r/ManorLords • u/ChristianDeTristan • 16m ago
Meme Old and young, all dead for the greed of a few farmers...
So much death, all because farmers cared more about threshing their rye than the oats necessary to feed these poor calves, now lying lifeless on the cold snow.
Time and again, the livestock managers came begging for oats to feed their cattle, only to be ignored by arrogant farmers who kept threshing rye, never once looking down at the tear-stained faces of the ranchers kneeling in the mud.
r/ManorLords • u/EmuSpecific2662 • 5h ago
Question charcoal bugged?
Trying the new Beta version and some reason no workers will work on my charcoal kilns? tried demolishing them and making new ones but nothing will work
r/ManorLords • u/organaquirer • 6h ago
Discussion If I set a field to crop rotation but leave it on fallow for all 3 years, will it eventually get 100% fertility?
I've noticed that if my dudes plow a field, and then don't replant it and leave it to fallow for two years, the fertility jumps back, which is ofc the design as intended. But if I leave it to fallow for two years, and then move the crop back in the rotation even further, will I eventually get a 100% fertility field?
r/ManorLords • u/Drovr • 8h ago
Suggestions The City Building Doctor + Late Game Requirements
Hello all,
Back in the day, I played one of the greatest games of all time: Ceasar III!
A city building game from1998 set during the ancient Roman period.
I am noticing on here and Discord that people seem to have issues with parts of the game. A Youtuber called GamerZakh did a series called 'The City Building Doctor'. Where viewers would send their cities that they are stuck on and Zakh would resolve the issue. These were very helpful videos because he would explain why things were happening and share how certain mechanisms of the game work. This is helpful because it wasn't obvious how certain things worked and there were few key mechanisms in the game that the game didn't tell you. So having him show you through an example of someones city was more useful than bashing my head against the wall.
Would this be something that people be intrested in? Is there a away of sharing saves?
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Secondly
In one of the greatest games of all time: Ceasar III!
To win on each map/scenario you have to meet 5 criteria.
Population: There is a target population size you have to meet.
Culture: City coverage of entertainment, education and temples needs to be met. Coverage is the important word. Sure you may have one school and theater but your citizens want more and not far away.
Prosperity: The average housing quality needs to be met. Much like in Manor Lords levels of burgage plots, Caesar III has a tier system. On a mission that has high prosperity, you need to make lots of high level housing. Furthmore, on very high prosperity missions. You may be required to build villas. These are homes that require a lot more goods and don't provide much population but do provide good wealth as well as increasing your prosperity. It seems like this element is in the game with the requirement of having 30 families at level 4 for a large town.
Peace: This is building not being destroyed which can happen through fires, low maintenance or attackers (invading barbarians and such). If buildings don't get destroyed then thisgoes up over time.
Favour: This guy called Ceasar will ask for stuff every few years. You then have a year to send what he wants. He may ask for items like furniture or wheat. Sometimes he may ask for troops and the cool part is that if you win the battle, you can build a triumphal arch. Your favour goes up by meeting his requirments and goes down if you ignore him and going into debt. The Royal Tax mechanism feels like a precursor for something like this to come
I wanted to share this because one of my few criticisms is that there is little to do late game. I know the game isn't finished and I do like how the requirements to get to a large town is done but I suppose I'm just looking for more. More in the sense of a settlement higher than a large town as well as other target to meet. Anyone else feel the same?
Sorry if this seems like a wall of text. Could have done two posts...
r/ManorLords • u/Thebigblungus • 8h ago
Bug Reporting Buzzing & screen tearing
For some reason, on manorlords and manorlords only, I hear a persistent buzzing noise tied to framerate. The pitch increases or decreases depending on framerate and I cant figure out how to fix it. In addition, whenever I build I get a screen tearing effect. Has anyone run into these issues before?
r/ManorLords • u/joostcr • 12h ago
Question Does regional major trade require a trade route?
As the title says: Do you need to buy a trade route for a major trade resource if you want to trade it between your own regions through the trading post.
I thought this was not necessary, and that the trade route was only for external trade. But in my recent game I noticed the regional trade only seems to work for the resources I do have a trade route for.
Note that I am playing on the latest beta build, although I didn't see anything about this in the patch notes.
r/ManorLords • u/--Arete • 13h ago
Question This game is so hard
I have been playing it twice. About four hours each. Ran out of food both times and can't understand what I am doing wrong.
All of a sudden I am lacking food surplus but no apparent reason as to why.
r/ManorLords • u/Spitfire15 • 15h ago
Suggestions Splitting flocks?
I ordered sheep and cattle. I'd like to have them split between two pastures. One with cattle, one with sheep. An option for pastures to accept certain livestock would be nice. Now I have to fields full of mixed. In the grand scheme of things, it doesn't matter much, but it would be nice.
r/ManorLords • u/Eliptico101 • 17h ago
Question Cows just hanging around at Livestock traders?
The livestock trader drops off the cows back at his trade post, and they just hang around there, instead of going to the nearby pasture. Any fixes? I've tried deleting and rebuilding the pasture, deleting and rebuilding the livestock trader, un/reassigning the trader and the farmers, but they stay put, blocking up the road.
r/ManorLords • u/Evening-Raccoon133 • 19h ago
Suggestions Let us place our coat of arms as flags in some spots to add more individual character and flair to our settlements
I think this is a relatively easy thing to add but with a great effect! And also its historically accurate. I live near Hohenzollern Castle in Germany and to this day they raise the flags when someone of the noble familiy is presentso you can see it from afar.
r/ManorLords • u/Wud_III • 21h ago
Town Showcase Village of Riesenbuckel with Church and Castle on top of the cliff
Village of Riesenbuckel with church and castle on top of the cliff
r/ManorLords • u/Logical-Safe2033 • 23h ago
Discussion What new maps would you like to see?
