every stall burned down. That was bad enough, but then I spotted some sites were not getting used, looked closer & found they held 'rubble', so I removed the rubble and cleared the space but still nobody set up a new stall because where the Marketplace was previously large enough for 24 stalls, after clearing rubble those slots were now gone forever, and the Marketplace tab stated it had no free spaces out of a total of now only 8 available where it was 24 before. I mention this solely because again deleting & remaking the Marketplace not only fixed that issue but also the getting goods efficiently distributed issue fixed too. Phew. Thanks for your ML tips & guides - I am a novice at only 35.4 hours in (and yes, I am running on the test builds - why not, as I know there are going to be a lot of cool things and will get to try them early as well! What's not to like about that - and all I have to do for all this goodness is report any bugs & issues I run across. Fair Enough!
@Jakeurb8ty828 ай бұрын
Limited work area for farms resets when you load a save. it says its working but it does not. I had a combo of fields and farms working perfectly with farmhouses working a central area with high priority and low priority periphery - each limited area overlaps central field and their own field group. Loaded my save again and everyone was all over the map working fields they were not supposed to that season.
@dontdoxmestepbro8 ай бұрын
Limited work area for farming has been working exactly as expected for me recently. In my own testing the separate farmhouses never went near each other's farms at any stage, even when a field finished being harvested. Tested with crop rotation and with manual farming. The only time they went near each other's farmhouses was to steal wheat back and forth when threshing during winter lol Edit: oh and Greg said that the limited work area just has to cover the centre of a field for it to apply, useful to know if you are going for overlapping work areas across multiple fields and farmhouses
@Strat-Guides8 ай бұрын
Yeah it's actually a lot better than before the patch, but I had the setup wrong in this one. It's still not perfect, but much better! I've got a video being edited now that should correct my mistake :)
@dontdoxmestepbro8 ай бұрын
@@Strat-Guides Can't wait, love your guides they are so thorough
@Paehrin8 ай бұрын
I did upgrade to the new patch, hoping that the market fix would help, but I'm sad to say that my houses still don't get firewood for some reason. I have plenty in stock, but the stalls just remain empty. Maybe it's an efficiency problem on my side, I'll try to delete the market and remake it (a bit smaller I guess) this evening. A bit sad to learn about the trading between region things, I actually did plan my city around the fact that it won't produce everything, but I claimed several regions in order to setup specialized towns. I'll see how I can make this work. About the baron claiming speed, I started playing before this patch and had no issue with it on normal. We ended up claiming I think 4 regions each, and now well... I guess it'll stay that way until I decide to start claiming his. I did try to fight as much camp as I could, and succeed in almost every case (I guess spawning in the centre region helped). Anyway, great patch incoming, I hope there's a bit of a fix on some things (like the market, having to destroy stalls until you get the one you want is a bit tedious for example, but mostly the logistic behind it)
@Doverling3218 ай бұрын
The problem I had with barter stations is there is no cap to set items sent/received too. I usually expand to other regions before building large towns. It's really efficient but has you jumping between towns a lot to micro. My iron town and clay town were supplying spears/rooftiles in a barter and ended up going over way more than I needed, which meant I had to pay for a trade route in my iron town that so get rid of the mass excess of tiles and vice versa in my clay town. Would be good to see a system similar to the trade stations, where you can set desired surplus and then forget about it for a while.
@Strat-Guides8 ай бұрын
Yeah that's a good point - the only limiter you could potentially use it with/without the mules. I think it's 15 per trip (3 people x 5 items each) by hand and 60 by mule (3x 20 per mule)? Not really an effective workaround though lol
@Doverling3218 ай бұрын
@@Strat-Guides yeah I went ham and had three pack stations for a variety of trades so had plenty of mules, so most likely we're trading 60 for 60 at a time lol maybe keep it down to one mule and find a smaller balance. I think the assignment of mules is currently bugged atm though as mine were constantly pending assignments even though I had plenty of mules, so even if I wanted each pack station to use one mule they would take multiple. (Drink every time the word mule appears)
@KG-18 ай бұрын
The tax is on residents which is 3x what it would be if it was family based. I was worried about this but its manageable. Best to put your second bandit haul to Treasury or into RW and then maintain and tax - can't before manor, so back to 2nd bandit haul. It's in the tooltip: it's 1 per resident, per settlement level, small village inclusive and above. In my first year it wasn't listed in upper right, then it was after the first collection.
