MANOR LORDS | Beginner's Guide - 7 Essentials Before You Start

00:40:00
https://www.youtube.com/watch?v=QUHRFk08Z-Q

Sintesi

TLDRIl video offre una guida esaustiva per i principianti di "Manor Lords", spiegando le meccaniche di base e avanzate per costruire una città efficace e sostenibile. Gli utenti dovrebbero iniziare esaminando attentamente la loro posizione iniziale per comprendere quali risorse saranno immediatamente disponibili e pianificare di conseguenza l'espansione della loro città. La creazione di campi di legname e fonti di cibo sono prioritarie, seguite dalla costruzione di mercati e magazzini per distribuire e conservare le risorse. La guida copre anche l'importanza della disposizione degli edifici e la necessità di ottimizzare le catene produttive per massimizzare l'efficienza. La crescita della popolazione è legata alla felicità dei cittadini e alla disponibilità di spazio abitativo. Compiti e produzione possono essere ottimizzati tramite un'assignazione strategica delle famiglie. Inoltre, il commercio e l'espansione territoriale tramite il militarismo sono spiegati come strumenti per incrementare l'influenza e la ricchezza.

Punti di forza

  • 🏗️ Pianifica attentamente la disposizione iniziale della città valutando le risorse locali.
  • 🍖 Crea campi di legname e fonti di cibo come priorità.
  • 🏘️ Espandi le case con orti e pollai per migliorare le risorse.
  • 🗺️ Usa il commercio e l'espansione territoriale per aumentare la ricchezza.
  • ⚒️ Ottimizza le catene produttive per migliorare l'efficienza.
  • 📈 La crescita della popolazione è basata sull'approvazione e la disponibilità di case.
  • 🚜 Assegna strategicamente le famiglie per migliorare la produzione.
  • 🗡️ L'espansione militare fornisce risorse aggiuntive.
  • ❄️ Preparati per l'inverno accumulando cibo e legna.
  • 🔄 Ruota i raccolti per mantenere la fertilità del suolo.

Linea temporale

  • 00:00:00 - 00:05:00

    Party leite presenta una guida introduttiva sui fondamenti di Manor Lords, sottolineando l'importanza della scelta della regione di partenza nel gioco. Bisogna considerare la disponibilità di risorse e la posizione strategica per lo sviluppo dell'insediamento iniziale. La costruzione di un campo di disboscamento e l'accesso a fonti di cibo e acqua sono prioritarie. Anche il posizionamento ottimale degli edifici e il loro ruolo nella catena di produzione sono cruciali per l'efficienza.

  • 00:05:00 - 00:10:00

    Si sottolinea l'importanza della pianificazione della posizione degli edifici per ottimizzare le catene di produzione e il trasporto delle merci. La costruzione di strade aumenta la velocità di spostamento per persone e animali. La vicinanza tra punto di raccolta e lavorazione del legname è fondamentale per l'efficienza. Anche la gestione della popolazione e delle famiglie è diversa rispetto ad altri giochi, puntando sulla gestione di interi nuclei familiari per ruoli specifici.

  • 00:10:00 - 00:15:00

    La crescita della popolazione dipende dall'approvazione dei cittadini e dallo spazio disponibile per nuove abitazioni. Miglioramenti e ampliamenti delle case consentono la produzione di beni più avanzati, ma richiedono un'attenta pianificazione per mantenere operative le funzioni di base. Famiglie e risorse devono essere gestite per prevenire carenze, specialmente durante l'inverno.

  • 00:15:00 - 00:20:00

    Il commercio e l'espansione richiedono l'istituzione di punti di scambio e l'assegnazione di famiglie per la gestione delle importazioni ed esportazioni. Il commercio dei beni è essenziale per la ricchezza regionale e la tesoreria. Le opzioni di sviluppo permettono di ridurre i costi d'importazione ed espandere le rotte commerciali, incentivi importanti per un'economia fiorente.

  • 00:20:00 - 00:25:00

    Il gioco offre la possibilità di scambiare risorse tra regioni e di stabilire rotte commerciali specializzate. Ciò consente di sfruttare al meglio le risorse locali e supportare aree in espansione. Anche la costruzione di strade private accelera lo spostamento di merci e persone tra le regioni.

