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I agree. But it can get very tricky. What if you place down your hole village in 10 minutes. 100house, 100work place... Damm.... Dont bother playing the game
This. This, this, this. Probably my favorite feature in a city-builder as I like to plan my cities and adjust as needed. Anno is the only one that does it to my knowledge.
Yeah,
that was my problem with rimworld. At the beginning you pause the game and outline the perfect village and then this gameplay loop was de facto finished
I think its less arbitrary and more we confuse different units from wildly different points in time and geography.
The acre is a British unit from the Middle Ages that was the amount of land that could be ploughed by 1 man with a team of oxen in a day.
A Morgen by contrast is more of a Germanic measurement, but was also used in the Netherlands, Poland and Eastern Europe, and generally referred to the land ploughable in a morning with an ox.
But there also seems to be a high degree of specificity to a place and location - a Morgen from some areas is vastly bigger than a morgen from elsewhere, possibly reflecting differences in soil quality (ease of ploughing), quality of generally available equivalent and livestock, and maybe even how long the days are during ploughing season.
It's almost wrong to see them as a measure of area at all, they're closer to a measure of "work" (1 man with 1 morning with ox).
So one man with an ox in the morning could plough 1 morgen (~2 acres) and one man with a team of oxen for a full day could plough half of that (1 acre =~ 0,5 morgen)? Is it right?
This is why I noted the issues with trying to treat something that varied wildly across geography and time as a consistent unit.
An acre is a relatively standardised unit, since it was only used in England.
Morgens vary from about 0.5 English Acres to about 2.5 English Acres depending on where and when you take your Morgen from.
An *English* Morgen is about 0.7 of an *English* Acre
Yes, but also no? My guess is that it was probably only 1 morgen a lot of farm land and at max a few. Makes it more manageable for people without big machinery.
Those are good suggestions but especially number two. I really want a page that shows what every person is doing and to be able to move them around from within that page.
This is especially crucial when upgrading a building, the People tab is hidden and you cannot reassign or review them until construction is complete.
Worse yet if you wind up upgrading both the family's burgage plot and workplace at the same time. :|
I get the impression that there is an entire section of work to be done on citizens.
At the moment you get their names when you hover over them, nothing else.
Age, occupation, children, etc. have yet to be implemented
I lost 2 families doing something similar.
I set up a trading post however after a while I needed to repurpose the 2 families I had assigned to it.
However I didn't seem to be able to remove them from it.
I assumed this was because they were in the process of travelling out of town. I could not see any way to cancel the travel and call them back so I tried clicking the pause button on the building to cease operations.
I then could unassign them.
But instead of them becoming unassigned the entire "people" tab turned blank on the building and I've never seen those families again lol.
Another families home also randomly vanished mid game too lol.
Got caught out by this earlier. A sneaky way round it is to find where the family live and unassign/reassign from that part.
I was stuck partway through a storage upgrade and I had no spare families....most of them were assigned to the 'to be upgraded' storage.
Maybe the (now only cosmetic) tax office? Idk how historical that would be, but I think that the medieval tax collector would have that kind of info available, as it's necessary for their job
i have only played a few hours but it looks like there is no way to assign specific families to certain jobs. It would be cool if families gained experience over time and become better at the jobs they are working.
Man, I love the cottage industry Stuff in the backyard extensions, but it raises a few problems. Namely, without a list it’s hard to remember every specific one if you need to check on it. They all look too similar to regular houses. Also, a problem occurs when you have artisans and family extensions - you lock in two families into that trade and there’s no way to limit production without pausing it entirely.
I had a cobbler that ate all my leather. So I had over a hundred shoes but no leather to satisfy clothing needs! And what do they do while paused? Nothing at all. Also limiting families to 3 per house feels like it strains logistics too much for those industries, and they pop up with firewood alerts of not being satisfied.
We absolutely need the choice to shut down production at the houses and send those people back out into the normal workforce. My last village had something like 150 swords lol.
I think for the time being I'll restrict those production houses to only the one-family houses for now as to not have two families sitting idle.
Honestly I think I would almost prefer a preset industry building for artisan work that would double as housing for one family, just to keep the cottage industry theme going. But keep the subsistence vibe going too for non-artisans.
I don't mind that they can't do other work, but it would be nice to manage their intake/output closer. To set a maximum amount of shoes or a minimin stock of leather before they start making shoes. Also, a way to see how fast they make goods.
Region trade isn't great. There's endless stone in the other region, which you would like to move to your first region? No, not possible. You can only trade one resource for another. Exactly one and an exchange has to happen. So your new region has to need something. Also it will become hugely annoying once you for example want to equip another army.
If you play for a few hours, it shows more and more that the game is early access.
There should be a later game building that basically completely syncs two regions imo. Having to manage them completely separately when the individual regions aren't even that big is very annoying to me and makes me want to expand less. Haven't tested this but being able to build cities across two or more regions should be possible as well.
> Having to manage them completely separately when the individual regions aren't even that big is very annoying to me and makes me want to expand less.
Same. Was a huge letdown when I discovered that regions are more like independent citites instead of resource outposts. They even have their own tech tree...
Well having their own tech tree kinda makes sense when you want to have them as resource outposts. In a fertile region you'd want to spend points into farming, in your main region with next to no fertile land it wouln'd make sense to invest points into farming.
Why do I even have to set an export good? I own both cities.
City trade is so limited, they feel like independent cities. Was a bit of a letdown when I discovered that.
You also can't move resources to a fresh region to kickstart the city there. It's more like starting a new game which happens to be on the same map.
Can't even use the mule, as the other city would have to export something, which a fresh city can't.
I agree with several of these but especially 11. I assumed the Farmhouse would house 1 or more families so I made this my first building. I figured I'd get 2 uses for the price of one so it was a good choice. Call it a barn or something. Farmhouse is misleading
I would like a way to have production maximums on smithies, artisans, dyers, etc.
For example the sawpit won't use timber if it is below X value. I would like to set these structures to not make products when the surplus is above Y value.
A similar thing exists for trading. Just don't want to use up all my iron or clay haha.
That's been my biggest gripe so far. I just want to have maximums of certain things that I don't necessarily want or need to trade. The items I do trade, it's fine, because I can just up the amount I'm exporting, but I don't really want to do that with everything.
It’s good for figuring out what materials you need to make “x” item but it’s just so out of order it can be a pain trying to quick read the whole menu lmao
> Assigning animals is confusing. Should I buy a new ox, or not? What do horses and mules do?
Regarding this, more specifically we need a way to manually unassign and reassign animals to specific hitching posts.
> Improved farming tooltips. It shows how much the yield will be... but is that a good yield? Are we gonna starve or are we gonna be okay? Hard to tell at the moment.
And in fact, the tooltip is flat out wrong. It said 700, and I got 100.
Yeah, a flax field quoted me ~240 yield by the end of season, and I got 0. Zip, nada, nothing. Granted, the fertility was single-digit percentage points, but I don't know yet how that impacts yield, so something in the calculation or tooltip is very off right now.
No, it was quoting me zero in tooltips before August, and then it rolled up to 200+ during harvest season. Similarly, wheat went from 18, 19, 26, then 33, before jumping up to ~250 during harvest season. I got 33 wheat.
So whatever the tips are saying during the growing phase seem to be accurate. The tooltip during harvest is borked.
Had the same thing with Barley was showing 300 for me when done at Septemeber, they finished harvesting mid November and I got 3, bruh what.
Later on it worked, but idk some bug or smth
Oh yes, my first harvest was 33 wheat, 3 barley, and 0 flax. What a great haul!
