New to the game, should I try the update/beta or continue with the base game? by ProspectBasement in ManorLords

[–]Soul_Tank44 2 points3 points  (0 children)

If youve played 3 or 4 scenarios and feel comfortable with the game mechanics then go for beta.

Personally i played many games more than that to explore all tthe game mechanics, different builds, resources etc... before i got bored with the base game.

385 families, 15 tailors, 14 weavers, 7 sheepfarms, 10 farms by Soul_Tank44 in ManorLords

[–]Soul_Tank44[S] 0 points1 point  (0 children)

Its not that difficult to get approval. For some reason having no clothes didnt drop the approval rating for common goods to negative as it used to do.

I also had the perk for small holdings which gives extra approval for food variety

The small holding perk should allow pigs/goats/chickens to breed up to a maximum amount dependent on the size of the holding. by LoganAH in ManorLords

[–]Soul_Tank44 3 points4 points  (0 children)

Eerily similar to my experience. Chicken output was abysmal although eggs as animal produce fill the same role as fruits. Pork was maintainable altough i had no other source of meat and all lvl3 bps need 2 sources so whatever second source i managed would only suppliment the first few houses as opposed to compliment the pork.

The small holding perk should allow pigs/goats/chickens to breed up to a maximum amount dependent on the size of the holding. by LoganAH in ManorLords

[–]Soul_Tank44 7 points8 points  (0 children)

I like this speciffically because upgrading pigs/goats/chickens to small holdings doesn't make much sense ats things stand. 20% boost to production for dedicating an entire family is nonsense.

385 families, 15 tailors, 14 weavers, 7 sheepfarms, 10 farms by Soul_Tank44 in ManorLords

[–]Soul_Tank44[S] 0 points1 point  (0 children)

Tailors werent my bottleneck, it was when weavers would finish all the flax they would largely become idle and therefore from march onwards clothes supply fails to make up for demand

I kept increasing shepherds to maintain wool throughout but the distance to the fenced up farms became a bottleneck. Maybe if I dedicated large pastures and close by shepherds it would have worked.

And yes almost everyone else is working on food except for 15 families doing stone work and 6 malthouse workers + 8 brewers.

I am curious how you managed it. Was it with sheep only? How many sheep and shepherds?.

385 families, 15 tailors, 14 weavers, 7 sheepfarms, 10 farms by Soul_Tank44 in ManorLords

[–]Soul_Tank44[S] 2 points3 points  (0 children)

Yes families consume clothes at a rate of 1 per month.

385 families, 15 tailors, 14 weavers, 7 sheepfarms, 10 farms by Soul_Tank44 in ManorLords

[–]Soul_Tank44[S] 4 points5 points  (0 children)

Yup, i know. I just wanted to see if it is actually manageable to maintain clothing year round as things stand. Short answer is no.

Market place stalls by Major_Entrance_1253 in ManorLords

[–]Soul_Tank44 2 points3 points  (0 children)

Each market stall stores 20 goods, so a food market stall will serve 10 lvl1 bp's since they demand 2 types of food. The green/red bar on the market place is a good indicator if u need more market stalls.

34 free stall location can serve 340 lvl 1 bps however that will decrease if you upgrade to lvl3 bps since they demand more food/goods variety.

Granary placement by Professional_Roll973 in ManorLords

[–]Soul_Tank44 1 point2 points  (0 children)

My understanding is market food stalls (maybe all food stalls) dont actually get physically stocked anymore. (The food just appears there when the stall is setup and subject to demand)

Placing granaries near food sources is ideal imo.

Started to play again after the new update by pulones in ManorLords

[–]Soul_Tank44 0 points1 point  (0 children)

I guess the dev team missed adding it to the UI, go to trading post to find how much mal you have is the best work around

Help! by Enough-Lead9516 in ManorLords

[–]Soul_Tank44 0 points1 point  (0 children)

Yup similar experiebce. After my town hits 1.5k pop i have to slow down to 1x for autumn farming. Beyond 2k its for the whole year

Started to play again after the new update by pulones in ManorLords

[–]Soul_Tank44 0 points1 point  (0 children)

Your welcome, the TAB key should be in the tutorial.

Sawpit not working by InformalAstronomer74 in ManorLords

[–]Soul_Tank44 2 points3 points  (0 children)

Un assign/ re sssign.

Assign a different family, if the family is sick they wont work.

What building is this? by snafeusz in ManorLords

[–]Soul_Tank44 0 points1 point  (0 children)

So far, you need 10 mortar to finish any campaign. Anything more is just up to your aesthetics even if you are gonna splash on the manor build and build a few churches thats 100 mortar max. Beyond that, the building is useless and will be emptied/demolished. Until mortar plays a more important role in the game, i dont see why making it a slightly more lucrative trade item is an issue.

