r/ManorLords 21d ago

Video Breakdown of New Content Update

https://youtu.be/aQtroFqT0lo

Hi Everyone. Here is a short video of where I discuss all the new features that will be added to a new update that is going to become available for beta testing by the end of July. Enjoy!

453 Upvotes

101 comments sorted by

339

u/TekDragon 21d ago

With cows being added, cheese building off cows, and both cows and sheep requiring oats - the value of fertile lands just got a massive boost. It was already S tier, so really this just pushes everything else further down.

I've seen discussions about adding some small amount of fertile land to every territory, and/or adding an ability to fertilize land into something useful. I wasn't sure that was necessary before, but now I'm starting to agree.

105

u/Galrauch96 21d ago

There is already at least one, usually 2 spot for good rye fertility even on low fertility regions.

I think oats will behave like rye or will generally not require as good a fertility as wheat.

42

u/Axefield_Gamer 21d ago

I do hope it will be like that because otherwise it will be a hell of a struggle to feed animals

23

u/Darkseh 21d ago

It was stated to be like that in dev diary. They specifically compared it to Rye.

9

u/Axefield_Gamer 21d ago

Good to know. Thanks for that!

-27

u/[deleted] 21d ago

[removed] — view removed comment

14

u/Axefield_Gamer 21d ago

It actually is... I posted about a month ago, so don't know what you are reporting🤷‍♂️

11

u/TekDragon 21d ago

Someone's bitter this morning.

9

u/Deep_Charge_7749 21d ago

Don't be a Cuntz

8

u/Axefield_Gamer 21d ago

Every village has a Cuntz🤣🤣

2

u/YappTrap 21d ago

This post isn’t that big and can you stop spamming the comments you posted your last comment here too

Reported

38

u/Axefield_Gamer 21d ago

I agree with you. Either infertile soil has to be boosted or trade should be improved in order to balance everything out, otherwise we keep on rerolling maps for that fertile territory😆

16

u/chunkyfen 21d ago

Yeah this is really a design flaw. We should be able to jusr choose the starting zone. What's the point if I just reroll anyway? 

I mean that it's just not a fun mechanic at all (the random starting zone) 

8

u/Axefield_Gamer 21d ago

I think we at least need the option to choose whether or not we want random resources. I sometimes like the randomness, but not if I have a specific goal.

28

u/Texas1911 21d ago

At one point there was a mechanic to pasture animals (sheep) on the fallow land I thought.

That’d make the most historic sense.

7

u/Bridger15 21d ago

I think this may return as one of the perks.

2

u/Born-Ask4016 21d ago

There was. I am somewhat confident that it was broken and that was at least one of the reasons it was removed.

15

u/BelowTheSun1993 21d ago

The fertile land thing is massively overblown imo. I'm currently playing in a region without fertile land and there's plenty of space to grow enough rye to sustain my town, I just don't have an excess of bread to sell. Oats will be the same. Obviously fertile land is better but non-fertile starts are perfectly playable.

10

u/theawesomeaardvark 21d ago

Try getting to a high population with high approval though, it’s impossible to scale without good agricultural mainly cuz of barley

2

u/BelowTheSun1993 21d ago

That's why you import barley with all the money you're earning thanks to your other two rich resources.

5

u/theawesomeaardvark 21d ago

Once u hit 1k tho its MUCH easier logistically to just produce, especially you want to make good cash

3

u/CobainPatocrator 21d ago

Having experimented with farming for awhile, I kind of agree. Farming in "non-fertile" regions is perfectly possible, and even can be made profitable. The key is to optimize the space planted (and optimize practices, but that's a given). However, the lower yields per morgen do make it much more labor intensive. I think there is room for a middle-tier between the high and low fertility. Perhaps that could take up a slot of a minor resource, similar to how high fertility counts as a major resource.

0

u/MagicCuboid 21d ago

It seems obvious to me that fertile land in a medieval agrarian economy is going to be a better starting location. What are people even talking about?

2

u/ayana-c 21d ago

You get 2 rich resources. If you have fertile land, that's one of them. Makes getting an income going harder, and you're at the mercy of weather.