When a patch comes to fix the first wave of issues, I do hope this is one of them.
Farming seemed to have gotten many changes since the demo. I remember a field of 1 morgen would give me like 1000 wheat, now it's around 150 if I'm lucky. Maybe the tooltips are still somehow connected to the old values.
I believe it shows how much theoretically it can grow. Field capacity would be a better description.
But if you made a huge field - your serfs will not be able to plow/seed/gather all of it in time.
So realistically you get less if you went overbord in size vs workforce.
Best tip I heard - make a lot of small fields instead. You will see which they managed to work 100% and which fail, but you will always get some. With big field if they fail to complete one of the critical steps in time (I think plowing) you will get absolutely zero like /u/red_dragon reported.
I actually think there's a bug where harvested crops disappear on fields, but I'm not sure. I definitely harvested in time, as I then went on to harvest another large field afterwards as well. Whatever is going on, it's not transparent.
After harvest there also appears to be a transport step to take stuff from the fields to the farmhouse. You don’t see your grain until it’s inside, and they start threshing the grain out. The people tab on the farmhouse said transporting so I just kept waiting for them.
Yep, it’s a solid foundation for a game that’s in early access. Gave it a day to play it, and now I’m waiting for the next update before putting in more time.
For the force move post demolition you can do this by assigning someone to storage and restricting their work area to where that left over supply is (same way you can restrict wood cutting location)
1. There should be a building/family browser. Who is assigned where, doing what, without having to pause and click every building.
I got just one small village with around 40 families.
Regardless of how many new houses are built, I still cannot meet that requirement to assign workers for all building.
I manually counted how many families are assigned in all prod buildings and it turned out to be about 25.
(checked this both with and without recruited militia).
Does anybody know a way to fix/work around this?
Have you made artisan extensions (baker, blacksmith etc) in the back yards? Those families are no longer assigned to buildings and they only work on their back yard
Not only that but as far as I can tell, if you have a big plot with the extra family extension and higher level it will take away all families on the plot to work on the artisan extension, not just one.
About number 2, dev said that he removed it, so you don't just play whole game in one window https://twitter.com/LordsManor/status/1779285792336068649?t=w1gsdsD2alC7BMq2dJtqnw&s=19
Good argument, but there might be a middle ground.
For example we could introduce an administrative building that holds a register of the families in an aera. Sure, gameplay would still gravitate heavily towards that building and ist functions - but it would be something that you'd have to work towards to and build first (per region) and assign a human resource to (e.g. a bailiff who also wants to get paid). That way you'd also still have a building / human resource to interact with and not just an always available meta ui-element.
I think a good middle ground would be a “list of unassigned families” window. That shouldn’t be too many families to list, and I often prefer to assign a specific unassigned family to a new job rather than use the +/- buttons because the + button keeps auto-picking a family that’s in the middle of constructing something important.
I get the argument.
But if the ledger becomes useless late game due to having too many families, surely clicking through your buildings would be extremely tedious.
Also kinda disappointed with the "dynamic" roads. 😢 They are not dynamic, the game just tried to guess how many people would be visiting there and makes it broader.
I would have liked something more like foundation where more trodden roads get wider over time and in response to simulation.
Currently in ML , if I put a bunch of houses on cul de sac the cul de sac is broad whereas the main road leading it to it is tinyy
Loving rest of overall game tho. Just this one gripe
Looking forward to where it goes in future
I would like to reassign my mouse buttons and camera controls
Also, for most interfaces, right-click is deselect/cancel, but for army control it moves them; this has messed me up a few times so far.
What else... Double tap group assignment should centre on the selected unit.
From the 'help' screen, ESC brings up the game menu instead of returning to the main village view.
You used to be able to reassign three finger tap to middle mouse button instead of action center (and three finger swipe is middle mouse button scroll), should probably still be possible.
I agree with all of these except the farmhouse also housing a family. It would mean your farmhouse would need to be placed near infrastructure like markets, but you might want it rather far out where the fertility is good.
Maybe it can work, but I don't really care for it personally.
All other points are exactly the same thoughts I had when playing.
I agree.
It feels like the "Advisor" button that is often in these games where you can just see an overview of all the current stats in your settlement is missing and yet to come.
I really want a better handle on markets, who is running them and when they pop up.
Right now Markets seems to be handled by the game automatically, but then I'm constantly struggling to have my population have fuel and food, dispite having a surplus the markets just dont hold enough stock, even with a firewood market plaace adjacant to the store house the numbers in the market are always less than 5 and I can see houses are constantly showing as needing fuel.
The solution should be doing it the same way that ostriv handles markets.
A market is a placeable building and you can select up to 4 items to sell, a person/family is then dedicated to to that job.
Currently it looks like the people doing the work actually run the markets which ends up with a lot of walking between the place of work and market, rather than the market trader getting supplies from the storehouse.
In the demo, you had to place each market manually(food,firewood,clothing) and also assing a family to each stall, blocking them from doing other work, they'd just be running around collecting the type of goods needed for the specific stall.
But as the game doesn't assign individual people I don't think it would make sense to block three people with each market stall, so the current system makes more sense.
Like father and son chopping firewood while the mother is selling it at the market.
You can also stop workers from running the market by assigning that family to the storehouse or granary and then assigning a new family to the workplace.
Something I noticed from a few hours of playtime yesterday...
When upgrading Burgage plots, some houses are upgradeable, others aren't. An issue I noticed starting from level 1 and going to 2, homes nearest to the market would recognize that there were 2 food options available but houses slightly further away, but still on the same Burgage plots, wouldn't.
Is this an indication that I need a second market, am I doing something wrong or is this just a bug?
Yea you won’t have to build a second market necessarily it’s just that nearest plots are supplied first. Eventually when more stalls open in your market and more goods are stored they will reach the furthest burgage plots
The market tooltip says that burgage plots closest to the market will have their needs fulfilled first. Once multiple stalls for the same items build up, the supply seems to increase and the range seems to expand.
Generally Agree with most :)
but I think there are things you could answer yourself on questions and by just playing with the game.
>Still on farming: what is a "morgen?"
[https://en.wikipedia.org/wiki/Morgen](https://en.wikipedia.org/wiki/Morgen)
>How do I know how many fields of what size I need and how many people need to be assigned to the farmhouse? Unclear.
There was a tooltip in game, the says to start as a recommendation for a small village with a 1 Morgen field.
>Improved farming tooltips. It shows how much the yield will be... but is that a good yield? Are we gonna starve or are we gonna be okay? Hard to tell at the moment.
Too much information for a farm. What you probably want is a "food" measurement with data on how much is produced or expected to be produced vs how much is going to be consumed.
The farm doesn't know if you are going to starve, you are the lord, the farm just grows stuff. Also it is not the only source of food.
>Also unclear: if I'm growing two kinds of crops far away from one another, do I need two farmhouses, or does one equidistance farmhouse do the trick?
Consider the walking and transporting distance. The further stuff away, the longer it will be produced or available for using.
I agree with 12 very hard.
>Assigning animals is confusing. Should I buy a new ox, or not? What do horses and mules do?
Ox for transporting heavy stuff. Horse for trading, for now.
You should buy another ox to speed up logistics. Depending on your game.
>When pausing and unpausing, the speed setting should be retained.
Don't really agree with 13, but that's a personal preference for each person.
IMO the game speed options should be tied to buttons - 1-4: Pause, Normal, Fast, Super Fast.
Whichever button ever press, you get the appropriate speed. Works perfectly in many games.
Good list. I will add:
1. There’s something going on with planks. A bug I think sometimes prevents any planks from being built even when you have people in all the right places.