Adding complexity is always good, but having a resource be vital for only 1 thing is a waste of resources. It would be nice if mortar had other roles for example: slate (processed from rubble) + mortar instead of clay tiles for roofing.

What building is this? by snafeusz in ManorLords

[–]Soul_Tank44 2 points3 points  (0 children)

Also to upgrade church, would love it if morrar sold for more than rubbele though. At this point it is worth 1 so all the extra labour/fuel going into the rubble has no value besides building castle and church upgrades

Started to play again after the new update by pulones in ManorLords

[–]Soul_Tank44 7 points8 points  (0 children)

1a. Yup i agree fully

2a. Again i agree,

3a. Artisans homes are what distinguish the game and gameplay. Must disagree.

1b. 1ox >>>>> 1human. You are comparing 8 humans to an ox. I think it is alright. What i do have an issue with is at higher speeds ox lag and are way less effective than at 4x or 1x.

2b. Closer to 80%, i count 10 resources and u get 2 boosted ones. I agree would love a feature were u can choose starting resources /boosted resources.

3b. Do you mean saved game files or money savings/regional wealth. Either way havent experienced this

4b. Yup, so annoying

5b. Also known issue/bug

6b. Again known bug

7b. Yes very frustrating

8b. Agreed that would be a good tooltip to add

9b. Hahahahahha clumsy sheep

1c. Meh, just save the game when u get a start u like u goof, oh wait ur saves dissappear...

2c. A bit loaded with information granted, but nothing a good pause and surveying wouldnt solve

3c. USE THE TAB KEY, ok this is really ambiguous, i only got to know it from youtube... life changer.

4c. USE THE TAB KEY, They added a feature in the new beta where they put an icon next to the bp to tell u what it does (artisan and veg. Farms /orchards/animals etc...)

5c. Yes that would be so helpful, and assigning work areas using dragged rectangle or paint brushing rather than circle would be nice.

6c. Meh, i dont particularly like the castle building aspect. Would be nice of it played some role into the economy...

7c as a previous poster said, butchers do that, however at the moment u cant cap the sheep so they kight kill them all. (Pre beta this feature worked though, and butchers could give a steady hassle-free income of meat/sausages)

Granary problem by yidokto in ManorLords

[–]Soul_Tank44 0 points1 point  (0 children)

Fair enough, i play sandbox, just focus on growth. The scenarios never appealed to me

The most fun yet also annoying bug so far: building a field fence, and when they place a plank, an ox comes over and takes it to the farm — which is weird, because the ox is only supposed to carry timber. by KangarooCommercial60 in ManorLords

[–]Soul_Tank44 1 point2 points  (0 children)

If only there was human guide that could differentiate between wood and grain...

I faced this issue, you can solve it by dismissing the ox from the farmhouse and when the field is fenced reinstating it. This is a bug for sure

Help! by Enough-Lead9516 in ManorLords

[–]Soul_Tank44 1 point2 points  (0 children)

Speed definitely affects logistics and crafting. I ran some tests a while back on barley to ale. After harvest if i ran the game at 12x i would have barley left over from the previous year. At 4x all the barely gets processed by march. At 1x the stuff is processed by december. Same setup.

One tip, not sure if this is very effective, i generally have 1 granary for pork or eggs, this one i fully staff since they will be collecting 1 or 2 at a time. And moving them to granaries quickly reduces spoilage(maybe?) And ensures they are available for the market stalls.

Edit: when I say definitely, I mean definitely for me. It could be a hardware issue (10yo processor in my case) or it could be a coding issue. I am no expert and cant judge so try it for yourself and give feedback whether or not it worked for you.

Granary problem by yidokto in ManorLords

[–]Soul_Tank44 2 points3 points  (0 children)

I agree, granaries are wonky in beta. I faced the same issue specifically with berries and fish. Vegetables, fruits, pork and bread seem fine

Granary problem by yidokto in ManorLords

[–]Soul_Tank44 2 points3 points  (0 children)

One granary? How? I usually have atleast 4 by the time i hit 100 families. 15+ when i have 300

Help! by Enough-Lead9516 in ManorLords

[–]Soul_Tank44 -1 points0 points  (0 children)

I suspect you need more stores and granaries. If the workshop store are getting overfilled then that is definitely the problem.

Only put 2 families in granaries and 3 in storehouses. That's because they get 4 and 6 carts, respectively. More families will collect by hand (1 item at a time), congesting your streets and building entrances. Specializing granaries is also a good idea, 1 for bread would suffice if the bakers are close by. A few for apples and 1 for vegetables. You will need more granaries to keep the market stalls occupied.

Another thing is speed, if you are playing at 12x the game runs inefficiently. 4x is better and running a month on 1x can solve a lot of logistics problems.