@bytor758 ай бұрын
One of the main highlights I saw in the new patch notes that I was having issues with on the previous patch that you didn't cover here, is that burgage plots with vegetable gardens/orchards will better prioritize getting the stock to market *before* the pantry just fills completely up and you get warned about full pantry. I don't imagine it's perfect to completely avoid having *any* full pantries at the burgage plots, and idk what you may have observed in your testing so far, so I'm curious if it is at least a less frequent issue indeed.
@semp2248 ай бұрын
From now on Strat gaming is my go to for patches for Manor Lord
@ravenfx16258 ай бұрын
For sawpit and planks-just forget in every warehouses planks;) And planks may store Only in sawpit-so you can have max 50 planks in sawpit.
@silencerstudent93818 ай бұрын
I miss being able to arbitrage the trading. I buy ore for 1-4gold and make into something i can sell for 6-10 gold. Basic capital gains. They ruined that. Now its completely resource driven. Importing is dead except food under duress
@bohfadeeze53298 ай бұрын
i had the bugged pack station from no regional wealth and traded some items on the trading post to get some regional wealth and then it worked fine for me once i could afford it. the cost sucks though. i really hope the issues with trading between regions is fixed soon because for the most part im really liking the new patch.
@diegowp978 ай бұрын
I would love to see a priority system in trade markets, also i feel like trade perks got nerfed a bit too much :/
@augustoluna55778 ай бұрын
I'm gonna wait for a bigger patch. I've been lucky with the original v. didn't have but one crash in like 80hrs game play and just one weird bug with the mules, where they will keep following one guy for ever until I save>exit game >load save
@robo65488 ай бұрын
Cost of opening trade routes in the patch is stupid, even with all trade options on dev tree selected, it’s 600 coins to open plate armour route.
@Strat-Guides8 ай бұрын
Yeah they upped the cost big time! I was spending over 4k to open the armor trade routes by the end of my test
@voltage80x8 ай бұрын
That's is crazy expensive
@dontdoxmestepbro8 ай бұрын
Someone in the Manor Lords discord posted a screenshot where one of their routes had scaled to over 100k to open. Exponential increases are not a good idea for trade route costs.
@Strat-Guides8 ай бұрын
@@dontdoxmestepbro lol I Believe it! That plate armor goes up really fast.
@danschmidt62068 ай бұрын
Yeah the trade route cost is absurd, especially when you consider the Royal tax, which means you have to establish trade early if you want to stay out of the red. Early game you'll probably pick some suboptimal resource but something easy like planks or firewood but by late game this makes it cost prohinitive to sell excess weapons or armor, and if you dont roll a rich ore vein, you're pretty much SoL if you want to make a mining town to supply your main town.
@jefcroonenborghs9938 ай бұрын
Having the choice who can or cannot make a stall would be a plus imo, yesterday I saw a clay miner setting up a food stall and my right eyebrow literally went so far up it touched my hairline. Also having a supply/demand overview would help massively (see Anno 1800) And and overview to see where all my citizens are at and up to. I really am searching all places to double check and add and take away workforce constantly and ofc forgetting what I did where. So yea, overviews for managing purposes. Anno 1800 is a good example for this. Thanks for the vid and cheers to all. Its a game with lots and great potential. 👍
@quimble21778 ай бұрын
I’m someone that very much didn’t do particularly efficient market set ups, Ima “function + form” kinda bloke, and the markets felt far better. It actually felt like I could extend the range by simply making a market near the effected area which was nice. Obviously I needed people to work the store houses and granary’s but still
@Strat-Guides8 ай бұрын
Good to hear, thanks for sharing that! I generally only had 1 issue with markets and that issue still persists, but I do trust that he fixed something
@mikloskoszegi8 ай бұрын
@@Strat-Guides For me what you described (stalls not getting stocked) happens when i put down a new market area and I don't specialize them. My theory is that every single market checks for supply/demand for the whole city, but because peddlers only stock up to the maximum, if you do multiple small markets you may simply not get enough coverage (So market A has 15 items for 20 plots, market B has 5 items, but now the city will see that it's missing either 5 or 15 items, or something like that). Whenever I did either a single big market, or separated specialized markets, everything worked fine. As soon as I've put down a market extension, things instantly started breaking down (I'll have to do some more experimenting with it because I only recently noticed it).
