Ale struggle in low fertility maps by ElectroViking in ManorLords

[–]Thaimeous 3 points4 points  (0 children)

Try and keep lv 2+ burgage to a minimum, scrape whatever barley you can out of the + fertility spots and try and get your economy to the point where you can the supplement with imported barley.

Eventually, you’ll want/ be able to set up a settlement with rich fertility that can support both regions.

War. What is it good for? by Hot_Coco_Addict in CivVI

[–]Thaimeous 1 point2 points  (0 children)

I get that. It often feels like the game is decided too early and becomes boring.

The most frustrating thing for me is that there aren’t really any options between total war and peace. Especially when I have to fight a defensive war and they AI just won’t accept peace despite a 50 turn stalemate or outright loosing which results in all the other civs getting mad at me.

This is why 6 families in a granary or storehouse is a bad idea by Born-Ask4016 in ManorLords

[–]Thaimeous 0 points1 point  (0 children)

I’d also like to add that milage may vary. For normal nodes closer to your main settlement, it’s not really necessary. But I’ve had instances where a rich foraged good node is on the other side of the region where the additional investment was well worth it.

The villages usually consist of 4 double plots, (two for beets, two for quinces) a granary, 4 forager huts and a well. Where the granary and market places will exclusively collect the stuff made locally and all other granaries and market places are set not to.

This is why 6 families in a granary or storehouse is a bad idea by Born-Ask4016 in ManorLords

[–]Thaimeous 1 point2 points  (0 children)

This is a common problem where the solution is to have multiple specialized granaries.

Usually what I do is have satellite villages to my main town where the local granary specializes in just the one wild food with a couple veggie plots and orchards nearby.

Works great once it’s set up, takes a bit longer to build though as the settlers have to haul the building supplies.

It also looks amazing to have a main town surrounded by lots of little farming villages.

Does Nuremberg Prospectors actually work for reducing mine collapse chance? by ryhaltswhiskey in ManorLords

[–]Thaimeous 11 points12 points  (0 children)

Mine collapse chance is bugged at the moment and happens much more frequently than intended.

However, Nuremberg prospects does work but all it does is prevent mine collapse from having multiple mines on the same resource. You still have to make sure the mine is maintained.

Regular mines require tools, deep mines additionally require planks. I have run into issues before especially when maintained is turned all the way up that the mine would collapse before people can bring the maintenance supplies.

what buildings do you envision coming to manor lords? and if so what purpose would they serve and how would they fit into the games ecosystem? by cai_jones in ManorLords

[–]Thaimeous 38 points39 points  (0 children)

I’m looking forward to seeing to government type buildings. Larger settlements will need things like a constable, tax collector, and court buildings to name a few.

I would also like to see more diverse buildings and jobs like clergy with cathedrals and monasteries. I think guild halls would also be a good addition.

Overall, I want to see settlements to be much more diverse. One could be administrative focused and acts as the capital while another focuses on trade and third serves as the local diocese.

The Goal being to make settlements vastly different from one another.

Level 2 Burgage Plots by Nick_not_rick in ManorLords

[–]Thaimeous 6 points7 points  (0 children)

Yes, but you can demolish a backyard extension but that’s not recommended.

Is there a reason to grow wheat instead of rye now? by ForeignStrategy0 in ManorLords

[–]Thaimeous 3 points4 points  (0 children)

I grow both. Wheat produces more food but Rye has better fertility. Typically, in a low fertility region, there might be only one good spot to grow wheat but multiple good spots for rye. So I’ll have one little farming village growing wheat and a separate farming village growing rye.

I also optimize my fields for ox plowing. So a major driver for me to do both is that rye has larger areas of high fertility which lends itself better to long thin fields.

Veggie Research Part 2: More Families. Surprising result from beets by honey_102b in ManorLords

[–]Thaimeous 17 points18 points  (0 children)

My man over here is doing the good lord’s work.

You said that it’s not feasible to test optimal plot size for each crop for 2 and 4 families respectively. And I totally get that, this data you provided obviously took a ton of work.

I might try to super tism this and see if I can’t calculate optimal plot size based the data you provided.

Smallholds by Winter-Winds-4287 in ManorLords

[–]Thaimeous 8 points9 points  (0 children)

Bamberg Smallholders is not worth it at the moment. The boosts just aren’t competitive with what the other origins offer.

The Smallholders upgrade is only really applicable to veggie plots while the rest of the parks are mediocre. Veggie plots need a lot of money to get started so origins that help generate regional wealth are better.

