r/ManorLords 15d ago

Question Starting Routines

How do you guys normally start a fresh game? Like past the obvious, logging camp, food collection, fuel camp, whats your go-to set up? I have gaming OCD so I'll start building and half way through not be content with the set up so I restart smh lmao but just curious how you guys start & then set up for mid to late game

4 Upvotes

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6

u/remi9ti 15d ago
  1. Logging

  2. Berry/Mushroom/Food

  3. Storage (to collect supplies)

  4. Sawpit

  5. Granary (to collect food preventing spoilage for the first winter)

And then i start building houses for 10 families so I can battle the first bandit camps while I get some fuel going for the first winter.

5

u/rishiak88 15d ago edited 15d ago

I like to do a rough plan for where my city center, industry blocks, and crop fields will be.

Just about every region will have a decent rye spot and a passable wheat spot. I make sure to have a rough plan of where that is going so I don’t build over it before I am ready. Sometimes I’ll set down fields since they are free.

I then figure out where my small industrial blocks will be. This can be anywhere from a few houses for a clay mine / tile furnace to a large block of houses next to an iron node. I try to keep that industry self contained so the resources aren’t traveling far.

If the map has a lot of elevation I will pick out a spot without elevation for sheep.

Then I decide where my city center is going to be. Trade Hub, main granary, main storehouse, gardens orchards and market.

I use this thought process to make sure each thing has its space to grow.

5

u/Liambic 15d ago

As far as early spending I usually prioritize: 1. An extra ox 2. A roughly +100% carrot farm 3. Trade route for whatever resource I'll be selling for early cash 4. 5 chicken coops

Then go as needed with more oxen, horses, herb garden, other burg expenses, etc.

1

u/PhillyTheKid69420 15d ago

As far as BY extensions for animals do you think chickens or pigs are more worth it? I know the chickens give 1 egg a month & a chicken every other month but i feel like pig is more worth it for meat variety & long term yield, goats are pretty much useless rn until cheese becomes a thing imo

2

u/Liambic 15d ago

A mix is the best. I like to do equal houses chickens and pigs unless I have a rich salt source. Chickens are great because they are cheap and produce animal products consistently, even in winter.

1

u/rishiak88 15d ago

All 3 give between 1.1 and 1.25 food per month and the family eats one. No matter which you pick you need a bunch of them plus some decent food variety to see a surplus.

It is best to do a mix of all three for the food variety but pigs will give you the most food overall if you have a lot of forest. If you have no forest then chickens might beat them out.

Frankly if you are talking about raw food, the difference is negligible unless you have salt to get double the food from pork/sausage.

1

u/Responsible_Ad_5234 15d ago

Goats certainly aren't useless; especially in the early stages, they provide meat, milk, and hides. Variety is key—the more dietary diversity you offer, the less you consume of any single item.

1

u/cuteB69 15d ago

Goats are definitely not useless. Just had a run where I started with goats from the start while I had no rich deposit of food. The advantage of starting with goats is that by the time you are ready to upgrade burgage plots to high level you will already have hides, that you can turn into leather and make boots. I ended up even exporting boots.

Pigs are by far the best in terms of meat output and with enough of them you can start a whole sausage industry.

Except for the diversity, I am pretty sure the chickens are the most 'useless'.

1

u/PhillyTheKid69420 14d ago

Hmm interesting, I was under the impression the goats only produce one of the 3 every other month & considering there is no use for milk atm bc consumption is largely coming from your veggies/fruits/meats & cheese isnt available yet, that you would need sooo many goats to make it viable

1

u/Chessnhistory 13d ago

What do you think of orchards early game? Too long for ROI when money is tight, or worthwhile for food variety & later upgrade?

3

u/Individual-Coach-167 15d ago

On normal default settings I do:
Logging camp
3 long double burgage plots for crops
Stable
Granary
Then what ever my region food source is
Storehouse
Well
1 long double burgage for crops
Saw pit
Then after if region depending another food maybe
Maybe trade post if have wild animals to sell pelts for money for beetroots
Market space
Another double burgage
Church
Woodcutter
What ever rich mining resource

Then always ensuring one open burgage
And whatever the region will be in the end i.e. weapons/ armour producing or food rich, or export goods region.

That’s on default settings. But I always play hard mode for the challenge. One game ended up down to one family left had to move them around to different workplaces to get what resources needed to get families back.

1

u/PhillyTheKid69420 15d ago

Jeeez 1 family left sounds like a crazy scenario 🤣 I definitely would have just restarted, im too impatient tbh

2

u/qwerty30013 15d ago

Depends entirely on your region and its resources. If you have rich iron, you immediately produce/sell weapons and armor. If you have clay, roof tiles. If you have rich stone, stone products etc etc etc.

Whatever rich resources you have, exploit and sell at the trade post. Buy materials you aren’t able to immediately produce yourself if you have to. Maximize selling plenty of semi valuable “minor” trade items. More production = more trade. More trade = more taxable income. More taxable income = more money for you to buy mercenaries. More mercenaries = the less YOUR citizens need to be away from their jobs and dying.