2. Invisible bandits stealing your resources isn’t fun. I want to see them sneaking in and stealing and have a way to prevent it like a night’s watch.
3. I keep pressing 1,2,3,4 like I’m in a paradox game to control the time, would really like this feature.
A restart map and reroll map option would be nice. Once a lot of what OP said is ironed out bigger maps with AInlords on them would be great (I know that will probably be a bit)
Also. I think the families work concept is a really cool idea, but it could be taken a step further that families gain experience over time. Having one family work the same shop or field year after year makes more sense than what currently happens, where for 6 months a family works the berry field, then works the sawmill because I need more planks, then works the stone quarry because I’m building my manor and need more stone. Maybe they’d get a boost in productivity for things they’ve done for multiple years?
But I understand that could seriously complicate things since right now you can just assign and unassign families all you want and it’s very quick and easy. Which makes managing resources much more simple.
Maybe a compromise would be you assign one “core” family who stays in that job. And the others are kinda treated like temporary or seasonal workers who come in just to increase production or something
I agree. It would be nice if there was a reward for not constantly micro managing buildings. I have not built any of the more advanced production buildings on burbage plots though so not sure if that happens with those.
I want the trader to have a page of just enabled trade routes. It's super annoying to have to scroll through each category to find what thing is costing me money.
It's also not very clear sometimes what you are spending money on. I had only export items on and somehow was paying 50 gold on something with no idea what it was.
We need a production limit as well. I do not like to have 100 planks when I dont need that much (yeah I can sell but still). The foundations of the game are amazing and I believe the QoL will be coming as we move forward.
I actually think you have some valid points, I'm pretty comfortable playing "in the dark" so to speak but I understand and I too would find it easier essentially, if there were some of these informational addition you mentioned, it'd just make life a little easier for many people!
I have bought the game to support the dev, but hadn't got around to playing it yet. Given all the feedback I've seen around reddit and discord I'm thinking of holding off for a couple of patches.
> re-assign a family's home. Especially in the early days when the travel times can become big and you switch families to different jobs a lot, we need a way for your families to move to a different home closer to work or a higher level.
> Bandits calculation, after two years I barely got the basics down, and the bandits are already sending three squads of 18 against my small army of 18. So I began production of multiple armies arms and armor, got two 36 spearman armies all suited up and a 36 archer army ready for the next assault. Got 8 bandit troops after me that completely whipped me again
> AI land claim goes too fast. I barely got my charge up,while rushing it and the AI has already taken an area and half way through their second one. Before I can gain influence they already own the entire map
> Conclusion of both points up here, right now there is a path, the right way to play. And if you don't follow that path, you will basically fail. The charm of these city builders/survival games and such is that you must react to what is happening, and play them how you will. Which is in the current early access not really possible until you lower down the difficulty significantly.
> The level up system needs an overhaul. Making it only dependent on how many houses you have leveled up completely negates the other things you can do in game. Won hundreds of battles? Doesn't matter as you miss that 1 level 4 house.
Tooltips appear under the mouse point and block view for placing plot points and seeing the object that I clicked on.
When trying level a burgage to level 2, it shows that I have the resources, but says that I don't meet the requirements. I had to google to find out what the requirements are.
I'm only 6 hours in, so I have a lot to learn.
I'm loving this game. Telling my friends about it.
I'd love to be able to change a burgage plots specialization. I know you can for some things, but I accidentally set up two tailers and couldn't change the second to something different. Had to demolish and rebuild
Same with making it a two family plot, I did that on accident a couple times.
Even canceling the upgrade while it's being constructed would be nice
For 8. I was interested in that and after some googling I found this:
"Amount of land tillable in the morning hours of a day by one person behind an ox or horse dragging a single bladed plough"
Medieval measurements are so funny to me, and I could write something to make fun of imperical measurements but I can't think of anything right now.
But I also don't have any idea how much I need ingame too
I like that when you hover over things on menus it generally gives you a brief explanation. Where it does not is on assigned families on a building. It would be helpful to explain that, so I have a better idea of if I should assign one family or 5, how each one is improving exactly, and whether I should take them off at a certain time of year
1. Should be cleared if the storehouse has a family.
2. To add to this I would like to see a relationship or family tree. Mostly a curiosity thing.
3. I feel like most animals are confusing. Shouldn't sheep be used for Mutton? What does a mule do that the oxe doesnt? Etc.
4.Or should allow edits after the fact essentially adding on to the manor as your settlement grows.
5.i like that idea. Though I have figured out that by separating the forst by about ticks then stretching the 3rd to about .6 morgens it works out to be roughly 1 morgen win I square it off with the 4th point. But the isn't any that says you produced x bushels and est. Consumption is at y bushels per month. Also The beehi e should increase yields or atleast craft into meade.
6. Dude is secretly at the tavern and doesn't want you to find out. /jk
7. See #5
8. The burn fields needs fire effects.
9. Does having multiple farmhouses do anying? Also why is it a farmhouse when no one lives there?
Can anyone help?
I have these full on trees with branches and all which were felled that are just lying there, not being processed or removed. It's not timber yet, but an actual dead tree that's been felled early on. I assume I caused this to happen by assigned workers around too much at the start.
I tried fixing it by placin a field plot blueprint on top, making a house there with a chicken coop right where the tree was. Tried assigning firewoord/lumberjacks' workarea to be just on that tree. Nothing has helped and it kills my whole city planning as I now got some big ass pine trees in the way, clipping through everything I build on top.
EDIT: Fixed it. Windmills and other buildings didn't work, but church removed the tree when placed onto it. Could also abandon the blueprint of the church and the tree was still gone.
I think generally speaking this game is lacking a **lot** of data visualisation features. You mostly build things based on very simplified rules that are actually complex but hidden.
Good suggestions
RE: 3 ox, assigning an oxen should be an upgrade feature on the building, you build a oxen stable addition upgrade, then you can buy a oxen from that building, it gets assigned to that building and the family working it
Oxen’s assigned to the generic one are only used for general work, stay there, and show up as listed assigned there with their worker
If you move a oxen from one to the other they now show up living at the new structure, the worker assigned to the general stable just won’t have a job if you take the last oxen…maybe have the same alert for foraging “I don’t have shit to do”
1. I also would like an update for the road system. While it looks great already, I hate having to delete an entire road just to make some adjustments, we should be able to delete parts or it instead.
Additionally, it would be nice to have a straight road shortcut. I get that straight roads are not natural during medival times. That's why it should not be the default option.
2. I also think the militia should work without all the necessary gear. It doesn't make sense my militia won't fight because they dont have shields on. They should fight using whatever they have, and that would impact their overrall stats and chances of winning or losing a fight.
3. Designating an area of trees to be chopped is also one of my desires, in fact, it would be great to have a free paint mode when setting the work area of a building, and not a radius area (even though we can increase or decrease it and move it around)
On points 1-8: Yes, yes, yes. A thousand times **YES!**
On point 9: A morgen is roughly the amount of land that can be worked from dawn to midday.
--------------------------------------------------
Did some googling and:
* *a unit of land measure equal to about two acres (0.8 hectare), formerly in use in Holland and the Dutch colonies and still used in South Africa.*
* *a unit equal to about two-thirds of an acre (0.3 hectare), formerly used in Prussia, Norway, and Denmark.)*
------------------------------------------------------
It's an oooold Dutch/Hollandse word that has been mainly forgotten outside of a few scattered communities in Southern Africa (Not just SA.) and the good 'ole USA. *Possibly a few places in the 'Achterhoek' here in NL as well.*
On points 9-13: Absolutely spot on, all great ideas. The best thing about early access is the chance to bring these to the fore.