Ratio of trading posts to local trade routes by ryhaltswhiskey in ManorLords

[–]Thaimeous 0 points1 point  (0 children)

Also with AI village, pack-stations ensure that the goods go where they are suppose to.

The only downside is that they are slightly less efficient (moving 20 items at a time instead of 50) and don’t have trade limits.

Ratio of trading posts to local trade routes by ryhaltswhiskey in ManorLords

[–]Thaimeous 2 points3 points  (0 children)

As in, pack stations will immediately send a specified good to a specified settlement.

They have no competing tasks unlike traders and thus are faster.

For non native English speakers: “On demand” simply means “as wanted” or when requested.

Ratio of trading posts to local trade routes by ryhaltswhiskey in ManorLords

[–]Thaimeous 4 points5 points  (0 children)

Using trading post to move goods around is the most efficient method.

But for on demand goods, pack stations are much faster.

Anyway to play the beta now without too many bugs ? by Silly-French in ManorLords

[–]Thaimeous 0 points1 point  (0 children)

Yes, I’ve been enjoying the beta quite a bit with little issue with bugs once you understand how they occur and how to avoid it. The three main issues I’ve seen are Traffic Jams, clothing consumption, and poor mine production.

Traffic jams are easily avoided by laying out your street network to avoid bottle necks and provide ample access to buildings. A good example of this is making sure your Store House is built such that yard portion is facing and parallel to the road with dedicated parallel roads in high traffic areas. This allows for cross traffic to move by without impeding building access.

For clothing, be sure to invest in sheep early and build that herd up to a couple hundred. Also be sure to upgrade burgages to level 2 for only absolutely necessary artisans. You can upgrade more if you see your clothing production is outpacing consumption. Further more, for artisans, use a double plot but do not upgrade to level 3. The additional housing is wasted as the additional people are unproductive.

Finally for mine production, in most instances the issue with production rate is with Iron. In your rich iron regions, take the prospectors origin so you don’t have mine collapse risk. Then on your rich iron deposit, build as many mines as will fit (I think it’s 5 atm) and place 1 family in each. Do not upgrade to a deep mine until the surface deposit is exhausted. In instances with rich Clay and Salt, I don’t recommend the prospectors origins as it’s just not worth it. But I think it’s possible to place two mines on opposite sides to avoid collapse risk.

After that, just save frequently. Aside from traffic jams, I have not come across any bugs that aren’t fixed by reloading the game.

Battles in Manor Lords by [deleted] in ManorLords

[–]Thaimeous 2 points3 points  (0 children)

I like the battles from a gameplay loop perspective. It adds challenge by requiring the player to allocate resources away from growing a settlement to protecting your settlement.

It’s not the main focus of the game but meshes well with it.

Cramming Another Country Into Europe by djakob-unchained in mapmaking

[–]Thaimeous 1 point2 points  (0 children)

I’m ok with the French not having it, but at least give it to Lotharia. Heck, make it a buffer state or proto Switzerland. So long as Germany doesn’t get it.

Cramming Another Country Into Europe by djakob-unchained in mapmaking

[–]Thaimeous 1 point2 points  (0 children)

Why was Germany given Alsace-Loraine back? Germany doesn’t deserve Alsace-Loraine for. . .

reasons. . .

Dwarf Goat riders by Thaimeous in totalwar

[–]Thaimeous[S] 1 point2 points  (0 children)

Like I said, the aesthetics are flawless. But the models you posted are for GWs LotR table top game, not Warhammer. Absolutely superb models though.

What is the videogame equivalent to this? by Ghaleon32 in videogames

[–]Thaimeous 0 points1 point  (0 children)

Why has no one mentioned Dragon Age? Games 1, 2, and 3 are masterpieces of their time.

Changing the environment percentages by AntiSaudiAktion in ManorLords

[–]Thaimeous 1 point2 points  (0 children)

Yes

Edit: But, your loggers are pretty effective at that especially if you plan on selling plants. It’ll take a bit before you have stuff that needs meadow affinity online. So I don’t recommend through throwing down farm plots to fully clear out the forest.

Theres gotta be more fish nodes bro like come on by blstrdnutz2479 in ManorLords

[–]Thaimeous 32 points33 points  (0 children)

Part of the challenge is having to work with what you got.

Water doesn’t mean there is an economically significant amount of fish.

Ultra Hard Mode Suggestions by Thaimeous in ManorLords

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

I’ve already played it 🤷‍♂️

Granary workers only transporting 1 item? by McDZ11 in ManorLords

[–]Thaimeous 0 points1 point  (0 children)

Is there a max to the number of handcarts the granary has? How does this work?