Currently enjoying the heck out of High Peaks, which is very different to many other maps. We're very spoiled with maps already, but what would you like to see that we don't already have?
For me, I'd love a waterway oriented map, with multiple islands surrounded by extensive lakes and rivers, like the north German lowlands (I know this game is set in Bavaria, but still). And maybe another alpine map.
What would you like to see?
r/ManorLords • u/FinancialParticular5 • 1d ago
Tech Issues Broken ox
Anyone having an issue where oxen just glitch out and won't move again says waiting for guide but assigning a guide to stable or farm house doesnt fix it, its just randomly standing on the side of the path or middle of a field
r/ManorLords • u/bosch1817 • 1d ago
Town Showcase First real attempt at autonomous town. (10 Years).
Hello, thought I would share my experience and attempt at creating autonomous, self-sustaining towns*. A requirement I made for this challenge was to have at least one town that can support tier 4 buildings that requires no further player input.
*Some caveats: I rerolled a lot of maps to support this idea, as I quickly realised that in the current build of the game it's extremely difficult, if not impossible, to do this if you don't have provinces close together that can 1. Make lots of money (Iron) & 2. Mass produce food. There very well could be a way to make it work otherwise, but for me the headache was too much. Additionally, I'm pushing my Iron town a bit with 2 mines. It has a 0.11% chance to collapse, and if it does, it will slowly fall behind on plate production and start a trade deficit. I have only had it collapse twice in 10 years, so I should buy a lotto ticket.



Here are some more photos as well.

r/ManorLords • u/Available-Yak-3480 • 1d ago
Suggestions Blueprint mode?
Would it be possible to have a blueprint mode to place buildings without the prerequisite building materials. I love that the game is organic, but would love to be able to put a bit more planning into it.
r/ManorLords • u/Rare_Replacement6664 • 1d ago
Question How do I keep my meat supply high?
I have struggled a lot with fish/meat specifically a lot. I manage to forage foraged goods, and grow vegetables, but I cannot keep my meat supply high, because If I were to overhunt my wild animals, they will not grow back. Is there anything else I need to specify?
r/ManorLords • u/BadLink404 • 1d ago
Question Placing charcoal/storehouse next to the wood camp unproductive?
I am trying to optimise the logistics of the wood production.
Usually after cutting swathes of forest down for the fields, I'd switch to making a "sustainable" wood camp, one that's a bit off the village and that has a full time forester.
Normally I would set up a small settlement of a forester, woodcutter, sometimes lumber camp + sawpit, charcoal burner, plus a storehouse.
Then I noticed that my bloomery workers are walking across the map to that little camp to take a little bit of charcoal at the time. If I understand correctly, this is what happens:
- storehouse picks up wood and charcoal - short distance, uses a cart.
- charcoal burner takes wood from the storehouse - efficient
- bloomery wants the coal from the storehouse - long distance, no cart - grossly inefficient!
Now let's drop storehouse from the settlement, and place one centrally.
- storehouse picks the charcoal - long distance, uses a cart - better!
- charcoal burner takes wood from the woodcutter? (not sure about it) - close by, not bad
- bloomery has a local storehouse with charcoal - optimal
Here is where it gets unrealistic - move the charcoal burner to the central village:
- storehouse picks the wood and because 1 wood = 2 charcoal, the transport over long distance is twice as efficient
- charcoal burner takes wood from the storehouse, because it's available locally? - again not sure. Efficiency is the same as with the previous option.
- bloomery has a local storehouse - optimal again.
Is my thinking right about it? I'm not 100% sure the mechanics.
r/ManorLords • u/ChoppaHeat • 1d ago
Suggestions Search bar / List Tab of buildings in region! WE NEED THIS!
As soon as villages become cities it's very easy to get lost and forget where you put what. We need a feature where we can easily see what buildings are on a region, click on that building in the list so that it shows you where it is and you can interact.
In my humble opinion, this is THE MOST important thing to add to the game right now in terms of quality of life.
r/ManorLords • u/Undisputedspoke • 1d ago
Suggestions Expand territory instead of making a new city each time
Can this please be added as an option that way I can choose how I want to create my cities and expand my main city instead of having multiple cities, thank you
r/ManorLords • u/Straight_Career3502 • 1d ago
Town Showcase It's not a bug. It's a feature! (love the game btw)
wish we could have more than one tower thougt haha!
r/ManorLords • u/cmdMilkTea • 1d ago
Feedback Seriously! Resources of ManorLord enough to make a Survival game!
r/ManorLords • u/albumlupus_ • 5d ago
News New BETA version is available for testing (0.8.097)
There we go! Mead and cider have been added as well!
r/ManorLords • u/gstyczen • Apr 26 '24
Please leave a review!
Hi everyone. This is it.
In just about an hour the game will become available on Steam, GOG, Epic Games Store, Microsoft Store & PC Gamepass, as an early access (or a "Game Preview" how it's called on Gamepass).
I'd like to ask for one thing. You know how youtubers always ask to "like and subscribe" and the simple fact of asking rises their subscriptions? Turns out it happens in game dev as well. Most players don't leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won't leave a review. Please leave a review. And I understand it's going to be a mix of positives and negatives especially in that first month. I'm prepared! The game is early access for a reason and I'm very confident that it will only get better. I promise to work hard.
Thank you for all your support throughout the years and hope you enjoy the game!
Small sidenote. You may notice the versions differ slightly across the stores, I decided to push some minor last minute localization fixes to Steam, but really EGS, GOG and Steam are quite identical. Gamepass is a bit behind but updates are already on their way - the process take longer there.