@mikloskoszegi8 ай бұрын
Ok, I just did a quick and dirty test: deleted my old market, made 2 smallish markets (about 10-15 stalls each). They rebuilt and refilled the stalls. Than i've put down a third market next to them, a few more stalls were built. Now my clothing supply is sitting on 62% and food on 76% (the third market didn't get any food stalls, only clothing). despite having 25 items on the stalls. After that I deleted the third market, moved the one single clothing stall from market 1 to market 2, and my clothing instantly went up to 100%. So yeah, I'm relatively certain now that the supply is checked by every single market, but they won't stock every market to the required 25. So the solution should be either one single big market, or manually separating specialized markets and just dealing with the excess stalls that can generate if you don't pay attention to the jobs.
@mikloskoszegi8 ай бұрын
Another solution could be to just be very methodical about the stalls. Put down a market that will be filled with only 1 or 2 types of stalls, and when they are filled you take off the workers, make a new market and forcibly fill those with the new stalls. Tedious and a pain, especially because you can't control f.e. cobblers, they will always want to make a stall.
@Denek_238 ай бұрын
I’ve watched you broken trade video, and was going to use it to get last missing mercenaries achievement, yet I couldn’t not install the patch 😂 Thanks to your other videos and what I’ve learned from them, as well as they helped me to get my own insights I finally got it and now sit on my first 100% in ages :) thanks man, you not only teach you somehow managed to make me think on my own😂
@Carl17818 ай бұрын
Each farm field has a priority like contructing buildings.set the fields you want to harveat firat to highest then next fields to high...etc etc and they will collect etc in that order until finished.
@sandspike1908 ай бұрын
Thank you for the detailed video!
@tessluhplays8 ай бұрын
Thank you so much for all your efforts. I am using the patch and was able to limp along with my very first town on peaceful to the point I have another territory now. I was thoroughly confused with the pack stations, thank you for explaining that.
@daseck698 ай бұрын
Another big issue about the farms is that they will immediately start plowing / planting the fields that are completed, even if there are still other fields left to be harvested. So the crops on these fields rot while the work on the others will be unnecessary by October (when the crop rotation kicks). Also the Oxen specifically seem to want to start plowing before they transported everything back. It really just needs a restriction on what tasks may be done while there are still crops to be harvested / transported from the other fields within reach. Definitely going in the right direction here though.
@bjaurelio8 ай бұрын
The new patch is overall helpful. Trade route cost needs some correction. We also need all food options to be viable. It's fun, but I'm going to wait for more updates before investing too much more time in the game. Being stuck unable to build a manor because I can't import stone due to lack of wealth, making only 5-10 wealth a month selling planks that keep building up way faster than they can sell despite having paid for a route, and being unable to afford a 200 wealth route to sell tiles from my big clay deposit even with the perk because i bought a route hoping to sell planks faster than a few per month is not fun. It leaves the player stuck waiting over a year just to afford a manor (essential for paying kings tax and influence to expand) and being unable to expand any burgage plots in the meantime. If regions are supposed to specialize, then they need to be able to afford more routes to import and export goods. You also need the ability to provide enough food off more types. Currently, there's no way to make meat, eggs, or honey viable for a decent sized town.
@mister-x28 ай бұрын
I don't know if the Trade Post is bugged or it just hates me but I always have tons of trouble selling stuff, now even more when I can only setup 2 or 3 routes before going broke. Eventually got outpaced by the King's Tax. Also with no workcamp I feel the start has become super slow. But hey, at least now people eat apples.
@SageWon-1aussie8 ай бұрын
I would think that each family would handle one resource, but the fact that additional trading posts don't stack might need to be patched. I was hoping you could separate imports and exports into different trading posts. I think the designer expects you to limit the import/exports to different regions. I also expect that different regions would have different pricing.
@OnlineKenji8 ай бұрын
I found that having multiple trade houses and hiring more people did help with my exports. Even though the traders will just go to the closest trade house, they will actually still take the stock from both of them so if you have enough people to collect everything then you will still be able to trade everything. At least that was my experience with the current release Patch. I have not tried the experimental patch yet.
