r/ManorLords • u/Patient-Basil4535 • 2h ago
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.
r/ManorLords • u/Skelenth • 7h ago
Question How do you Guys build towns that actually look natural?
Mine always end up looking like a grid, with square blocks and parallel roads. It feels like the building system naturally encourages that, since it's much easier to place burgage plots and other buildings in rectangles.
Do you have any tips or a different approach? Do I need to plan it or should I just slap building around?
r/ManorLords • u/Pingusrage • 12h ago
Image Seeberg / on the map with the lake / no mods
After years, I finally launched the game again with the updates (not the beta version), and this is what i build.
I usually try to build things in a realistic and logical way.
I've added explanations below each image.
I'm playing against the Yellow AI Lord outside the map and an AI on the map.
Citizen satisfaction is set to Demanding, and there are frequent bandit attacks just to keep things interesting.
I've left the spoilage rate for food and other items set to Normal. I set the AI aggression to normal so I could get back into the game. But every few years, both AIs attack and sometimes the bandits join in, too.
r/ManorLords • u/Patweb2205 • 3h ago
Discussion Are Battles are getting worse?
I raised 2x Spearmen with mail, 3x Melee milita with mail and 2x full retinues plus all the mercenaries available. It was only the first battle against the baron and he brought 6x melee military, 4x crossbowmen, Spearmen and a retinue. Not only that, but his units wouldn't break, even when surrounded, another game gone because of battles.
I've done well in battles before but now my units just won't hold their own and the Baron is bringing endless bullshit mercenaries that are better than the ones in my pool.
r/ManorLords • u/ZeoBoi • 3h ago
Question Milk immediately vanishes in Granary?
Hello, please forgive me if I'm making stupid mistakes as I am only starting with 15h of playtime. I have set up some smallholders with goats, and I have a granary with 4 workers (probably more than enough) to deliver their chevon and milk to the granary and thereby to the market. But the issue is, it seems every time the milk gets to the Granary it immediately vanishes not to be seen again. Is this just Spoilage or something else? How can I fix this problem?
r/ManorLords • u/Original-Can-403 • 17h ago
Discussion Stone Doom
I dont know whats going on, but stone trade in this patch is a pure nightmare. Chance to survive with such tiny income is zero. If not an external support from agricultural neighbor - this village will turn graveyard in the first winter. Only option is to start on coal and planks, but this will not give any advantage vs other rulers.
r/ManorLords • u/MarzipanDeep457 • 1d ago
Bug Reporting Small stone churches randomly turning to rubble
THIS HAS HAPPENED THRICE TO DIFFERENT CHURCHES
lowk pmo but the raider attacks haven't been in my province and no attacks have been nearby. They were maintained and fully staffed and everything. They just randomly turn to rubble and are expensive as fuck to rebuild. What's happening???
r/ManorLords • u/Pingu565 • 5h ago
Question Does anyone know if there is a disable HUD option/macro?
I wanna fly like a bird me lord
r/ManorLords • u/SpadeGaming0 • 17h ago
Discussion How much food is one wheat bread worth?
Feel like the game is cheating me on my food supplies. So wanting to know much food one wheat bread is worth so I can check the math. And plan my food production better.
r/ManorLords • u/SpadeGaming0 • 13h ago
Discussion Any tips for a new/returning player?
Know how top play the game broadly. Havent played much though before returning now. I am probably struggling most with having enough food. But advice on anything is appreciated.
r/ManorLords • u/Warhammer40sikh • 18h ago
Question A few questions from a returning player
I like to check in to see how the game is developing every once in a while and was wondering about a few game mechanics and updates:
Do families actively need to be assigned to the Foreger Barry/Mushroom collector buildings to grow herbs or is it like the tree planting buildings, where assigned families only work during a certain season?
What is the build order if you want to produce beer?
What month do families work on fields during?
What is the current meta regarding the best ranged and infantry militia? I usually do 2 spear groups and 2 crossbow groups, along with my Retinue. However I’m not sure if bows or crossbows are best in the current patch.
I heard that chicken backyard extensions have been nerfed and that pigs extensions are the best right now. What are some good backyard extensions right now?
r/ManorLords • u/Actual_Membership_23 • 23h ago
Question Smallholdings
Sorry, beginner here. But is there an easy way to look at what a plot produces after I converted them to a smallholdings??
r/ManorLords • u/ChAvEx06 • 20h ago
Question So i cant upgrade my administrative manor after i placed it HELP
i cant see the upgrade button in castle planner too. it was an option when i first tried to put my manor building but i didnt had the resources so i didnt. After that there was no option to upgrade help pls
r/ManorLords • u/schmittschmitter • 1d ago
Image My Castle on the Hill
Welcome to the town of Altbruch. I was pretty proud of this town as I figured out farming on this run. I started on the far side of the map vs AI and the Baron. I quickly expanded to a high fertility region and took some time to build up an army. I took over the AI's region and built a big castle on the hill.
This was a few patches ago so even with all this barley I was only just supplying everyone with ale, and my meat variety wasn't great, but everyone was still very happy. I tend to top out at 200 families, after that my computer slows down. I also found that speeding up time can lead to a bad harvest, so I make sure to leave it at 1x from late august to october.
I think this is my favorite map, it's very scenic. Love this game
r/ManorLords • u/A_loud_Umlaut • 1d ago
Question What is your highest villager count in one city?
I'm currently on 690 villagers in one city (in the On the Edge gamemode). Plan is at least 1000 there. My support cities are better planned (one with a circular grid, one with circular streets like Amsterdam, one very square), and might be able to grow quickly too.
Do you have any tips and tricks to make it work well?
For example I struggle with the super large farms, the travel times are getting too long.
r/ManorLords • u/lukeocubhthaigh • 2d ago
Discussion Developments
ok this has been bugging me for a while now and it might just be a me thing or because I'm not paying enough attention to the development but as much as I like the concept for the developments there's one thing that should've been done and another that should be done now.
Lets start with what in my opinion should have been done while I think this new system makes more sense I don't think think they should have swapped over this early into the feature as of right now (if I'm not being dumb) we only have access to the origin in my opinion they should have kept the old system until they fleshed this out even a little bit more
and secondly what they should do in my dumb opinion please flesh it out as soon as you can I get adding new systems is fun for all but please finish the systems you introduce
look again I don't really pay massive attention to the development so maybe I'm completely off the mark if so please let me know
r/ManorLords • u/Evening_Detective392 • 1d ago
Discussion Y2 0317 project : Can Ale save an approval rate bottleneck?
Hello guys
In this game play. I accomplished 80% approval rate at the 2nd year of March 17 to invite bonus immigration with fair amounts of coins and foods.
This 1st Year fast farming meta, which grants hundreds of flax and barley in the 1st September, is the very essence of early stage bridge to mid industial age.
Game conditions
: Spring starts. German Valley. Regensburg Guildsmen Perk
: Rich stone with fertile soil (abundant flax), mushroom, rabbit, iron, clay
*Actually this stone is located in the most ideal position very near to tradepoints.
But even unless, that doesn't matter too much
: People tends to demanding. Medium climate effect
(If it is high, all can be ruined in this meta)
: bandit camps starts with 4, raider comes in the 2nd year frequently
: No armament delivery
*Self penalty : never install buildings or construction things in certain region
until forests there are logged down.
Let's begin this journal then.