  • 00:25:00 - 00:30:00

    La gestione dell'agricoltura nel gioco sottolinea l'importanza della rotazione delle colture per mantenere la fertilità del terreno e ottimizzare la produzione agricola. Campi, mulini a vento e edifici per la lavorazione dei cereali richiedono manodopera e una pianificazione in base alle stagioni, mentre l'allevamento fornisce risorse aggiuntive come lana e pelli.

  • 00:30:00 - 00:40:00

    Nel concludere, il video discute della complessità e importanza della gestione logistico-commerciale nel gioco, introducendo anche aspetti militari e strategie di movimentazione delle risorse. Viene sollecitata l'interazione con lo spettatore per suggerimenti su futuri contenuti da trattare.

Mostra di più

Mappa mentale

Mind Map

Domande frequenti

  • Come dovrei pianificare l'inizio di un nuovo gioco in Manor Lords?

    Per pianificare una nuova città, guarda le risorse disponibili nella tua regione e pianifica il posizionamento degli edifici in base alla loro vicinanza alle risorse necessarie.

  • Come posso far crescere la popolazione nella mia città?

    Assicurati di avere abbastanza approvazione dai cittadini e costruisci case, mentre tieni d'occhio le risorse disponibili.

  • Qual è l'importanza del posizionamento degli edifici?

    Gli edifici devono essere posizionati strategicamente vicino alle risorse o alle destinazioni per ridurre i tempi di trasporto.

  • Come posso migliorare le case nel gioco?

    Ogni casa può essere espansa con un orto, un pollaio o altre estensioni per migliorare la produzione di risorse.

  • Qual è il vantaggio dell'espansione militare?

    L'espansione militare elimina i campi dei banditi e fornisce influenze e risorse utili per l'espansione.