@Styrophone18 ай бұрын
Another nice thing would be "send ox" for lumber and "send worker" for food, supplies etc.
@Deadcontroll8 ай бұрын
Thank you for doing these videos!
@einarcgulbrandsen71778 ай бұрын
Would be nice if there where a slider for farm to set, plowing, seeding and harvesting starting period.
@Strat-Guides8 ай бұрын
That's exactly what I was thinking!
@MrDidz8 ай бұрын
It doesn't look from this video as though the Swapot Bugs have been fixed. The main one being that the Construction Reserve Resets every time the game is reloaded,
@Strat-Guides8 ай бұрын
Correct, that has not been fixed yet and you have to reset it each time.
@o_O298668 ай бұрын
Thank you for the video! In my opinion nerfing trading that bad is not ok..also, didn't you notice that the fire wood consumption increased?..I think it's double compared to what it was initially
@Strat-Guides8 ай бұрын
I'm not sure if it's firewood consumption or if the production rate decreased, but I do agree with you! Something changed regarding firewood
@Couldnt_let_J.Marston_die8 ай бұрын
I've found it is worth restricting the work area of each farm and I split them up amongst the fields I have planted with minimal overlap and only one farm with no restrictions on work area.
@Strat-Guides8 ай бұрын
Yeah that can help, but they only follow that for the harvest order and not the collecting crop order. So once the first field is done, they will come from all over to help pick those up lol I need to do more testing though, but from what I can tell it's better but not 100%
@melody_BP8 ай бұрын
I like the new trading route costs, cause it should feel like an investment when you open a route. I hope farms are continued to be worked on for the next patch.
@brettmiller33608 ай бұрын
It takes a lot of fortitude to play these half-finished games. I love how in Bannerlord, for instance, every time I take a break from the game and then come back my saves are outdated and refuse to load. I liked gaming more when companies conducted their own QA testing and didn't rely on the player base to find and experience bugs.
@tugrulserhat8 ай бұрын
I was profitable with the tax but there was a lot of bugs when it comes to regional trade. I created another region focused on farming and wanted to supply the main region barley, but trader goes from the farm region to main region with horse, gets close to the trade building but doesn't go in and trade, just goes back to its own region... Traders on foot do trade but with horses they don't trade it's bugged
@tiberiusx228 ай бұрын
anyone else having an issue with the trading post at times? in my last game i had 156 helmets and i opened a trade route to export it, but none of it ever got sold. and yes i did have workers working the trade post.
@redhongkong8 ай бұрын
i heard they updated farmhouse with 2 ox each ? i havnt play new patch yet
@2KXMKR8 ай бұрын
Since the patch my folk refuse to harvest their veggie gardens. I'd never had that happen before the patch. I have seen a potential fix, but haven't implemented it to experiment with yet. Essentially you make sure that the families that live in houses with veggie gardens have no jobs or market stalls. This apparently makes them prioritize harvesting their gardens above anything else. That just seems like a total waste of workers to me and I don't see how it's a fix early game when you're juggling the few families you have through different jobs just to survive and you absolutely need those veggies. I'm not sure when harvest season is for the veggie gardens, so let's just say September as an example. As soon as September comes around they should drop whatever they're doing and harvest their gardens. It takes like a day when they actually do bother doing it. Then go back to work. My wheat farm also brought in a grand total of six wheat. Six. What am I supposed to do with six wheat!?
@DizzyNLD8 ай бұрын
Great video summarising the changes in the patch. Very helpful, thank you
@moustifleouf40938 ай бұрын
I've finally found someone who knows that the horse is bugged ! I couldn't find anything about it and it was driving me crazy x) With the new patch the AI trader is now visiting me 3 times a year like wtf :D you need to buy regions to fix roads for them to speed up a bit, i'm actualy spamming tradepost and deal item 1 by 1 but then the stuff is spreaded between all the tradingpost and the AI merchant buy mostly nothing, still having good time :D cheers
@Strat-Guides8 ай бұрын
Yeah that stupid horse lol it was broken in the last patch too! Trade posts still need some work, but I think this patch is better than the previous one :)
@Sandriell8 ай бұрын
Always possible the patch gets more updates before it actually goes live.