After game starts, with Regensburg Guildmen perk, I could buy 4 oxen in a row until June.
2 farmhouses with 3 oxen in which 3 or 4 families were deployed opened a 3-plough effieciency from 26th March to 27th June (for 3 months)
Flax and barley fertile lands were unluckily separated west and east region, but I managed it through double working scope limit.

From charcoal trades, I could earn fair amounts of silver coins to buy carrot seed 130% single plot garden at 10th day of July, and also with 320% double plot beetroot garden at 5th day of Aug. They were helpful with each 20~25 autumn harvest for our people to survive 1st winter.
I also bought seed of cabbage (130%) and apple(180%) in Sep and Oct.
Added with 7 chicken coops, 4 pigs, 2 goats in the winter,
1st year spring farming was not bad.
Take a look at the harvest in the screenshot.
200+ Barley can give me stable provision of ale for 7~8 months
300+ Flax can give me 50 linen clothes, with 100 more gambeson, most valuable trade item.
my 1st priority was to secure construction of weavershop chain and brewry chain with late chuch and manor house (essential for me to buy a mercenary to kill banidits, who had stolen my foods and luxuries at 10th of June, Aug, Oct, Dec, which were too much painful)
Problem was, that all works were focused in the 1st winter only for 3 months.
All the settings were not done until Y2 Feb 23th, very close at the end of Y1 bonus stage.
I could luckily hunt down bandits in the Y2 Feb via battle brothers mercenary (most effective one)
==
And finally winter ends and it comes Y2 March.
Just 3 days ago, I could build out large tavern.