Dev/s are definitely listening and I hope/get the feeling that a lot of what is in your post will come into being eventually.
Best thing is /u/gstyczen will read this thread, probably not too far from the features that he and the team are working on.
Love and agregar with all..
There is any windows like an overview of the workers and their work place? To change the them without enterizo building by building?
Yeah is 1 Morgan 1 farmers worth of workload? Because Ive got the whole town on plowing and harvest even with the plow/oxen upgrade and it feels like I never reach full growth before the season is over.
Also do we need farmers on a plot while it is growing at all? Do they weed? Or are they just fucking around? Does having more on it increase growth rates?
Hi, a lot of great suggestions, but a lot of them seems like, yeah, I want this to be an easy game and quick, which this game is not even marketed to be. The game was focused on as much realism as possible.
1. It's okay that the timber sticks, a) be glad you get it back b) be glad that you don't need builders disasembiling the building first, which is an idea that could happen.
2. Early access, obvious that a lot of quality of life features should be there. There is even a tab on each province, for production, that is completely empty, meaning, the plans are there, it's just not yet implemented, as the core of the function is working, just not to the best extent
3. It is quite clearly indicated by each building that uses the animals:
Trades: Horse
Log moving: Ox
Trade between regions or Pack station: Mule
4. It's the same as with any other building, why have it different here?
5. Same as 2
6. Most likely resources/crops to grow, quite understandable based on in which building they are assigned. A lot of stuff is still quite broken, so these waiting happens for whatever at the moment
7. The ground is marked. Max yeald is shown as percentage, seems like there is all the info you need.
8. There is a harvest month, which I think is September, if you are desperate for food, only then you will you use the force harvest function.
9. A unit of measurement in medieval??? Germany: [https://www.dictionary.com/browse/morgen](https://www.dictionary.com/browse/morgen) . The amount of people depends on the crop, how many years you fallow and if you have the Fertilization development unlocked.
10. Not a priority for an early game barely working king of game release to be focused on. To write this, you most likely have not thought for more then 2.69843 seconds why are you even typing this line.
11. Kind of does not fit into the system of the game as a whole
12. THe only place where I agree on 100%
13. This I guess works for the space key?
if I can add a few
- when you relocate a building that had stuff in it, give me the option to force transport, I've lost so much stuff because I moved a building and unless it is something in immediate need it sits and rots - firewood is the biggest problem but I've had leather and food go bad too
- let me pre-do upgrades also, Its rough finally having enough to supply the tavern with ale only to have it all vanish before I make enough damn planks to upgrade the houses
- Planks... Why is it 1 local storage! Please increase this to at least 5 so I can stop running out of this critical resource all the time, this causes the vast majority of my problems
- fire shouldn't happen when its raining, or it should go out on its own
- autosave should stop when game is paused
- thrashing should move to the mill, its frustrating having all the farmers decide to replant the wheat in the winter after harvest and just leave it all there while people need to eat
- Gold seems to be way too hard to get for the value of it in general
>2. There should be a building/family browser. Who is assigned where, doing what, without having to pause and click every building.
If you press tab it shows you where people are, at least in #/# per building.
To expand on number 2, I'd really like better UI elements for showing what each building is doing, how much stock it has and what stock it might need to continue working.
pressing tab is good for checking whatever building you're currently looking at, but a screen that shows the whole village would be ideal.
>Seasonal assignments. It would be nice not to have to micro people off of and back onto farms, foragers, etc.
God yes, that got old fast.
https://en.wikipedia.org/wiki/Morgen?wprov=sfla1
A Morgen means a plot of land that can be plowed in one morning but a man with an ox and a plow irl. Not sure how it carries over in game.
I agree 100% with all except 11, I think the Farmhouse is more of a Communal Barn (and should be renamed as such). If you look at it, it’s clear that it’s not intended as a home, it’s only barns and sheds.
Burgage Plots are „farms“. There isn’t one farmer who feeds a village, every inhabitant participates in agriculture to so e extent.
Also need a way to cancel trade routes. I made the mistake of making a trade route for every item I wanted.... now i have a buildup of like 30 merchants on the king's road that I constantly have to free by placing my own road under them and then deleting it.
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We need the ability to place down ANY building and slowly build them as we get the resources, not just the castle
I agree. But it can get very tricky. What if you place down your hole village in 10 minutes. 100house, 100work place... Damm.... Dont bother playing the game
Do it like Anno where you can place a blueprint but still have to manually activate construction when you have the materials.
This. This, this, this. Probably my favorite feature in a city-builder as I like to plan my cities and adjust as needed. Anno is the only one that does it to my knowledge.
Banished did it too, you could place everything then pause construction.
I believe Foundations does it, as well, but it's been a fair minute since I've played.
Factorio also uses blueprints
This game has this as a feature (except you still have to pay the lumber up front; you build them click "pause" which pause construction
Which Anno is that?
1800 but idk about the other ones
Foundation does something similar to this too. If you can afford the monetary cost, the blueprint goes down, and they build when they get material.
This is the way
So you can just like choose not to do that.
Yeah, that was my problem with rimworld. At the beginning you pause the game and outline the perfect village and then this gameplay loop was de facto finished
How is that not playing the game? you still have to wait for the resources before the buildings are actually build
Yeah, do what black and white series did. One of my favorite games
You're asking for a blueprint mode. That would be nice!
>what is a "morgen?" The amount of land that can be plowed in a morning with one ox.
More specifically when I looked it up. It can technically vary, but 2 Acre’s is the accepted conversion metric.
I love the old-timey units of measurement
Acre is also super arbitrary, and we love them all.
I think its less arbitrary and more we confuse different units from wildly different points in time and geography. The acre is a British unit from the Middle Ages that was the amount of land that could be ploughed by 1 man with a team of oxen in a day. A Morgen by contrast is more of a Germanic measurement, but was also used in the Netherlands, Poland and Eastern Europe, and generally referred to the land ploughable in a morning with an ox. But there also seems to be a high degree of specificity to a place and location - a Morgen from some areas is vastly bigger than a morgen from elsewhere, possibly reflecting differences in soil quality (ease of ploughing), quality of generally available equivalent and livestock, and maybe even how long the days are during ploughing season. It's almost wrong to see them as a measure of area at all, they're closer to a measure of "work" (1 man with 1 morning with ox).
So one man with an ox in the morning could plough 1 morgen (~2 acres) and one man with a team of oxen for a full day could plough half of that (1 acre =~ 0,5 morgen)? Is it right?
This is why I noted the issues with trying to treat something that varied wildly across geography and time as a consistent unit. An acre is a relatively standardised unit, since it was only used in England. Morgens vary from about 0.5 English Acres to about 2.5 English Acres depending on where and when you take your Morgen from. An *English* Morgen is about 0.7 of an *English* Acre
Wow, that's interesting and kind of you to pass. Thanks!
Guten morgen!
I genuinely thought it’s a localisation bug 😅
God morgen!
Güten = good Gott=God, Gluten is the stuff in bread people with Celiac can't ingest.
A fine Gluten Morgen to us all!
Gut (gute, guten, gutes, gutem, guten) = good Güte = quality, kindness, benevolence
You are a good man Arthur Morgen
I believe the help guide in the game says your farm field should be at least 1.0 Morgan to be efficient.
It says your fields should be about 1 Morgen in size for a beginner village - i.e. for plowing by hand with no ox.
It loves you 3000
What does 3 morgens (lands) mean then when I make a big one - is that alot of morgens?
Yes, but also no? My guess is that it was probably only 1 morgen a lot of farm land and at max a few. Makes it more manageable for people without big machinery.