@channingeastman28637 ай бұрын
I have encountered a bug where only one mercenary group is available and it’s the same group even when I get a notification that a new group is available. What sucks too is it’s only the mercenary group with archers that’s ever available.
@maxxgrumpy8 ай бұрын
Thanks !!! great video as usual
@mowtow908 ай бұрын
About your complaint for the harvest. I think its correct for them to drop harvesting and collect what was harvested first because of RAIN. Rain deletes everything on the filed that was not picked and moved to a farm house. I stopped counting how much stuff I've lost just because the moment they start havesting - it starts to rain and it rains all the time. Even if I switch to forced early harvest in August - it imidiatly starts to rain , the moment there are stuff on the ground.... About the pach , some of the stuff are good (like the saw pits, archer , ale,time after death). However I dont like the trading patch and I wont use the patch because of it. I hate been forced to go wide. Currently you can choose , you can play tall ,wide or mixed. I preffer tall. The game should allow you to choose ,not force you. It pisses me off because he is forcing us to go wide when the inter-region trade and pack stations dont work... What is the point? My be the only positive of the trading patch is that you are no longer forced to pick the 2 perks (the one for 25 per trade route and removing the import duty). Those ware pretty much mandatory for every town before -they ware just to good.
@nickcroucher38768 ай бұрын
Is anyone else having an issue with Tavern supply? I have hundreds of barrels of ale, my granaries and storehouses are fully staffed (as is my tavern) and yet I only ever seem to have 1 or 2 barrels at a time in there - it's like they finish one then go offline for 20 mins while they go get another individual barrel.
@TheSoxor1238 ай бұрын
There needs to be a "population tab" or something. I need to see my entire population and where they are posted and which house they are stationed at. I like to have my houses as close to the work station as possible and that would make it better for managing.
@Strat-Guides8 ай бұрын
Yeah it's a chore to go house to house and click on the people tab to do that now :(
@ambarsoman68198 ай бұрын
Does setting the priority for the fields make any difference for farming?
@Strat-Guides8 ай бұрын
When I did my farming guide, it helped for which field they go to first, but the problem is they still wander off once the field is done. They need to fix the harvesting range so they don't travel across the map to grab crops. I wish they would make harvesting a higher priority to picking them up off the field OR let us set the priority like they do with threshing
@vincenzoemanuelkleinszig90948 ай бұрын
Great content! I think though the new helmet’s proportions are off! The only thing i was annoyed with in the new patch
@Cainite8 ай бұрын
Hey Strat, your Problem with farming is that you have way too much land for one farmhouse!!! Or in the case of the example you have shown, 2 farmhouses. From my games so far, a full 8 Families farmhouse can deal comfy with around 2 morgan of land - e.g. 2 fields sown and 1 fallow for a total of 3 morgan.
@Talon181367 ай бұрын
I’ll be updating to the new patch once it is ready to be fully released idk want to run into any issues with running a beta patch
@boromirtheblasted8838 ай бұрын
We want more content, not patching min-max strategies and punishing players for playing how they want. Also, what happened with pack stations? Current build works fine AFAIK. Did the Dev edit it to require regional wealth?
@jts1702a8 ай бұрын
I've had entire crops fail on me because the soil fertility dropped to single-digits as it was maturing, or that growth reached 100% but soil fertility just depleted, and the yield just dropped to 0-2! I thought they said this was patched and should no longer happen!?
@Deipnosophist_the_Gastronomer8 ай бұрын
Excellent update, thank you. 👍 I'm having a lot of fun with this game.
@MaxCheng958 ай бұрын
The Royal tax calculation, if the setup’s description is true to believe, it 1 gold per person per their individual house level. That means every family of 3 living in T1 house will cost you 3 gold from the treasury annually, 6 for T2, 9 for T3, so on and so forth.
@twinssword8 ай бұрын
Sort of messed up since you only get 2 or 3 gold from t2 en t3 per month.
@apollyon33678 ай бұрын
Not sure about that. I think it is basicaly population * settlement level. Lets say you have 100 people living in your large village (settlement level 3). So you have 100*3 = 300, but then you upgrade all houses, settlement goes to max level, and your tax doubles (100*6=600). I think I did that, with a lot of houses on t2, tax wasnt much of a problem, then i decided to upgrade all houses i could, and the tax skyrocketed. It also says it in the description when making a new game that it is a tax per person, per settlement level.