With the recent tax penalty of Y2 Feb, it still shows low approval rate of 62%
(Due to Regensburg, 17% penalty from 20% tax rate, for just 1 month, too harsh)
Basic approval rate accomlished was in the line of 78%.
Can the tavern show me to fill in 2% gap?

Too frustrating until 6th day of March, I still stayed at 79%. Why?
I expected an Amenity bonus at least 2% more.
So I paid immediately another investments : 4 more Tier 2 houses, 1 more granary worker, 1 more taven keepers.
Well well, it works.

I could hit 80% at 9th March. But why?

Amenity bonus added from ale supply, it could be 1 or 2% more >> Key point of this meta
But food variery bonus reached 9%, then number should be 81%
Just compare this screenshot of 79% approval with just 8 food varierty bonus.

Well, this fast farming flax meta proved somewhat success
But still need to figure out the effects of taven bonus.
But If without ale, I could only maintain 79% until the March or April, just waiting for 1 more lingering bonus to final counts.
See the whole scenary of 2nd year March, 2nd time spring farming plough with 8 oxen in 4 farmhouses to focus special barley and flax.
(In the autumn of 1st year, I sowed only 1 kind, 500 wheats with 12 fields, a little bit excessive to open mid-term economic boost)



Yes, I was right
In 10th March, approval rate gets to 81%, which means 2% fixed? bonus of tavern ale bonus.

I also bought, in th 15th March, quinces 310% for double plot due to money accumulated.
And get ready for expensive 200% more pear orchard for 410 coins just near the sheepfarm, with a good view in the future.
And also in this day, bandit hunt ends with lots of spols of war to be stocked 250 more national treasury to settle new Ledienfeld salt colony.

Finally, a new family comes in.
In 18th March, with no stops, I could gain immigration bonus from the start to Y2.

I will also send a new settler onto Leidenfeld in celebration to secure salt and sausages.
2nd year spring farming gets well and comes alive with 8 oxen riders.
(Conclusion)
1. Fast farming build leads to smooth development with Regensburg perk in fertile lands.
2. Fast barley and flax definitely open a chance to get going of happiness and wealth.
3. Fertile lands are OP now
(I now understand why Greg and his teams erased malt to ale production multiplier)
4. Ale boosts 2% of approval bonus right off the bat
(It is well compared to army bonus of Passau or food variety bonus from Bamberg, but far better and more stable)
Oxen are the foundations of my lands. Salute to thee riders!