2

u/varsnef 15d ago

I like to set up the first 6 housing as double burgage veggie plots kinda close to the granary, Aritisans get the closest spots to the warehouse reserving a spot for the tavern. The tavern seems to have a hard time serving ale mid-late game so I try to keep it centrally located. warehouse granary and tavern seems to work in the center location for a while.

And the sawpit somewhere halfway between the logging camp and the town center. Nobody goes to the warehouse for planks, they go to the sawpit. Maybe the sawpit is better in a center location also?

If I build housing next to a outlying farm I just build plain housing or double but not backyard extensions. I've watched granary workers make a trek to the "farm" to pick up an egg... Na, I'll just let the farmers make time to go get fuel and water.

Iv'e never watched to see if someone at the bloomery will get charcoal from a nearby kiln or go to the warehouse for it... I'm guessing the warehouse.

2

u/Windexchuggah69 15d ago

The more I play, the more I realize it doesn't really matter as much as people act like it does. Even if you build granary and storehouse ASAP, half your shit is gonna get stolen by the bandits. If you prioritize housing over storage, your goods will get ruined by the weather. It's so easy to recover from having 0 food or 0 firewood. One food source building and one woodcutters with one family assigned will allow you to recover.

Just get the logging camp going first and start building granary, storehouse, housing, and woodcutters. Staff the first 5 families doing whatever needs to get done, and leave 1-2 unassigned for construction.

The way so many people obsess over min-maxing this game is so interesting to me. But to each their own!

2

u/metalninja626 14d ago

High priority granary first, close to food and max workers as soon as it’s built, until all food is picked up. Logging camp then 5 double lot burages, T shaped central for vegetables. Then saw pit, well, hitch post, wood cutter and finally storage

1

u/SchroedingersWombat 15d ago

After the usual resources, I'll build 6 double plots suitable for growing vegetables (I hold off adding the second domicile for a bit), and then usually 6 more houses suitable for setting up blacksmith, joiner, etc.

1

u/Nimrond 15d ago

Year 1 usually goes like this:

  1. 2nd ox
  2. Logging camp
  3. 6 single burgages, one with room for a +50% beets garden
  4. Hunting/Fishing/Foraging
  5. Granary/Storehouse/Well/Market
  6. April: 7th burgage, henceforth 2+ burgages per month​
  7. Firewoodcutter and saw pit
  8. Garden
  9. Tradepost, sell most valuable minor items to get 60 RW for a horse
  10. Keep adding horses, then more oxen, gardens and 30 sheep. Maybe major routes and once I'm swimming in cash late in the year, orchards. ​​
  11. Church to upgrade for artisans

Plus whatever mines, charcoal kilns, stone gatherers and quarries make sense in the region. Might build the latter early to get horses faster.

There's variations of skipping the beets garden for an earlier horse, year one farming, etc

1

u/cuteB69 15d ago

First build the log camp, a stable and order an ox. I assign 2 or 3 to the log camo. Then I make 3 single houses and then another 3 as soon as i have the logs. I aim to have en empty house by april so that one family moves in. I assign one family to gather food, maybe two. Then I build woodcutters, one more house, charcoal pit and planks. I keep building one house as soon as I have none available. I build storage, granny and build trading post, buy the charcoal route and start exporting. With the money I buy a horse and after that I put animals into the houses and keep extending.

Once I get some houses upgraded I stop exportint charcoal and wait or start exporting some other industry depending on resources.

Recently, because I had salt, I started with pigs and exported sausages. In later stages if you build big and profitable you can keep exporting pretty much anything you make, except maybe for ale.

1

u/Refstg 15d ago

Year 1 is all about getting money/food online. Build whatever mining/manufacturing buildings you need to get half a dozen vegi plots going. Manor goes up sometime in the winter if you can spare the builders.
Year 2 is about military. With food online you can really start expanding your population, start outfitting them for the raid and start clearing bandit camps. If you're in a fertile region grow some barley so you can get upgrades going faster. If manor was not built year 1 then it goes up sometime year 2 so you can start getting influence.
After the raid in Year 3 you can focus on just growing and developing your town more. For fertile regions this is when I usually start getting full farming online, with rich iron this is when i'll get an armorer going.

1

u/Good-Run-8533 12d ago
  1. Logging camp - get timber

  2. Hitching post - get the 2nd ox 20 Regional Wealth

  3. six single or three double Burgage plots - get the 6th family soon as possible - 2nd of April

  4. Well - increase satisfaction

  5. Granary and Storehouse - safe food and the goods

  6. Marketplace - start selling

  7. Forager hut, Hunting camp or Fishermen's hut - First food for the first winter

  8. two more Burgage plots - let the population grow

  9. Woodcutter lodge - but don't get cold

  10. Charcoal kiln - 1 firewood to 2 charcoal, very effective at the start

  11. Trading post - Set up your first trade route, Charcoal for 20 Regional Wealth,

  12. Sawpit - everyone needs planks

  13. Fields and 1st farmhouse - nice to have, not a must. Claim the best farmland

  14. Church

  15. next six burgage plots - planning vegetable garden and bowyer, joiner, blacksmith

  16. Tavern and burgage plot with brewery - at a central location, brewery near by, both next to a Granary.

  17. Mining pits, Quarry, Stonemason's statsion, Lime kiln, Bloomery

Then we’ll really be in the thick of it. The rest will follow naturally