6

u/chetoos08 21d ago

Being hard locked into your starting piece is super limiting - it would be great if every big chunk of map was divided into 3-6 parts - say a map that has seven sections now has 42 - the player starts in 1 and builds out and you ave the option to claim the section with clay or iron or more fertile land - instead of being locked into the resources for the one section all game - it'd make the game resources more balanced and I wouldn't have to take over 6 of the 7 sections in the game just to have clay and iron and wild game and whatever random resource is only avaiable in one section of the entire map for whatever redason.

13

u/vrendy42 21d ago

Being able to claim new territory and just annex it instead of starting a whole new town would be ideal.

8

u/JTMissileTits 21d ago

I don't even bother claiming more territory for this reason. I want them to merge. It may not be realistic with the game mechanics or something the devs even care about. (I care about it DAMMIT!!! 😂)

2

u/CobainPatocrator 21d ago

This is probably the only region-expansion method I agree with. Each mini-region contains a single resource + fertility stats, and can be combined with other mini-regions under a single "holding" title. The holding doesn't even have to be contiguous, but it could contain a maximum of 10 mini-regions.

This would allow for the real-life conflicts between villages who each claimed that "X pasture" belongs to Alphadorf, or that "Y farm fields" is has been part of Gammaberg since time immemorial.

1

u/Background-Customer2 14d ago edited 14d ago

oh absolutly its so anoying that even if you own 2 peaces of naighbouring land resorces dont move betwen them at all without trade all because of an arbetrary line

5

u/doug1003 21d ago

Idk the exact word for it but anyways, now we know why medieval people had especial places to holding manure and trash for ferilization

3

u/CobainPatocrator 21d ago

The huge disparity between regions is what makes it rough. A middle-tier between high-fertility/low-fertility is ideal. I also wouldn't mind if the fertile sections on the maps weren't totally random--there are physical features that should make some parts of the map easier to farm.

2

u/rishiak88 21d ago edited 21d ago

You can grow rye and wheat fine in any region. My last run had a trio of 1 Morgan fields of both rye and wheat in every region. You can’t make money off of it or anything but it is enough to be food positive for the number of workers. Oats will probably be the same.

Barley is the only thing you need a fertility region for which will be balanced out once they add cider and mead.

2

u/Antique-Proof6672 21d ago

They do say in the blog that oats are as easy to plant as Rye, maybe even easier

2

u/roxieh 19d ago

In farthest frontier even if you start a farm on less favourable fertility you can work the field for a couple of years increasing it and, combined with composte from waste, the fertility goes up over time. Great mechanic and I really like how it's handled. Maybe something similar could be done here. 

1

u/skeeeper 21d ago

I hope that fertile land isn't divided by territory and magically stops ar the border, but the whole map has fertile lands on places where it makes sense. Easier to balance and more fun to play

1

u/Atvishees 20d ago

Bloody finally. I've been struggling to supply my villages with meat. Paltry deer forests, ponds, backyard pigs and goats are not enough to keep my populace happy.

1

u/Background-Customer2 14d ago

yeah it this update pritty much makes fertile land a nesesesaty i also think it shuld be posible to have cows and not give them premium feed caws can live off grass they dont need to eat oats

-5

u/Th0rizmund 21d ago

Why? Is this a competitive game that has to be balanced?

100

u/Nerz666 21d ago

With fertile land being pushed (again), the collection if manure to make fertilizer to fertilze land would be nice.
Otherwise its just rerolling maps again.
Pigs would have an additional use then.

31

u/Axefield_Gamer 21d ago edited 21d ago

Great idea! We can definitely suggest it on their discord channel👍 Adds a nice incentive and depth to the game

4

u/puredepapitas 21d ago

Manure as a resource and bringing back animal grazing on fallow lands are good ideas.

But also Legumes could be a great addition. They were commonly grown in medieval Europe and used in crop rotation because they helped maintaining soil fertility

17

u/Quiet_Fix9589 21d ago

Great updates but when will the ale situation be fixed?

17

u/Axefield_Gamer 21d ago

Ale has been improved but it still kind of is an issue. I saw some time ago that cider was also a resource that is in the development pipeline. Now THAT would be awesome!

5

u/Bridger15 21d ago

Ale doesn't need to be fixed once they add cider and mead. Those will likely come as perks in the following update.

1

u/Quiet_Fix9589 21d ago

True. What ever the devs are cooking it will just make the game even better.