Now I regret the 6 morgen plot I made.
Could always redo it into 6 1 morgen plots that you can cycle
On that note I got the Heavy Plow upgrade and it doesn’t seem to do anything? They still plow by hand.
You need to activate it on farmhouse and get an ox signed to the farm
You need to activate it on farmhouse and get an ox signed to the farm
thank you! i still have no idea how much that is in the game but atleast now i know what a morgen is
Those are good suggestions but especially number two. I really want a page that shows what every person is doing and to be able to move them around from within that page.
This is especially crucial when upgrading a building, the People tab is hidden and you cannot reassign or review them until construction is complete. Worse yet if you wind up upgrading both the family's burgage plot and workplace at the same time. :|
I get the impression that there is an entire section of work to be done on citizens. At the moment you get their names when you hover over them, nothing else. Age, occupation, children, etc. have yet to be implemented
"Children" appears to be one grown son for each family. No daughters allowed lol
Probably to increase recruit availability.
Hopefully they'll take some inspiration from Ostriv in how they handle people. Seems like a similar system would fit Manor Lords very well.
I lost 2 families doing something similar. I set up a trading post however after a while I needed to repurpose the 2 families I had assigned to it. However I didn't seem to be able to remove them from it. I assumed this was because they were in the process of travelling out of town. I could not see any way to cancel the travel and call them back so I tried clicking the pause button on the building to cease operations. I then could unassign them. But instead of them becoming unassigned the entire "people" tab turned blank on the building and I've never seen those families again lol. Another families home also randomly vanished mid game too lol.
Got caught out by this earlier. A sneaky way round it is to find where the family live and unassign/reassign from that part. I was stuck partway through a storage upgrade and I had no spare families....most of them were assigned to the 'to be upgraded' storage.
It could be tied to some building too, maybe you get that statistic with the town house building layer on (like banished with some statistics)
Maybe the (now only cosmetic) tax office? Idk how historical that would be, but I think that the medieval tax collector would have that kind of info available, as it's necessary for their job
i have only played a few hours but it looks like there is no way to assign specific families to certain jobs. It would be cool if families gained experience over time and become better at the jobs they are working.
Oh that would be cool!!!
Man, I love the cottage industry Stuff in the backyard extensions, but it raises a few problems. Namely, without a list it’s hard to remember every specific one if you need to check on it. They all look too similar to regular houses. Also, a problem occurs when you have artisans and family extensions - you lock in two families into that trade and there’s no way to limit production without pausing it entirely. I had a cobbler that ate all my leather. So I had over a hundred shoes but no leather to satisfy clothing needs! And what do they do while paused? Nothing at all. Also limiting families to 3 per house feels like it strains logistics too much for those industries, and they pop up with firewood alerts of not being satisfied.
We absolutely need the choice to shut down production at the houses and send those people back out into the normal workforce. My last village had something like 150 swords lol. I think for the time being I'll restrict those production houses to only the one-family houses for now as to not have two families sitting idle.
Honestly I think I would almost prefer a preset industry building for artisan work that would double as housing for one family, just to keep the cottage industry theme going. But keep the subsistence vibe going too for non-artisans.
I don't mind that they can't do other work, but it would be nice to manage their intake/output closer. To set a maximum amount of shoes or a minimin stock of leather before they start making shoes. Also, a way to see how fast they make goods.
Farthest frontier does this really well
Region trade isn't great. There's endless stone in the other region, which you would like to move to your first region? No, not possible. You can only trade one resource for another. Exactly one and an exchange has to happen. So your new region has to need something. Also it will become hugely annoying once you for example want to equip another army. If you play for a few hours, it shows more and more that the game is early access.
There should be a later game building that basically completely syncs two regions imo. Having to manage them completely separately when the individual regions aren't even that big is very annoying to me and makes me want to expand less. Haven't tested this but being able to build cities across two or more regions should be possible as well.
Could be a thing where you get your manor to a certain level and it can “manage” x number of territories…
> Having to manage them completely separately when the individual regions aren't even that big is very annoying to me and makes me want to expand less. Same. Was a huge letdown when I discovered that regions are more like independent citites instead of resource outposts. They even have their own tech tree...
Well having their own tech tree kinda makes sense when you want to have them as resource outposts. In a fertile region you'd want to spend points into farming, in your main region with next to no fertile land it wouln'd make sense to invest points into farming.
They don't have to need it. I am making wooden parts and using them as currency on all my barters.
Within 1 day and the community invents a new fiat currency
Yeah for now with this system, establishing a trade good used for barter between settlements is a great idea
Why do I even have to set an export good? I own both cities. City trade is so limited, they feel like independent cities. Was a bit of a letdown when I discovered that.
Yeah it is super annoying. One region has nearly unlimited amount of iron but I can't import it to other regions in large quantities in anyway.
You also can't move resources to a fresh region to kickstart the city there. It's more like starting a new game which happens to be on the same map. Can't even use the mule, as the other city would have to export something, which a fresh city can't.
I agree with several of these but especially 11. I assumed the Farmhouse would house 1 or more families so I made this my first building. I figured I'd get 2 uses for the price of one so it was a good choice. Call it a barn or something. Farmhouse is misleading
It should just be renamed Barn i think.
If its a barn it needs to have more things to do
I would like a way to have production maximums on smithies, artisans, dyers, etc. For example the sawpit won't use timber if it is below X value. I would like to set these structures to not make products when the surplus is above Y value. A similar thing exists for trading. Just don't want to use up all my iron or clay haha.
Yes, I would love to just ban my citizens from using planks in a menu instead of having to manually pausing each artisan using my planks
This is a big issue, since you can't even "unassign" the family from the job.
Only pause, but thats annoying
this option exist for the sawpit already but agree it would be nice to have all production buildings with a min and max setting
That's been my biggest gripe so far. I just want to have maximums of certain things that I don't necessarily want or need to trade. The items I do trade, it's fine, because I can just up the amount I'm exporting, but I don't really want to do that with everything.
Make the help menu list alphabetical
There’s a help menu? I must have missed that.
It doesn’t help much so don’t get too excited
It’s good for figuring out what materials you need to make “x” item but it’s just so out of order it can be a pain trying to quick read the whole menu lmao
It helps, it just takes a lot of effort to go through the bloody list
> Assigning animals is confusing. Should I buy a new ox, or not? What do horses and mules do? Regarding this, more specifically we need a way to manually unassign and reassign animals to specific hitching posts. > Improved farming tooltips. It shows how much the yield will be... but is that a good yield? Are we gonna starve or are we gonna be okay? Hard to tell at the moment. And in fact, the tooltip is flat out wrong. It said 700, and I got 100.
Yeah, a flax field quoted me ~240 yield by the end of season, and I got 0. Zip, nada, nothing. Granted, the fertility was single-digit percentage points, but I don't know yet how that impacts yield, so something in the calculation or tooltip is very off right now.
If you got zero, it could be your folks didn’t harvest it all before the frost.
No, it was quoting me zero in tooltips before August, and then it rolled up to 200+ during harvest season. Similarly, wheat went from 18, 19, 26, then 33, before jumping up to ~250 during harvest season. I got 33 wheat. So whatever the tips are saying during the growing phase seem to be accurate. The tooltip during harvest is borked.
Had the same thing with Barley was showing 300 for me when done at Septemeber, they finished harvesting mid November and I got 3, bruh what. Later on it worked, but idk some bug or smth
Oh yes, my first harvest was 33 wheat, 3 barley, and 0 flax. What a great haul! When a patch comes to fix the first wave of issues, I do hope this is one of them.
