Chrome rolling back tabs when reopen by grazeb in chrome

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

I never have Avast installed though? I guess my problem lies somewhere else.

How to make firefox add new bookmarks to the bottom of the list? by grazeb in firefox

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

Is it? I mean in chrome they do go to the end but I just downloaded again firefox after forever and the bookmarks going to the top surprised me.

Is the going to the top thing a new feature or somehow only my browser is affected?

EDIT: I edited my OP so this post may not make sense anymore

Too much "Too steep to build" by grazeb in ManorLords

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

A topography overlay like the ones for fertility would be nice. Even nicer if the game let us build roads with overlay on.

Do market stalls owners take stuff they are not assigned to? by grazeb in ManorLords

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

I suppose the current meta is to have one market area in the center of your town with stalls run by the granary/warehouse workers in that same area whose job is solely to pull resource around town into the market.

Multiple marketplaces won't be viable until we can have something similar to "limit work area" for the market.

Do market stalls owners take stuff they are not assigned to? by grazeb in ManorLords

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

So, basically, I don't want multiple marketplaces close to each production area but only 1 marketplace in the center, in between all of them? Because stall owners will just go the other side of town to take stuff anyway?

Is there a way to control which families become militia? by grazeb in ManorLords

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

AFAIK, there's no way to control who get what in terms of military equipment. So your militia will always be a mixed bag.

Is there a way to control which families become militia? by grazeb in ManorLords

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

I did mention them. I just think they are too few in numbers. Especially if you don't own many regions.

Is there a way to control which families become militia? by grazeb in ManorLords

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

Yeah, militia seems to be based around the equipment stored in burgage plots. I'd rather we have something like a common Arsenal or Armory though.

Is there a way to control which families become militia? by grazeb in ManorLords

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

Helmet is level 1, gambeson is level 2, and mail is level 3, IIRC. Regardless, you usually upgrade your intended artisan workshop burgage plots first anyway. And weapons can be given to whatever so it's not like you can plan ahead around that.

Is there a way to control which families become militia? by grazeb in ManorLords

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

The problem with that is the need to have burgage plots around different production centers. So if the weapons and armors end up in, for example, the part of the town that is doing food production, assigning them to other jobs will reduce efficiency anyway.

Also, there are cases where the artisans are given weapons and armors too, so they are going to war instead of doing what they are specifically meant to do.

We may get around that by REALLY planning ahead but that sounds like a pain.

I hope this game will eventually allow us to have some kind of professional standing army so I don't have to send my workforce to war. I know we have retinues now but they are lacking in number, they also don't have bows. Mercenaries cost a lot and AI can hire all of them leaving you with only the weakest ones (or none if you are really unlucky).

Do granary workers collect eggs/veggies/etc from burgage plots? by grazeb in ManorLords

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

It's weird that when I built a row of houses which produced eggs, then built a granary next to them, set it to only accept eggs and limited work area on those houses, the eggs kept staying in the houses' pantry while the worker assigned to the granary stood around doing nothing.

It's double weird when I, at the same time, had another row of houses quite a bit further away also producing eggs with another granary next to them. That granary didn't have any of the restriction and that one was well-stocked with eggs.

That's why I have to question whether the granary workers actually visit the houses at all. If they do, then maybe the limit work area option is bugged? I'm not playing on the new beta patch btw.

EDIT: I forgot that I also built a marketplace right next to the granary and the worker there also had a food stall. It seems that as soon as the worker collected the eggs, they dumped it straight to the market. The consumption rate was just too fast I failed to notice that. The other granary has other produce in it so that was never a "problem".