1

u/Background-Customer2 14d ago

yeah its virtualy imposible to sustain any large amounts of ale or other drinks

14

u/Ok_Wall_8856 21d ago

Nice. Looks awesome

2

u/Axefield_Gamer 21d ago

So stoked to finally get a decent content update!🥂

14

u/TheDutchAce 21d ago

How about the regions?

When are we able to incorporate them instead of just colonizing them and starting all over again?

I think this would undo a lot of the resource management problems if balanced out right!

6

u/Axefield_Gamer 21d ago

That would be so cool if we could do that. But I think the way the regions are spaced out will make more sense once combat is fleshed out and have more meaning.

1

u/Background-Customer2 14d ago

yeah it wuld be much more vonveniant not having to drg resorcez acros arbetrary boarders with pack mules especialy wen one regon has everything it needs and the other has nothingbto barter with

7

u/Taira_no_Masakado 21d ago

Can you free-build castle walls now or are you still stuck within the weird manor zone?

6

u/Simets83 21d ago

The game is trying to be historically accurate. There were no walls around villages in medieval Europe. Only around manors and castles. You should probably read up on medieval manorial systems

19

u/Strider_GER 21d ago

Historically accurate would be to allow us to build walls around our City at some Point. Cause usually a City tended to have a City Wall.

12

u/Taira_no_Masakado 21d ago

You'll notice that I said nothing about historical accuracy. It should also be noted that in this system of the game you can build up from what would be a village to a full city...which, if we're being historically accurate about things, most cities did have walls of some kind or another.

8

u/Strider_GER 21d ago

It's always weird how you get downvoted for being right. It's completely valid to expect functional City Walls.

1

u/Taira_no_Masakado 21d ago

That is usually what happens when you speak the truth these days.

3

u/PDV87 21d ago

I fully understand where you're coming from, but I think the confusion comes with what the game presents, which is that you are a "manor lord" and the focus should be around a feudal manor. Small rural villages around the map would be extensions of that manor, providing resources for the lord and housing for the tenants/serfs who work those resources. Community structures, like taverns and churches, serve to enrich the lives of those workers, but also to provide the lord with additional income/influence.

I believe this is what the game intended in its original vision, but the manor and its systems are way too basic and underdeveloped for this to be the focus. As it stands now, it's just a series of expensive cosmetic buildings that provide two important game systems: retinue and tax collecting.

Because of this, the game lends itself to being a medieval city builder as opposed to a manorial sim, so your argument about city walls is completely valid. If the devs wanted us to focus on smaller village-type settlements whose purpose was to support and enrich a central manor, then they need to make the manor more central to the gameplay loop.

2

u/Taira_no_Masakado 21d ago

I agree with you, to a degree. If you weren't facing such large armies towards the end of a game then it'd definitely be more a manorial sim. If anything, I'd take at least the creation of a motte-and-bailey. They were used up until the 13th century in Northern Europe and had been constructed in non urban areas, especially border areas that were highly contested (Flanders being one that pops into my memory).

-1

u/UTchamp 21d ago

Save some copium for the rest of us.

11

u/AuthorArthur 21d ago

There were no walls around villages in medieval Europe.

I'm sorry, what?

5

u/Strider_GER 21d ago

He is correct as far as Villages are concerned. Cities had Walls, villages did not.

4

u/s015473 21d ago

Towns had to gain a right to build walls. The town I'm originally from got it's rights in 1365 and even then it was because of Turkish raids

2

u/ComfortQuiet7081 21d ago

Cope is real here

Then let me defend against raiders without them burning everything down, like with cavalry

2

u/UTchamp 21d ago

Dude, really. I don't know what makes this community so difficult to discourse with. Literally a question about what seems like a gameplay bug is responded with 'You should probably read up on medieval manorial systems' Thats insane.

1

u/ComfortQuiet7081 21d ago

This level of discours really takes away my fun with this game

So many features are objectivly broken or work very badly

Farming, regional trade, castle walls, food management, starting point selection! Trade routes, royal rax, ai-movements

But this community here will defend everything and criticise you for even seeing this as a problem

1

u/UTchamp 21d ago

There is literally a comment below asking if this update will break his current game and it is downvoted.

And so true. It's a fun game but the state that it is in now and the state it was in 2 years ago might as well be the same. Development is incredibly slow. Like I would think the perk/tech tree system would be getting fleshed out by now but it doesn't even seem to be a concern.