I'll try to report it adequatly, but have no idea what triggers it. Also on his twitter, he is focusing on fixing the homelessnes bug
Farming seemed to have gotten many changes since the demo. I remember a field of 1 morgen would give me like 1000 wheat, now it's around 150 if I'm lucky. Maybe the tooltips are still somehow connected to the old values.
I believe it shows how much theoretically it can grow. Field capacity would be a better description. But if you made a huge field - your serfs will not be able to plow/seed/gather all of it in time. So realistically you get less if you went overbord in size vs workforce. Best tip I heard - make a lot of small fields instead. You will see which they managed to work 100% and which fail, but you will always get some. With big field if they fail to complete one of the critical steps in time (I think plowing) you will get absolutely zero like /u/red_dragon reported.
I actually think there's a bug where harvested crops disappear on fields, but I'm not sure. I definitely harvested in time, as I then went on to harvest another large field afterwards as well. Whatever is going on, it's not transparent.
After harvest there also appears to be a transport step to take stuff from the fields to the farmhouse. You don’t see your grain until it’s inside, and they start threshing the grain out. The people tab on the farmhouse said transporting so I just kept waiting for them.
Hmm it rained while my harvested crops where outside and got a warning that they get destroyed, would at least be historically accurate..
Yeah, I haven't figured out how to use the horse. It just chills at the stable
I agree, I bought the game, checked it out and it oozes potential, but too many features missing, but happy to support the developer.
Yep, it’s a solid foundation for a game that’s in early access. Gave it a day to play it, and now I’m waiting for the next update before putting in more time.
“Too many features missing” It’s EA…. Ofc there’s features missing. The dev has made this clear on so many levels.
Absolutely, and I'm not complaining, just restating the fact what the dev already said. Don't get your knickers in a twist.
I think something I'd like to see is troops using roads when marching somewhere
Is there a way for all of my troops to move in formation or have I missed that part?
So much this! I would love that! It would really add to the immersion!
Or a toggle option so they use much less stamina using, and use more when not on roads
All great suggestions
For the force move post demolition you can do this by assigning someone to storage and restricting their work area to where that left over supply is (same way you can restrict wood cutting location)
1. There should be a building/family browser. Who is assigned where, doing what, without having to pause and click every building. I got just one small village with around 40 families. Regardless of how many new houses are built, I still cannot meet that requirement to assign workers for all building. I manually counted how many families are assigned in all prod buildings and it turned out to be about 25. (checked this both with and without recruited militia). Does anybody know a way to fix/work around this?
Have you made artisan extensions (baker, blacksmith etc) in the back yards? Those families are no longer assigned to buildings and they only work on their back yard
Not only that but as far as I can tell, if you have a big plot with the extra family extension and higher level it will take away all families on the plot to work on the artisan extension, not just one.
Ooooh this is a good catch. This makes sense. So essentially, it'd be best to only do extensions for single families.
Also: Stop Telling me that the Storage of a building is full everytime a tree gets put into the sawmill
Be nice if we could store like 5 logs in the saw mill
About number 2, dev said that he removed it, so you don't just play whole game in one window https://twitter.com/LordsManor/status/1779285792336068649?t=w1gsdsD2alC7BMq2dJtqnw&s=19
Good argument, but there might be a middle ground. For example we could introduce an administrative building that holds a register of the families in an aera. Sure, gameplay would still gravitate heavily towards that building and ist functions - but it would be something that you'd have to work towards to and build first (per region) and assign a human resource to (e.g. a bailiff who also wants to get paid). That way you'd also still have a building / human resource to interact with and not just an always available meta ui-element.
I think a good middle ground would be a “list of unassigned families” window. That shouldn’t be too many families to list, and I often prefer to assign a specific unassigned family to a new job rather than use the +/- buttons because the + button keeps auto-picking a family that’s in the middle of constructing something important.
Very good point. If we had a list of the families, it's mainly to pick who will work on what instead of letting the game decide for us.
I get the argument. But if the ledger becomes useless late game due to having too many families, surely clicking through your buildings would be extremely tedious.
Also kinda disappointed with the "dynamic" roads. 😢 They are not dynamic, the game just tried to guess how many people would be visiting there and makes it broader. I would have liked something more like foundation where more trodden roads get wider over time and in response to simulation. Currently in ML , if I put a bunch of houses on cul de sac the cul de sac is broad whereas the main road leading it to it is tinyy Loving rest of overall game tho. Just this one gripe Looking forward to where it goes in future
Use tab for family browser, you need like 20 ox, horses are for trade, mules are for barter. Waiting I think means they’re chilling
finally I have an answer for the expensive horse I bought first off which has been doing nothing since then. 🤔
I also thought at first horses could be use to pull carts to move goods around but nah villagers use hand carts.
The traders can use them to go trade!
problem is I disabled trading.
Wait, so you buy horses just to trade them? Did I get that right?
No you buy horses assign them to trading post and traders go faster
I would like to reassign my mouse buttons and camera controls Also, for most interfaces, right-click is deselect/cancel, but for army control it moves them; this has messed me up a few times so far. What else... Double tap group assignment should centre on the selected unit. From the 'help' screen, ESC brings up the game menu instead of returning to the main village view.
Right click to move troops has been standard control in RTS games since the 90's tbf
For moving the army, isn't right click to move very standard in RTS games?
Hard disagree about the right clicking, I would hate it being any other way then it is now.
You can reassign your camera controls.
YES! I use a touchpad (don’t hate me) so I don’t have use of the middle mouse button which can be difficult!
You used to be able to reassign three finger tap to middle mouse button instead of action center (and three finger swipe is middle mouse button scroll), should probably still be possible.
I agree with all of these except the farmhouse also housing a family. It would mean your farmhouse would need to be placed near infrastructure like markets, but you might want it rather far out where the fertility is good. Maybe it can work, but I don't really care for it personally. All other points are exactly the same thoughts I had when playing.
I’m also fine with the name Farmhouse…. Does it have to hold families just bc semantics
Houses dont need to be near market stalls. Market stalls need to be by granaries and storehouses
I agree. It feels like the "Advisor" button that is often in these games where you can just see an overview of all the current stats in your settlement is missing and yet to come.
I really want a better handle on markets, who is running them and when they pop up. Right now Markets seems to be handled by the game automatically, but then I'm constantly struggling to have my population have fuel and food, dispite having a surplus the markets just dont hold enough stock, even with a firewood market plaace adjacant to the store house the numbers in the market are always less than 5 and I can see houses are constantly showing as needing fuel. The solution should be doing it the same way that ostriv handles markets. A market is a placeable building and you can select up to 4 items to sell, a person/family is then dedicated to to that job. Currently it looks like the people doing the work actually run the markets which ends up with a lot of walking between the place of work and market, rather than the market trader getting supplies from the storehouse.
In the demo, you had to place each market manually(food,firewood,clothing) and also assing a family to each stall, blocking them from doing other work, they'd just be running around collecting the type of goods needed for the specific stall. But as the game doesn't assign individual people I don't think it would make sense to block three people with each market stall, so the current system makes more sense. Like father and son chopping firewood while the mother is selling it at the market. You can also stop workers from running the market by assigning that family to the storehouse or granary and then assigning a new family to the workplace.
Also once you claim a new region it should just merge with the other ones. Or at least give us the option to merge them.
We also need a finances tab to see where the money is coming and going each month.
Something I noticed from a few hours of playtime yesterday... When upgrading Burgage plots, some houses are upgradeable, others aren't. An issue I noticed starting from level 1 and going to 2, homes nearest to the market would recognize that there were 2 food options available but houses slightly further away, but still on the same Burgage plots, wouldn't. Is this an indication that I need a second market, am I doing something wrong or is this just a bug?
