MANOR LORDS | EP12 - ABSOLUTELY KILN IT (Early Access Let's Play - Medieval City Builder)
Manor Lords has been my most anticipated city builder since I first stumbled across it in 2020 - the medieval city builder with RTS combat elements, and an economic system that integrates the two closely... what more could I ask for? This series will showcase Manor Lords gameplay while highlighting how to play Manor Lords, providing explanations for various mechanics and gameplay systems. If you like city builders, if you like medieval settings, and if you like tactical battles, I think you might like this series.
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EPISODE 13 is OUT NOW - kzhead.info/sun/qLBydLaQrn-egmg/bejne.html ! If you missed any of the previous episodes, you can find them all here - kzhead.info/sun/mZVvmLywa3yInGw/bejne.html ! Pretty pleased with how things are playing out at the moment - some minor adjustments needed perhaps, but things are falling into place!
How often can we expect new episodes?
My lord. Im the son of a cobbler. My grandparents were also cobblers. I do believe our family consumes all of the leather in our good province. We have 470 extra pairs of shoes do with what you wish My lord. Our family is proud of the pile we have created!
Retinue: “We defeated the bandits my lord.” Party: “And the bandit camp?” Retinue: “That was not listed in the orders Sir.” Party: “Let me see that (Grabs orders)…..Dang it!”
Another day, another video on ML and another day closer that we, normal peasants, can finally play the game.
Indeed, just two and a half days. Can't wait!
Since Adelsball's population has grown so much, I think additional lumber camps and woodcutters' lodges would help alleviate its log and firewood shortages. This would also play into your "self-sufficient" theme (I believe you're currently reliant on firewood imports). Really enjoying your playthrough, @PartyElite.
This is the ultimate "Party Elite game". Glad to see you in your element buddy. All the best
Thanks man! Really appreciate it - been having a blast for sure!
My God, it all makes sense now. Winter wheat is high on gluten, so Party being the very wise lord that he is, strategically placed everything with great distances between them, so the people exercise regularly and keep those gluten levels in check. That's why he also made sure the people have lots and LOTS of shoes available to burn through. Two-hundred pairs of shoes in stock doesn't sound so silly now, does it, Herr C*ntz? (I'm playing ofc, I love the series, I've learned so much and can't wait to oppre-.. manage my own peasants!)
"Herr C*ntz" absolutely killed me lmao
I have an idea about your clothing satisfaction issue in your main town. You clicked around your clothing market stalls during this episode and I noticed that almost all of them only stocked one clothing item (even though you had other clothing items in stock). I believe that is caused by the market stall being run by a family from a production site rather than a family from a storage building. A market stall run by a family from a storage building can sell any item that is stored in that storage building. However a market stall run by a family from a production site can only sell the one item that they produce. So ideally you want all your market stalls run by families from the storage buildings. You have two market stalls being run by the Tanning building, so I believe they are limited to only selling leather (no yarn or no shoes). A different clothing stall (run by a storage building) sold leather, shoes and yarn. Each family assigned to a storage building only gets two hand carts, so it is perfect to have the third family member running a market stall. This also helps the production sites, because they have one craftsman, and two people getting the supplies he needs to keep working. Also by having market stalls with only one item, you will end up with more inefficient market stalls, which supply only one item to houses that need more than one item to be satisfied. You can fix this by reassigning which families run the market stalls and deleting some of the existing inefficient market stalls (will be rebuilt for free). Even if this does not work, it would be an interesting experiment to run in your larger city, which should be entertain to watch and see the results.
By the way, with the heavy plow you get an efficiency buff for smaller fields. Only one person will work the field with the plow. Nobody will follow along behind them sowing seeds. So imagine the time savings if you take a large field and cut it in half. The moment the plow moves on to field number two, people come out and start sowing field number one.
Your berry farmers at Eisendorf could be swapped with hunting depending on season, both are in that corner of the map. Maybe if you set up a second big burgage there you could also get the tanner and dye set up to make its own efficient workforce. Also, done forget their vege patch
A brilliant idea! when one recourse goes low, swap it with the other! (Assuming close enough to reach them or rotate families if not.)
Hey PE, if you didnt know, you can run roads through buildings like the logging camp. Just start it on one of the lil white circles and the path will continue through as if it was a normal road.
Also, good callout about the camp loot lol.
With my exam period coming up, it is nice to have these videos to watch and relax to
Which exam, if you don't mind me asking? Also, good luck!
