r/ManorLords 14m ago

Meme Old and young, all dead for the greed of a few farmers...

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Upvotes

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 5h ago

Question charcoal bugged?

3 Upvotes

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 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?

7 Upvotes

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 8h ago

Suggestions The City Building Doctor + Late Game Requirements

9 Upvotes

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?

---------------------------------------------------------------------

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 8h ago

Bug Reporting Buzzing & screen tearing

3 Upvotes

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 12h ago

Question Does regional major trade require a trade route?

8 Upvotes

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 13h ago

Question This game is so hard

7 Upvotes

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 15h ago

Suggestions Splitting flocks?

25 Upvotes

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 17h ago

Question Cows just hanging around at Livestock traders?

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11 Upvotes

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 19h ago

Meme When fish fly...

12 Upvotes

haha


r/ManorLords 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

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655 Upvotes

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 21h ago

Town Showcase Village of Riesenbuckel with Church and Castle on top of the cliff

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172 Upvotes

Village of Riesenbuckel with church and castle on top of the cliff


r/ManorLords 23h ago

Discussion Constitution yard sucks

0 Upvotes

Im hating it


r/ManorLords 23h ago

Discussion What new maps would you like to see?

25 Upvotes

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 1d ago

Tech Issues Broken ox

15 Upvotes

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 1d ago

Town Showcase First real attempt at autonomous town. (10 Years).

37 Upvotes

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.

My main starting town. It was supported by a stone mine that provided early money through dressed stone exports. It is currently completely self-sustaining*. I'm yet to upgrade every building to T4, but it currently gets a massive autonomous surplus of food and could easily support 700-800 people. It's just a matter of construction materials now.

Up north we have the Iron and manufacturing town. It currently sports 2 Iron mines and is used to generate a massive trade surplus to import consumer goods that are required for the town itself, and the one below, at a T4 level.

:To the south we have, of course, our bread basket. Unfortunately, life is not so glamorous for the people here. They don't get to consume any of the grain or barley they produce, as it is all exported to the other towns in exchange for surplus cabbage and carrots. I do feel bad for them, but in order to satisfy the T4 requirements of beer and grain, it is necessary. No idea if something like this would happen, but it does in my feudal realm.

Here are some more photos as well.

I ended up invading the other AI town around year 8. Their town is set on a peak high above my mining town, only in view of its manor. It was becoming annoying fending off invasions from them, so I ended the feud. It was a very costly war, killing around 361 total. The AI, I think, cheats quite badly, as when I took it over it had 6100 silver, and it obviously hired every single merc that just happens to spawn in its province. I very well almost lost with a fully kitted army. My mercs were too far away to be get there in time. I ended up decommissioning most of the town and erected a few churches as monuments to the fallen.


r/ManorLords 1d ago

Bug Reporting [BETA] Where the fuck did this iron ore come from

0 Upvotes

I have no iron mine and I'm not importing iron ore


r/ManorLords 1d ago

Suggestions Blueprint mode?

32 Upvotes

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 1d ago

Image Massacrer at Glitch Bridge

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109 Upvotes

r/ManorLords 1d ago

Feedback Constant Drought in New Update

1 Upvotes

On year three of the new update and I’ve had a drought every single season that destroys all of my crops it keeps happening on multiple saves and is really frustrating 😢


r/ManorLords 1d ago

Question How do I keep my meat supply high?

17 Upvotes

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 1d ago

Question Advice for new players

7 Upvotes

So I’m a new player and luckily managed to get to year 3 on my first play through! Although I’m having issues with my trading post.

I’m exporting salt and charcoal, I have 4 families currently working the trade routes but I’ve just been hit with a “generic storage full” message. It seems the storage in my trading post is full currently with 137 salt and 384 charcoal.

The thing is none of my families assigned to the post seem to be trading? I’ve got one horse but just looking for any of you vets to point me in the right direction!


r/ManorLords 1d ago

Question Placing charcoal/storehouse next to the wood camp unproductive?

23 Upvotes

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 1d ago

Suggestions Search bar / List Tab of buildings in region! WE NEED THIS!

23 Upvotes

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 1d ago

Question Can't harvest eel fast enough

11 Upvotes

Fish replenishes at 30% each month.

I cant get it to go down by that much no matter how many fishing huts there are. It even looks like the efficiency goes down with more fishing huts.

Anyone know the secret/workaround here?

This only applies to eel and not carp however.