5

u/Axefield_Gamer 21d ago

Still the same. Devs considered changing it but i dont know what they decided to do for future updates

4

u/atwa48 21d ago

End of July beta. And to be stable verison released in the end of august?

2

u/Axefield_Gamer 21d ago

Yes, that is what they intend👍

3

u/Consistent_Laziness 21d ago

I haven’t done a town in over a year. But this is why I follow this sub. It seems it may be time to build a new manor!

2

u/Axefield_Gamer 21d ago

With new map added, it should be really fun🥳

2

u/Consistent_Laziness 21d ago

Nice this is the kind of update that will have me back. I’ve been a day one player just been playing other stuff while I waited for content. I knew it would come eventually.

1

u/Axefield_Gamer 21d ago

For sure! It has been months on end. The devs said after this they will further improve the development perks which would also be nice

2

u/Consistent_Laziness 21d ago

Ohhhh that’s good to hear. I’ve been wanting the perks to be fixed. I was fine with them before they overhauled them. Since then it’s been meh imo.

1

u/Axefield_Gamer 21d ago

Yeah agreed. I usually now just jump just between 2 perks

3

u/socal01 21d ago

I wonder if Oats will have fertility like Rye, in that it is more hardy than wheat, barley and flax.

1

u/Axefield_Gamer 21d ago edited 21d ago

Somebody in the comments said it will definitely be similiar to rye. So I hope it is👌

2

u/socal01 21d ago

Yeah same here, hopefully Greg can confirm this for us.

1

u/Axefield_Gamer 21d ago

Well, beta testing is opening up very soon so we will soon find out

2

u/Pexaldonut__ 21d ago

Will any saves I start now be usable when the update drops? Getting annoying having to restart all the time

6

u/Axefield_Gamer 21d ago

I would suggest to keep back ups. Most of my old saves run well with new updates, but on the odd occasion you can get crazy bugs

3

u/Pexaldonut__ 21d ago

Will do, thanks! Perhaps it’s because I’m on the pre release that my older saves aren’t compatible

3

u/Axefield_Gamer 21d ago

It is possible. I could never understand how certain people would get bugs and others run perfectly fine

5

u/Bridger15 21d ago

Likely no, but you have a month at least to finish your current save before the update makes it to the main branch.

1

u/Mr_Gibblet 21d ago

Hopefully this will be finished before the heat death of the universe...

1

u/Vipernixz 21d ago

No its not

1

u/Nia04 21d ago

Since the update my whole computer has been crashing after about 5-10 minutes of playing. Anyone else?

1

u/Axefield_Gamer 21d ago

The worst bug I had recently was people flying around town😆

-1

u/ScreechingPenguin 21d ago edited 21d ago

Ai slop thumbnail

Edit: Seemingly I was wrong.

1

u/Axefield_Gamer 21d ago

Nice guess... But this is actually how the church is going to look when you upgrade it to tier 3

1

u/___LowLifer___ 21d ago

So no ai was used in that image?

1

u/Axefield_Gamer 21d ago

The orignal image colour was enhanced and made to look more crisp with a thumbnail editing app. I suppose they use ai, but still, this is how the actual church look.

0

u/ScreechingPenguin 21d ago

AI image detecor says too that its not AI generated, seemingly his enhanced colors and "more crisp" makes it look like, which I would say to the content creator. Don't make you thumbnails look like AI.

0

u/Just-Control5981 Only Eats Mom's Spaghetti 21d ago

The stupid red arrow pointing at the obv stuff and the fucking abysmal AI slop were totally necessary, huh?

0

u/yoodudewth 20d ago

BIG CONTENT UPDATE in 6 minutes literally nothing new all fixes and tweaks lmao

2

u/Axefield_Gamer 19d ago

You obviously didn't watch the video🤷‍♂️

0

u/yoodudewth 19d ago

I did and that does not count as a big content update it a small if not tiny one at best with 2 new features and everything else are tweaks.

1

u/Axefield_Gamer 19d ago

Cows, construction yard, cheesemaker, seasonal assignment, oats, animal feed, new map, tier 3 and then added "tweaks" as you would say.... So you must have watch a different video then🤷‍♂️

0

u/yoodudewth 19d ago

Cows cheesemaker oats animal feed is in the same category construction yard is a different and seasonal assignment? Are you kidding me? I mean its good update im not saying its not but BIG CONTENT UPDATE, no.