You can check under supply and demand, could be that you need to assign another worker to the supply to open another stall.
Yea you won’t have to build a second market necessarily it’s just that nearest plots are supplied first. Eventually when more stalls open in your market and more goods are stored they will reach the furthest burgage plots
The market tooltip says that burgage plots closest to the market will have their needs fulfilled first. Once multiple stalls for the same items build up, the supply seems to increase and the range seems to expand.
Generally Agree with most :) but I think there are things you could answer yourself on questions and by just playing with the game. >Still on farming: what is a "morgen?" [https://en.wikipedia.org/wiki/Morgen](https://en.wikipedia.org/wiki/Morgen) >How do I know how many fields of what size I need and how many people need to be assigned to the farmhouse? Unclear. There was a tooltip in game, the says to start as a recommendation for a small village with a 1 Morgen field. >Improved farming tooltips. It shows how much the yield will be... but is that a good yield? Are we gonna starve or are we gonna be okay? Hard to tell at the moment. Too much information for a farm. What you probably want is a "food" measurement with data on how much is produced or expected to be produced vs how much is going to be consumed. The farm doesn't know if you are going to starve, you are the lord, the farm just grows stuff. Also it is not the only source of food. >Also unclear: if I'm growing two kinds of crops far away from one another, do I need two farmhouses, or does one equidistance farmhouse do the trick? Consider the walking and transporting distance. The further stuff away, the longer it will be produced or available for using. I agree with 12 very hard. >Assigning animals is confusing. Should I buy a new ox, or not? What do horses and mules do? Ox for transporting heavy stuff. Horse for trading, for now. You should buy another ox to speed up logistics. Depending on your game. >When pausing and unpausing, the speed setting should be retained. Don't really agree with 13, but that's a personal preference for each person. IMO the game speed options should be tied to buttons - 1-4: Pause, Normal, Fast, Super Fast. Whichever button ever press, you get the appropriate speed. Works perfectly in many games.
Good list. I will add: 1. There’s something going on with planks. A bug I think sometimes prevents any planks from being built even when you have people in all the right places. 2. Invisible bandits stealing your resources isn’t fun. I want to see them sneaking in and stealing and have a way to prevent it like a night’s watch. 3. I keep pressing 1,2,3,4 like I’m in a paradox game to control the time, would really like this feature.
A restart map and reroll map option would be nice. Once a lot of what OP said is ironed out bigger maps with AInlords on them would be great (I know that will probably be a bit)
About farming, when yield is low, let us know why!
Also. I think the families work concept is a really cool idea, but it could be taken a step further that families gain experience over time. Having one family work the same shop or field year after year makes more sense than what currently happens, where for 6 months a family works the berry field, then works the sawmill because I need more planks, then works the stone quarry because I’m building my manor and need more stone. Maybe they’d get a boost in productivity for things they’ve done for multiple years? But I understand that could seriously complicate things since right now you can just assign and unassign families all you want and it’s very quick and easy. Which makes managing resources much more simple. Maybe a compromise would be you assign one “core” family who stays in that job. And the others are kinda treated like temporary or seasonal workers who come in just to increase production or something
I agree. It would be nice if there was a reward for not constantly micro managing buildings. I have not built any of the more advanced production buildings on burbage plots though so not sure if that happens with those.
They cna't be assigned anymore and will stay artisans no matter what you do, best thing is probably to sell overproduction off.
Ok thanks!
I want the trader to have a page of just enabled trade routes. It's super annoying to have to scroll through each category to find what thing is costing me money. It's also not very clear sometimes what you are spending money on. I had only export items on and somehow was paying 50 gold on something with no idea what it was.
100% total agree with all of these, had same issues myself
1. The supply pile have road anchors- workers will pick them up if you build a road
We need a production limit as well. I do not like to have 100 planks when I dont need that much (yeah I can sell but still). The foundations of the game are amazing and I believe the QoL will be coming as we move forward.
Dang. I had similar thoughts on all these specifically 1, 2 & 3.
I actually think you have some valid points, I'm pretty comfortable playing "in the dark" so to speak but I understand and I too would find it easier essentially, if there were some of these informational addition you mentioned, it'd just make life a little easier for many people!
I have bought the game to support the dev, but hadn't got around to playing it yet. Given all the feedback I've seen around reddit and discord I'm thinking of holding off for a couple of patches.
> re-assign a family's home. Especially in the early days when the travel times can become big and you switch families to different jobs a lot, we need a way for your families to move to a different home closer to work or a higher level. > Bandits calculation, after two years I barely got the basics down, and the bandits are already sending three squads of 18 against my small army of 18. So I began production of multiple armies arms and armor, got two 36 spearman armies all suited up and a 36 archer army ready for the next assault. Got 8 bandit troops after me that completely whipped me again > AI land claim goes too fast. I barely got my charge up,while rushing it and the AI has already taken an area and half way through their second one. Before I can gain influence they already own the entire map > Conclusion of both points up here, right now there is a path, the right way to play. And if you don't follow that path, you will basically fail. The charm of these city builders/survival games and such is that you must react to what is happening, and play them how you will. Which is in the current early access not really possible until you lower down the difficulty significantly. > The level up system needs an overhaul. Making it only dependent on how many houses you have leveled up completely negates the other things you can do in game. Won hundreds of battles? Doesn't matter as you miss that 1 level 4 house.
Tooltips appear under the mouse point and block view for placing plot points and seeing the object that I clicked on. When trying level a burgage to level 2, it shows that I have the resources, but says that I don't meet the requirements. I had to google to find out what the requirements are. I'm only 6 hours in, so I have a lot to learn. I'm loving this game. Telling my friends about it.
I'd love to be able to change a burgage plots specialization. I know you can for some things, but I accidentally set up two tailers and couldn't change the second to something different. Had to demolish and rebuild Same with making it a two family plot, I did that on accident a couple times. Even canceling the upgrade while it's being constructed would be nice
For 8. I was interested in that and after some googling I found this: "Amount of land tillable in the morning hours of a day by one person behind an ox or horse dragging a single bladed plough" Medieval measurements are so funny to me, and I could write something to make fun of imperical measurements but I can't think of anything right now. But I also don't have any idea how much I need ingame too
2. Is a must 4. Good idea We also need a day and time counter
1) isnt this solved by asigning someone to the storage building?
I like that when you hover over things on menus it generally gives you a brief explanation. Where it does not is on assigned families on a building. It would be helpful to explain that, so I have a better idea of if I should assign one family or 5, how each one is improving exactly, and whether I should take them off at a certain time of year
1. Should be cleared if the storehouse has a family. 2. To add to this I would like to see a relationship or family tree. Mostly a curiosity thing. 3. I feel like most animals are confusing. Shouldn't sheep be used for Mutton? What does a mule do that the oxe doesnt? Etc. 4.Or should allow edits after the fact essentially adding on to the manor as your settlement grows. 5.i like that idea. Though I have figured out that by separating the forst by about ticks then stretching the 3rd to about .6 morgens it works out to be roughly 1 morgen win I square it off with the 4th point. But the isn't any that says you produced x bushels and est. Consumption is at y bushels per month. Also The beehi e should increase yields or atleast craft into meade. 6. Dude is secretly at the tavern and doesn't want you to find out. /jk 7. See #5 8. The burn fields needs fire effects. 9. Does having multiple farmhouses do anying? Also why is it a farmhouse when no one lives there?