Your tavern has a capacity of 100 but you already have a population over 200. You will run out right away of ale. You really need more people working there so they one can man the tavern and the others keep restocking. Remember, they will also have to leave at times to fulfill their needs. I think you also need one more woodcutter cam to help with the firewood need. If anything, export it and then import the charcoal. The other town could potentially be going without any woodcutters. Your town is big now and the population is growing, it might be a better thing to split up your storage. Try and keep your raw materials (hides, leather, wool) in one storage with one family that focuses only on transporting those; then have another one with the end product, so they can focus on only supplying those. You could do the same with the granaries, except only for berries, since they are used as food and for dyes. This way you don't have to keep the dyes workshop in one place and you can place them around. The town is long and not centralized, so you're having a lot of inefficiencies due to their travel: They need to commute to get to work, move supplies from far away places (and I'm seeing them having to walk around large blocks); then they need to walk further to fulfill their needs. Keep the town center compact and dense and enclosing the church, tavern and market (in the future). Keep blocks small and have plenty of connections, don't just have them connected by one road. Take advantage that the church has multiple entrances, connect them all. Always remember, people are walking not driving. It will take them a long time to move about. Besides that, I actually have been enjoying the series. It feel raw and organic and I feel like you make it that we are building the town with you.
You could create a hunting camp in Eisendoorf next to the foragers hut and then the family that lives there can pick berries in the summer and hunt during the winter, wouldnt that be fitting?
I think the reason you dont have leather is because you have a teir 3 cobbler, so 3 families are taking all the leather for the mass amounts of shoes you have.
you see... I roll my eyes at nearly every punny episode title you put out. Gotta admit this one's pretty good
Restarted last night. Bought a second ox first thing. Really changed the flow of the earlygame. Not even first winter yet and have 17 familys, and used militia to clear first camp with ni losses, thanks to flanking with my archers and setting my line of melee to defensive. Made enough to higher mercs to clear the other 2 camps on the map. Had rush as the other lord dispatched 2 teams of mercs. Really digging this games growth and pace. Learning a few tips and tactics from warching your play. Thanks for the many hours of enjoyment ive gotten from them. And look forward to future videos.
Daily Manor Lords is making me feel just a bit more zen.
You can pick up market stalls and move them.
Also could build the link station on iron town, and send coal and return with yarn.
Another great episode, love how our second settlement is progressing. Having the charcoal up there as well seems fitting to me, though I realise it's somewhat different to smithing. These regular episodes are fantastic. We we think it's a management problems or more of a game balancing problem in terms of the backlog in some industry places? Like with the die making, why would that all line up waiting when their is plenty of pantry space at the building they could leave stuff in and use that time getting more transport done rather than cueing up to use the apparatus. Though I could very well be misunderstanding something.
How about upgrading the hitching post in the 2ed village to a stable? I understand you don't have the money for a second ox yet but could start getting the infrastructure in place. Question, does the horse for the trading post need a hitching post or does it stay at the trading station? Idea #2, with the rich berry deposit in the 2ed village, might you consider putting a dye workshop over there to support them in place of importing dyes there. Idea #3, establish a pack station in Eisendorf to get shoes from the capital for barter.
I was wondering about the stabling of a horse at the trading post as well. Quite important to know this, don’t want to waste resources but don’t want a bought animal to run away.
Yay, finally got the forester going, maybe now you won’t force the loggers and woodcutters to travel from one corner of the map to the other even when their camps are easily movable
Suggestion: use the pack station to bring shoes to Eisendorf, and bring charcoal to Adelsball
When i run into having multipul stalls of the same and need a specific resource in matket. I take one of the familys that own the stall and put them on the resource that i need in market. It forces that stall into that resource. Like need leather? Put a firewood family that owns a stall onto the tannery.
I think you should think about moving some workshops from right to left in Abensball as the more homes will be build on left side of the village/town the bigger distance will people have to their work when everything is on right. Think about moving some (non smelly) workshops to the left side like DYER's Workshop etc. or if you have goats there maybe move all "clothing" workshops there
me:"What about the bandit camp?!!!"🤣🤣🤣
Bendy is trendy, but straight is great. However. Maybe a realistic and more effective route to transport goods between your lands would be to build a zig-zag or switchback path down the steep slope to the river.