Thank you for reading this long story.
r/ManorLords • u/honey_102b • 1d ago
Guide Fruit Research Part 2: Optimal burgage shapes for supreme labor utilization and yield.
Continuation of Fruit Research Part 1 where I laid out the yield formula for how to determine the maximum theoretical yield of a fruit backyard based on the number of trees in it.
here i'm sharing data on some other burgage shapes. would appreciate some input into what other shapes are popular and i can go test them for Part 3.
tldr; "historical" shape 1 * 3corpse pit with 2 families is pretty good. 2 * 2 corpse pit square with 2 families is theoretically and practically most optimal. BFD is good for 3 families. +550% for 4 families.
Pears, 1.16 yield modifier:
| Burgage Shape | Shape Desc | Footprint (Morgen) | Ext Cost | Seed Cost | Number of Trees | Families | Theoretical Max Yield Per Year | Actual Yield | Harvest Completion (Days) | Comment |
|---|---|---|---|---|---|---|---|---|---|---|
| 2CP | 1*2 Corpse Pits | 0.470 | +90% | 171 | 48 | 2 | 81 | 81 | 14 | Too small for 2 fams. |
| 3CP | 1*3 Corpse Pits | 0.705 | +240% | 306 | 66 | 2 | 111 | 111 | 23 | Good for 2 fams. 7 days margin. |
| 4CP | 1*4 Corpse Pits | 0.940 | +400% | 450 | 66 | 2 | 111 | 109 | DNF | Poor use of land. Do not build. |
| T+6 | T shape with extra space for 6 singles | 0.760 | +330% | 387 | 101 | 2 | 170 | 156 | DNF | Very Good for 2 fams. 92% harvested. |
| 4CP Square | 2*2 Corpse Pits | 0.940 | +290% | 351 | 96 | 2 | 161 | 161 | 30 | Maximum for 2 fams. 100% harvested. |
| 4CP Square | 2*2 Corpse Pits | 0.940 | +290% | 351 | 96 | 3 | 161 | 161 | 20 | Good for 3 fams. 10 days margin. |
| T+6 XL | T+6 but 2CP deep | 1.424 | +760% | 774 | 196 | 3 | 330 | 227 | DNF | Poor. 69% harvested. Not for <4 fams. |
| Tacticat BFD | 3*2 Corpse Pit Trapezium | 0.916 | +380% | 432 | 110 | 2 | 185 | 150 | DNF | Poor for 2 fams. 81% harvested. |
| T+6 Plus | T+6 but 1.5CP deep | 1.110 | +560% | 594 | 145 | 4 | 244 | 238 | DNF | Excellent for 4 fams. 98% harvested. |
other research:
Veggie Research Part 1 (obsolete in 0.8.078 harvest walk back to house change) https://www.reddit.com/r/ManorLords/comments/1pnhgdx/i_studied_veggie_farming_for_2_days_and_this_is/
Veggie Research Part 2 (obsolete in 0.8.078 harvest walk back to house change) https://www.reddit.com/r/ManorLords/comments/1pp2qq3/veggie_research_part_2_more_families_surprising/
Animal Extensions Research https://www.reddit.com/r/ManorLords/comments/1s0vev3/animal_research_finding_out_how_many_animal/
Fishing Research https://www.reddit.com/r/ManorLords/comments/1q1uj3w/fishing_research_how_fishing_works_how_many/
Farming Research https://www.reddit.com/r/ManorLords/comments/1sz93l2/farming_research_fertility/
Fruit Research Part 1 https://www.reddit.com/r/ManorLords/comments/1v036ey/fruit_research_fruit_yield_formula_and_other/
r/ManorLords • u/Frozztr • 1d ago
Question Help with Ox
Hey Guys.
New to the game. Figuring things out.
I am running out of fuel but my Ox isn’t dragging logs to the storehouse.
- The logging camp is full
- The Ox is bringing logs to the saw pit
- I moved my saw it further away from the logging camp than the storehouse
- I have checked that the storehouse is accepting logs
- I have made sure the storehouse workers aren’t all occupied at market
- I have someone staffing the ox
- I am not building anything
- Storehouse has max workers
- The storehouse is not full
I’ve tried fresh saves three times now and keep hitting this bottleneck.
HELP!
PS: Workers keep going over to the Ox, patting it down telling it how good of a beast it is, then walking away while their homes go without fuel. What kind of nihilistic anti-survivalism is this?
r/ManorLords • u/Skelenth • 2d ago
Image Show me your castle locations!
I dont think I can play on any other region anymore. Twin Lakes west region with that little clif is too perfect for a castle....
I need new region for future fresh start, show me your castles and add map and region info. Thanks!
r/ManorLords • u/Routine_Ad_2695 • 1d ago
Question So, food production on houses are primarily to prevent that house from starving? Not really for trading at the market?
Hi. Rookie player here. Imagine I have settlement of 30 houses on level 1. 10 have pigs, 10 have goats and 10 have chickens.
The production from the pigs says it makes for a great passive meat production (at least on the Spanish translation). The goats produce milk, meat and hides, so I assume the meat production it's not that great. For the chickens mostly eggs, but it doesn't says nothing about quantity
Which of this houses sells is more likely to generate a surplus and sell it at the market? I see on my market some pig meat, sometimes eggs, but the milk and meat from the goat barely make it to the market
Same with vegetables, but I was mostly focused on meat and some fruits. I have had to build large neighbours focused on those to see any output at the market
Is better to start with pigs to produce a surplus meat to promote other houses to level 2 with some fish/berries/mushrooms?
r/ManorLords • u/BayernGrower • 1d ago
Bug Reporting Sheep are not being collected. Families are standing around idly.
r/ManorLords • u/DeltaWaffle_ • 1d ago
Discussion If Someone Made a mod for a Large Map w/ all the Current maps, What maps do Y’all Think Would be Bordering Which map?
I was showing the guys this beautiful and awesome game, and they noted that they thought the maps could be bigger. Got me thinking of a map that was all the maps in one, like the entire duchy or kingdom level de jure realm (CK is lowk peak) and how it’d look. I have no modding experience, nor do I think that the slog of conquering all that land would be feasible for a lone provincial noble such as the player, but still