@MaxCheng958 ай бұрын
@@twinssword It is manageable though since the tax is levied once a year. With enough t2 and t3 houses and export it is possible to entirely afford it with low land tax rate
@BarbosaUral8 ай бұрын
I bought the game when it was first released. However, I haven't played yet because I knew there would be discrepancies from the demo. So I patiently wait for these fixes before I start.
@Strat-Guides8 ай бұрын
Yeah I know that you mean. I think this patch will be a good one once it goes to the live branch
@Obsidianoak8 ай бұрын
The saw pit and i seem to be having a very different issue than the masses it seems. I have trouble getting it goin. Even with a good log supply and designated ox i can be waiting on planks for construction. Not a fan of the king's tax so far but the ale change is great ^^. Hmmm. I would prefer to have 6 militia than 5. Can we still have 6 if we select them before building the manor?
@Strat-Guides8 ай бұрын
Yeah you can still get 6 if you queue them up before you build the first Manor House
@WalrusJones1858 ай бұрын
I've actually seen the market conditions do the opposite of what they should, seemingly at random at this patch. One I was importing went oversupplied and it was like christmas and I was like ??? I wonder if bugged, or if they just change without u s doing things now undoccumented.
@Strat-Guides8 ай бұрын
Sounds like a bug as the several runs I did, I only saw it oversupply once (with tools)
@philc39128 ай бұрын
I think the patched trade route cost is tied to availability of resources, eg a region with rich iron results in much higher cost to start trading anything requiring iron to produce. Two different saves of mine both had big variations. Patch has some useful changes but now there is virtually no point starting any new game without the spawn having rich Iron as once a regular iron deposit is gone you just cannot sell enough goods (with farming still meh) to maintain an income and buying iron ore makes anything other than armour unprofitable even with the reduced import tax upgrade.
@murakjin37258 ай бұрын
With the fields, youll need more farm houses for more fields you cant just have one farm house for multiple fields or the harvesting will be hard, and you can use priority on the fields aswell, to priotise and finishing each field as you see fit
@FT__Cool_Stuff______-of5pi8 ай бұрын
I don't see any way in Steam to download the patch. When I look at version status it says I am all updated but has May 2 as the most recent update. (??)
@Draconisrex18 ай бұрын
Under the previous version farming was terrible. Crop rotation (mostly) didn't work. The growing cycle was weird.
@sickmit34818 ай бұрын
Its really interesting to see how americans and europeans style their villages especially the roads. I noticed Americans often build long straight roads just like they are in the US and europeans tend do go for a more "curvy" style.
@Strat-Guides8 ай бұрын
I much prefer the look of the curved road, but there two problems with them for me personally - I'm terrible at designing a town that looks good/natural so my roads end up looking random and out of place AND curved roads have a lot of dead space where the buildings won't fit flush next to each other. So for that reason, it's blocky grids for me lol
@anotherfreeroller8 ай бұрын
It's definitely more a mechanics vs RP thing! With luck this might be changed at some point, but right now it can be very frustrating to make the building system work with non-rectangular plots.
@Sk8mafia19958 ай бұрын
You dont need two packing stations. You only need one in the region you want to send from. They also need two mules to be efficient. But if u have two they will send a lot of stuff a year. A single packing station will send up to 500+ a year in my save (current beta patch). It is way cheaper then trading and i send 3500+ goods to my main town a year. no problem.
@SirHenri2727 ай бұрын
Is charcoal worth it ? Calculated in months 1 Woodcutter produce 44 Firewood with 1 fam. 1 Charcoal produce 18 Charcoal out of 9 Firewood with 1 fam so i need 4.88 Charcoals for one woodcutter for only Charcoal, with 4 Charcoal, 1Woodcutter and 1 forester for the long runs, i have 6 familys for 72 Charcoal and 8 Firewood. 80/6 = is 13.333 With only 2 woodcutter and 2 Forester i have 88 production. 88/4 = 22 am i missing something ? Charcoal burns longer for the familys or something ? Please help haha
@Strat-Guides7 ай бұрын
There are 3 main benefits to charcoal - You can sell it for a good profit (turning 1 firewood into 2 charcoal or 1 gold into 10 since charcoal sell for 5 each). You can produce more heating with less wood, which consumed less woodline which means you don't have to move your buildings back as often or make a forester hut. Charcoal can be used as a substitute for firewood, but they don't overlap in the stalls. This means when your cap in the stalls is 10, you'll be able to have 10 firewood and 10 charcoal. During winter, your people use 2x as much heating, so it's hard to keep 100% but if you have charcoal AND firewood, you'll be able to double cover the heating supply at 20 for 10 plots which means you'll almost never drop below 100% unless you mess up your workers somehow. Hopefully that provides some benefit for charcoal :)
@alliezah8 ай бұрын
I think I liked Bahished's way of farming a bit more. You assign people to each field instead of a farmhouse where it's free real estate for the AI. I hope the dev can either fix work area or implement a way to limit what AI does. And if it were me I'd leave the crop picking to the unemployed tbh, bahished did it so well.