*Groans at their episode title and eagerly watches the episode* (While previously joking the lord would accept you moving the the trading post under penalty of your death, i seriously don't see any need to actually move the new trading post at this time. 39:15 and I turned out totally wrong as they just sold 40 wealth's worth of yarn! ) 6:30 Is this the episode we see a full trade with firewood the commodity? (Not likely but....) 7:20 This is the Forrester episode, huzzah! 8:54 we'll just say you import "Weld" or Dyer's Weed for the yellow colors! 😁 14:18 your mining resource just ran out. 26:15 Ahh he *did* forget the camp raid. 44:00 Was hoping this was going to be the metals/armament/armor making backward town but have to wait for it.
Thanks for the info on winter wheat!
vegetable plot at the foragers hut house! :p
since deep mining isnt necessary yet, and wont be for ages, use your development points for crafting armor from the metal
Second town eierensdorf (or what its called) really need more effecient roads into the inner circle from, berries, kilns and woodcutters log, just like the adelsball has effecient and realistic roads, 2nd town needs more roleplaying roads
Ale getting to the ale house always seems an issue, maybe assign one of the many unassigned families to it?
my thoughts as well ;)
I think there is a bug with the granary taking the ale out of the tavern. So you need to set it to not store ale. Otherwise they just keep transporting back and forth
love these videos, I would assign people to storehouse in eisendorf
Im loving this mate. Question, can you zoom in to the enemy town and see what they are doing? Is that a thing? I am keen to see what happens to this series when the full access version goes live in a few days.
If you really want those stalls to be next to the pub, you could just move them individually.
The reason he's low in fuel is probably because of when he 1st initiate the trade between Adelball and eisendorf, he had 130 or 150 something fuel, which last for a long time and he reduce the requirement to keep the fuel in Adelball to 50,which is not ideal since adelball is a big community, and any surplus he export did not go to eisendorf and go to foreign trades. To my understanding of course I might be wrong
Sign the petition guys, save the orchards !!! Common dont destroy them
Transport bows from Adelsball to Eisendorf and Export them. With the income you build Up the Village there faster.
Only three more days, gentlemen.
The epic music gives me hard CK3 vibes!
I love seeing the "workers&resources" itchy fingers come in play when u try to fiddle down pathways "perfect" but deep down u know they should not be perfect 😂😂❤ Btw could u not featch the bandit Camp with eisendorf?or im i just stupid 😂😂
don't think he's got enough kit to equip anyone tbh
@@TheBuffmeister66 yeeeah u may be right It was just one of thoose random thoughts that accured😂😂
I'm finally able to watch the end of the episode and had an idea for your circular road in Eisendorf, maybe give it a road that dents in and then out again. To make it look more natural grown and not too developed. Like a double S curve or so, that would also help to brake grids in other locations too!
Hello love this series ❤ thanks for your work. How many wood cutters huts can you have to collect fore wood
I've seen other streamers have a couple. I suspect there is no limit, its about how many people you want working on it.
12 Episodes later and I only now know that there is a forester. I've been a tad worried about how to sustainably grow without deforesting the whole of Franconia till now. Edit: Your tavern staff can't keep up with the demand of ale, you definitely need more staff to roll the barrels up the hill.
Good day my Lord, can we have some Garments, helmets and long shields that would help the clothing verity 🙏🏾 long live PE
There should be an option that assigned families that are idling should start doing work from the pool, like construction. All this reassigning seems tedious.
u can manully move the market stores
I think the problem with the firewood might be you left an assigned area with no trees to cut. Idk if I missed it if you have changed it, and if so disregard my comment. However if not it’d be good to check just in case.
Could you show a full disclose 9f trader g9ods is there any peak about future goods in the game
Why don't invest that money in Eisendorf to get more oxen?
Roads need to be built in response to demand, not in advance. Put the buildings, camps, burgage plots, mines and industries where it makes sense, then watch to see the route people walk on - those, and only those, are where you build roads.
you can move marked stall whit in the marked... =)
What about starting Flax and Linen production? How's the fertility for Flax anyways?
"I need to buy a horse, i need to switch the orchards..." You have the money, you are hoovering over it with your mouse, just click it. I know it's a pet peeve of mine but it's really frustrating to see you ignore these things for another 6 episodes.
My only complaint is that every content person has told me how awesome the 'organic nature of roads' is, and then, putting four rectangular lots in a row along a central road. Yall just building suburbia.
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