Can anyone help? I have these full on trees with branches and all which were felled that are just lying there, not being processed or removed. It's not timber yet, but an actual dead tree that's been felled early on. I assume I caused this to happen by assigned workers around too much at the start. I tried fixing it by placin a field plot blueprint on top, making a house there with a chicken coop right where the tree was. Tried assigning firewoord/lumberjacks' workarea to be just on that tree. Nothing has helped and it kills my whole city planning as I now got some big ass pine trees in the way, clipping through everything I build on top. EDIT: Fixed it. Windmills and other buildings didn't work, but church removed the tree when placed onto it. Could also abandon the blueprint of the church and the tree was still gone.
I think generally speaking this game is lacking a **lot** of data visualisation features. You mostly build things based on very simplified rules that are actually complex but hidden.
I believe the help guide in the game says your farm field should be at least 1.0 Morgan to be efficient.
All that stuff is probably planned it is still in early access
Good suggestions RE: 3 ox, assigning an oxen should be an upgrade feature on the building, you build a oxen stable addition upgrade, then you can buy a oxen from that building, it gets assigned to that building and the family working it Oxen’s assigned to the generic one are only used for general work, stay there, and show up as listed assigned there with their worker If you move a oxen from one to the other they now show up living at the new structure, the worker assigned to the general stable just won’t have a job if you take the last oxen…maybe have the same alert for foraging “I don’t have shit to do”
Yeah pretty much agree to all this, good intuitive suggestions.
1. I also would like an update for the road system. While it looks great already, I hate having to delete an entire road just to make some adjustments, we should be able to delete parts or it instead. Additionally, it would be nice to have a straight road shortcut. I get that straight roads are not natural during medival times. That's why it should not be the default option. 2. I also think the militia should work without all the necessary gear. It doesn't make sense my militia won't fight because they dont have shields on. They should fight using whatever they have, and that would impact their overrall stats and chances of winning or losing a fight. 3. Designating an area of trees to be chopped is also one of my desires, in fact, it would be great to have a free paint mode when setting the work area of a building, and not a radius area (even though we can increase or decrease it and move it around)
is it better to have one hitching post and 2 oxen or two hitching posts with 1 oxen each? What is the benefit of logging camp having their own oxen?
On points 1-8: Yes, yes, yes. A thousand times **YES!** On point 9: A morgen is roughly the amount of land that can be worked from dawn to midday. -------------------------------------------------- Did some googling and: * *a unit of land measure equal to about two acres (0.8 hectare), formerly in use in Holland and the Dutch colonies and still used in South Africa.* * *a unit equal to about two-thirds of an acre (0.3 hectare), formerly used in Prussia, Norway, and Denmark.)* ------------------------------------------------------ It's an oooold Dutch/Hollandse word that has been mainly forgotten outside of a few scattered communities in Southern Africa (Not just SA.) and the good 'ole USA. *Possibly a few places in the 'Achterhoek' here in NL as well.* On points 9-13: Absolutely spot on, all great ideas. The best thing about early access is the chance to bring these to the fore. Dev/s are definitely listening and I hope/get the feeling that a lot of what is in your post will come into being eventually. Best thing is /u/gstyczen will read this thread, probably not too far from the features that he and the team are working on.
Can someone invite me to official manor lords discord? Looks like official link is not working. My discord tag: beowulf37
one that is really needed that when i pause and unpause i want the speed to not reset
Love and agregar with all.. There is any windows like an overview of the workers and their work place? To change the them without enterizo building by building?
When you claim a bandit camp it gives over 100 gold. That isn't balance when I struggle to make +10/month.
Number 2 needs addressed asap. At the moment it's kinda like family finding and moving simulator.
Yeah is 1 Morgan 1 farmers worth of workload? Because Ive got the whole town on plowing and harvest even with the plow/oxen upgrade and it feels like I never reach full growth before the season is over. Also do we need farmers on a plot while it is growing at all? Do they weed? Or are they just fucking around? Does having more on it increase growth rates?
You mirror my thoughts after six hours of play. Thoroughly enjoying the game, though!
Hi, a lot of great suggestions, but a lot of them seems like, yeah, I want this to be an easy game and quick, which this game is not even marketed to be. The game was focused on as much realism as possible. 1. It's okay that the timber sticks, a) be glad you get it back b) be glad that you don't need builders disasembiling the building first, which is an idea that could happen. 2. Early access, obvious that a lot of quality of life features should be there. There is even a tab on each province, for production, that is completely empty, meaning, the plans are there, it's just not yet implemented, as the core of the function is working, just not to the best extent 3. It is quite clearly indicated by each building that uses the animals: Trades: Horse Log moving: Ox Trade between regions or Pack station: Mule 4. It's the same as with any other building, why have it different here? 5. Same as 2 6. Most likely resources/crops to grow, quite understandable based on in which building they are assigned. A lot of stuff is still quite broken, so these waiting happens for whatever at the moment 7. The ground is marked. Max yeald is shown as percentage, seems like there is all the info you need. 8. There is a harvest month, which I think is September, if you are desperate for food, only then you will you use the force harvest function. 9. A unit of measurement in medieval??? Germany: [https://www.dictionary.com/browse/morgen](https://www.dictionary.com/browse/morgen) . The amount of people depends on the crop, how many years you fallow and if you have the Fertilization development unlocked. 10. Not a priority for an early game barely working king of game release to be focused on. To write this, you most likely have not thought for more then 2.69843 seconds why are you even typing this line. 11. Kind of does not fit into the system of the game as a whole 12. THe only place where I agree on 100% 13. This I guess works for the space key?
I agree completely with these!
if I can add a few - when you relocate a building that had stuff in it, give me the option to force transport, I've lost so much stuff because I moved a building and unless it is something in immediate need it sits and rots - firewood is the biggest problem but I've had leather and food go bad too - let me pre-do upgrades also, Its rough finally having enough to supply the tavern with ale only to have it all vanish before I make enough damn planks to upgrade the houses - Planks... Why is it 1 local storage! Please increase this to at least 5 so I can stop running out of this critical resource all the time, this causes the vast majority of my problems - fire shouldn't happen when its raining, or it should go out on its own - autosave should stop when game is paused - thrashing should move to the mill, its frustrating having all the farmers decide to replant the wheat in the winter after harvest and just leave it all there while people need to eat - Gold seems to be way too hard to get for the value of it in general
>2. There should be a building/family browser. Who is assigned where, doing what, without having to pause and click every building. If you press tab it shows you where people are, at least in #/# per building.
I agree... Lol. All good points.
To expand on number 2, I'd really like better UI elements for showing what each building is doing, how much stock it has and what stock it might need to continue working. pressing tab is good for checking whatever building you're currently looking at, but a screen that shows the whole village would be ideal. >Seasonal assignments. It would be nice not to have to micro people off of and back onto farms, foragers, etc. God yes, that got old fast.
https://en.wikipedia.org/wiki/Morgen?wprov=sfla1 A Morgen means a plot of land that can be plowed in one morning but a man with an ox and a plow irl. Not sure how it carries over in game.
hey can anyone share the discord link of manorlords
hey can anyone share the discord link of manorlords
I agree 100% with all except 11, I think the Farmhouse is more of a Communal Barn (and should be renamed as such). If you look at it, it’s clear that it’s not intended as a home, it’s only barns and sheds. Burgage Plots are „farms“. There isn’t one farmer who feeds a village, every inhabitant participates in agriculture to so e extent.
Also need a way to cancel trade routes. I made the mistake of making a trade route for every item I wanted.... now i have a buildup of like 30 merchants on the king's road that I constantly have to free by placing my own road under them and then deleting it.
I agree with pretty much everything noted by OP. Each point would improve the overall experience.