@Xzanirary8 ай бұрын
I noticed when i used my upgrade points on the trade routes and tax fee that neither one worked so basically just wasted 2 points.
@Snackbar9168 ай бұрын
production for large settlements is still being choked hard by the market stall system. I can barely produce any linen because 6/6 of my families on weaver stations are on trading post duty. And my market places already have 7 or so storehouses with families assigned to them surrounding the market place.
@kobal65258 ай бұрын
Are orchards fixed? Do people actually store apples in the granary and place them in marketplaces now ?
@Strat-Guides8 ай бұрын
Oh shoot, I forgot to include that! The problem wasn't just with apple, but any food made at a burgage plot. The granary wouldn't grab items unless it was at 90% or higher capacity, so your apples would need to fill up the entire plot inventory to get apples into the granary. Now, they grab at any % - it's way better
@kobal65258 ай бұрын
@@Strat-Guides So now veggies and apples are much easier to store and eat, very nice, ty
@justinwilson98488 ай бұрын
Would be really cool if you could set houses or families to seasonal tasks and they just switch between them
@Strat-Guides8 ай бұрын
That would be huge - especially for automated farming setups where they literally work for 2-3 months out of the year and do nothing else for the rest
@jaredcolinrobinson97158 ай бұрын
Could you explain, or direct me to where you have if you have already, how to "set up trees properly" for infinite wood?
@Strat-Guides8 ай бұрын
Good question - I think I've only covered it in a let's play. I'll have to do a specific guide for it. Maybe I'll do one big video covering how to efficiently set up several different things!
@jaredcolinrobinson97158 ай бұрын
That would be great, I look forward to it
@cyrillieron13518 ай бұрын
(First of all, english is not my native language : so sorry if I’m not clear) I feel pretty bad with this patch. Trading system became absurd and buggy. I wanted to sell tuiles. But I got the money only 1 Time. Next Tiles disapear from the stock but without taking the money. Impossible to have an economy. Limitation for the hunting does not work for me (since the begining ) I can’t list all the bugs : there are too many. I don’t regret to buy the EA. But I prefer stop the game for now and come back in several months.
@Strat-Guides8 ай бұрын
Regarding the trading issue - did you purchase a horse to help your trader? That is a common issue where the trader will pick up your supplies and run around the map with them, but never sell anything. Don't use horses for now! Sell them at the livestock trader lol get rid of them ASAP
@cyrillieron13518 ай бұрын
@@Strat-Guides yes, I did have a horse (2 actually)
@mathiasiversen78488 ай бұрын
For your farms, try setting up different priorities on the fields.
@odycz8 ай бұрын
Manual farming will be always better because you can work 9 months on the field and automatic can only 3 months (effectively). As long as plants are allowed to survive winter even when they in advanced levels of growth manual control will be better. But i think that this will change. To be more realistic. They tried to use forced harvest in September for this reason but it was poor fix and we cheese it :D . Winter needs to kill any plant older than 2 months (or reverse the growth to 2 months) for manual to be balanced.
@jts1702a8 ай бұрын
The whole farming process just needs to be overhauled IMO. I do NOT want to play whack-a-mole with replanting farmers when they're one or two months away from replanting season! The "force early harvest" should be a button rather than a checkmark for one-time effect, and there should be a choice/just outright not allow replant til the next replanting season. Unless, the crop rotation thing automatically happens every time a field IS harvested...
@odycz8 ай бұрын
@@jts1702a i my opinion we use "force early harvest" as wasn't intended. Yes is should be button, not a marker but this should not be how farming is done. It is "oh no" i do not have food i will harvest early to not die button. Also it seems IA does not harvest even when the plant is at 100% grown. My fix would be to make only spring and summer growing seasons. Forbit IA to saw in summer and let winter to kill any plants that have more than 0% growth. And shorten time plants need to grow so if seeds where at the ground at 1. March they will be finished 1. August. Like this it will be more like in real world in Poland. And IA will have 2 months to harvest and 2 months to plow and saw in autumn and one bonus month in spring to finish what wasnt done in autumn to have a full yield. As is now IA need to harvest everything in Septeber which is to much work and have only 2 months to plow and saw for the next year. Forced harvest in September is good mechanic in Poland in late September can already freeze which is doom for most crops in the field .
@neofromthewarnerbrothersic1458 ай бұрын
Are the deep mines actually infinite? I've built a couple and noticed that the quantity keeps going down, but haven't kept mining one long enough to find out if it ever depletes.
@Willtopia8 ай бұрын
The pack mule seem clunky but work well, I have made a small 30 villagers village speciallised in hunting in one of my games and send meat to my bigger Town and I had like 2k meat after a while. I could not even consume them all.
@poseidon32928 ай бұрын
I love to see mounted knights and general horse riders inside But that demands a horse combat realistic mechanism like they did with Bannerlord. Because horses are not fighting like in foot units , they run all the place in battledield with circle move paths and moving around at either 1vs1 , 1vs 4 1vs 2 1vs 3 mounted/in foot enemy well that need a serious work to be if not realistic because neither bannerlord is..well very nice as a view than the rest units that stand on ground.. So ok vote later for horses😂.. But please Vote very soon for Coming at Last more quests like witch hinting , festivals , arena tournaments on visit mode .. Vote for Bringing Stoned Great Walls and Castles Vote for Siege Machines Vote for Iconic medium to Large incredible Medieval Buildings Minuments like Cathedrals or Libraries or Keeps!!! All the Best to the Dev team that I heard has grown up in scale and of course to the Mod Makers that have taken Fire 🔥💪 and the game has not even a month that came out...Incredible and we already see 4k size troops in Battles and marching on the same Global Map to meet the enemy...like It took my mind many years back the Medieval 2 Main Menu theme I feel the same feeling now here on Manor Lords watching thousands march ...Imagine a LOTR mod after with these pictures like...!!!!!
@pedzod17618 ай бұрын
The change about ale is quite good before they consume like they bathing ale.
@Strat-Guides8 ай бұрын
Lol yeah that's a really good change
@roebuckpayne8 ай бұрын
Bow makers, spear makers, and shield makers need a way to slow them down or stop them after a while.
@Strat-Guides8 ай бұрын
Agreed - using the pause function is pretty annoying and it would be nice to set a limit that they stop producing at
@Underground38 ай бұрын
Trading between different region you own is a change I saw people wanted for the packing station. I should be able to send any resource I have store to my other regions without the need to bargain with the pack station. Instead he given that to the trading post and made the packing station completely useless. So where is the Incentive now to even build a packing station if I can just build a trading post that does what it doesn't? It like the dev took the easier route and not overhaul the pack station and just give to best of everything to the trading post.
@DandyChigginz8 ай бұрын
I have to ask how you managed to export the ale, I had my traders taking ale from tavern, then the tavern would go to trade post and return the ale back to the tavern...
@Strat-Guides8 ай бұрын
I recommend turning ale off under the advanced tab of your granary. The ale will build up supply in the inventory or the brewery house and the traders can pick it up from there (as well as the ale house across the street)
@ScottiMac00078 ай бұрын
Is the patch out for everyone yet? I don't think mine has updated
@jkyet7 ай бұрын
My take on the steep price scaling of the trade routes is to force the player into choosing certain routes but not all.
@vs-yy5cx8 ай бұрын
what do have to say about the crashes you saw in your live session?
@Strat-Guides8 ай бұрын
Hard to say much - the game does crash randomly at times and it's happened on all patched that I've played (no more or less with each patch). I've never been able to figure out a pattern of when it happens, just seems random. It's usually one crash every 10 hours or so from what I recall, so not terrible, but enough to where it's noticable.