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Sottotitoli
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Scorrimento automatico:
  • 00:00:00
    hey everybody it's party leite and today
  • 00:00:01
    we're kicking off a beginner's guide to
  • 00:00:03
    manords with a beefy video that covers
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    some of the absolute Essentials you need
  • 00:00:07
    to be familiar with in order to see
  • 00:00:09
    success across a multitude of topics if
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    you have specifics you'd like to see
  • 00:00:12
    explained in more depth in future videos
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    let me know in the comments below I have
  • 00:00:16
    plans of my own but I'm always keeping
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    an eye out for what people want me to
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    prioritize I want to quickly mention
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    that outside of this channel I am
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    affiliated with the publisher hooded
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    horse of course that has no impact on
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    what I cover on the channel but I do
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    like to mention it for Trans
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    transparency and if you'd like more
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    details on that affiliation you can find
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    a video Linked In the description down
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    below now for more Manor Lords guides
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    gameplay and coverage in general feel
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    free to subscribe to the channel and if
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    this guide helps you consider hitting
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    the like button but without further Ado
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    and with time stamps below so you can
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    jump around as you like let's begin with
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    opening
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    decisions first things first when you
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    start a new game you want to take a step
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    back and consider your starting region
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    random start locations and resource
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    deposits mean what's available in your
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    immediate vicinity will change with each
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    playthrough and this won't just impact
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    how you expand to adjacent regions using
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    your influence or what your trade
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    economy is based on as we'll discuss
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    later in this video but it should also
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    make a difference as to how you
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    establish and lay out your initial
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    settlement this start is an excellent
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    example of why you should first zoom out
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    and take a look at everything around you
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    to plan you'll see that I have a rich
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    Stone deposit and an iron deposit in
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    relatively close proximity but my food
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    sources are buried deep within the
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    forest far from where my initial
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    starting stockpiles are looking at my
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    current stockpiles I see that I have
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    about 4 months worth of food so we need
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    to make a beine to the food sources it's
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    a good idea to open up the construction
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    menu to gain access to the overlays and
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    study them briefly first too underground
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    water is essential to keep an eye on
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    since by default you can only build
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    Wells over areas with plenty of
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    groundwater Wells provide drinking water
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    and water to put out fires so you want
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    more than just one in a growing city
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    make sure to check soil fertility too
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    you don't want to cover your most
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    fertile soil with buildings and you'll
  • 00:02:08
    want to make sure you have options on
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    this front when it comes time to place
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    your farms and figure out what crops and
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    Foods you'll need to import due to
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    lacking local
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    fertility when putting down buildings
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    the highest priority is always to
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    establish a logging Camp first as
  • 00:02:23
    without it you won't get Timber and
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    without Timber you can't build anything
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    else you'll also want to to secure a
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    source of food as early as possible and
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    place a wood Cutter's Lodge to acquire
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    firewood to keep homes warm especially
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    in time for winter here I'll tell my
  • 00:02:40
    logging Camp to prioritize their work
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    areas in a way that makes a specific
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    clearing in the forest by using this
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    tool in the advance tab pressing control
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    and using the scroll wheel to adjust the
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    size of the area before picking a spot
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    ultimately with the intent to establish
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    a hunting camp closer to the wild
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    animals which would in turn make hunting
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    a fair bit faster as the hunters would
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    have to travel less distance between
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    their camp and their prey I don't want
  • 00:03:07
    to get too close to the herd with
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    construction though because the animals
  • 00:03:10
    will migrate away I can then continue
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    clearing the forest with the help of the
  • 00:03:15
    logging camp and wood cutters Lodge to
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    get closer to the berries before they
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    die in Winter and then much later down
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    the line the clay deposit there's plenty
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    of resources to eat plenty to build and
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    manufacture with and plenty to trade all
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    with a clear path for progression too
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    with firewood and food acquisition
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    underway you want to put down a market
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    so that those goods are distributed
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    amongst the people for use and you'll
  • 00:03:38
    want to establish a granery and
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    Storehouse so your starting resources
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    are protected from the elements
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    otherwise they'll go to waste next comes
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    establishing homes and a source of water
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    and then looking to fulfill the people's
  • 00:03:51
    needs by selecting their homes and
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    checking their demands as you fulfill
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    these demands and upgrade enough homes
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    you'll gain access to development points
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    with which to determine this town's
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    strengths plan your decisions based on
  • 00:04:03
    what this specific region will need and
  • 00:04:05
    what it has and keep in mind that future
  • 00:04:07
    regions you expand into will have their
  • 00:04:10
    own development trees so you can choose
  • 00:04:12
    according to what those specific regions
  • 00:04:13
    can provide and how you want to develop
  • 00:04:16
    them if you lack or have minimal access
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    to Essentials you want to consider
  • 00:04:20
    establishing trade capabilities sooner
  • 00:04:23
    rather than later or consider early
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    expansion opportunities by zooming out a
  • 00:04:27
    little further and assessing what's
  • 00:04:29
    around you
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    as you do so depending on the scenario
  • 00:04:32
    you're playing you'll see Bandit camps
  • 00:04:34
    on the map too make note of them as
  • 00:04:36
    eliminating them will grant you a decent
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    bit of wealth and killing the brigin
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    that defend them will net you some
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    influence you can use to expand with so
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    you want to try and raise your army and
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    March out in order to do so before the
  • 00:04:49
    enemy Lord can but I'm getting ahead of
  • 00:04:51
    myself first let's discuss optimized
  • 00:04:56
    placement moving Goods takes a lot of
  • 00:04:58
    time in Mana Lords and so properly
  • 00:05:00
    planning your production chains and
  • 00:05:02
    placing your buildings accordingly is
  • 00:05:04
    very important roads aren't necessary to
  • 00:05:07
    connect buildings but people and animals
  • 00:05:09
    move a lot faster along roads and keep
  • 00:05:12
    in mind that using the organic Road
  • 00:05:14
    building tool you can widen the road
  • 00:05:16
    easily by simply layering more and more
  • 00:05:18
    roads on top of or right next to the
  • 00:05:21
    same spot not only does this create a
  • 00:05:23
    nice visual it also acts as a main
  • 00:05:26
    thoroughfare where needed either way
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    road construction is free since it's
  • 00:05:30
    just dirt paths so don't hesitate to
  • 00:05:32
    place these down where you need them you
  • 00:05:34
    can always delete them if you'd like we
  • 00:05:37
    already discussed some of the Nuance of
  • 00:05:38
    building placement in the previous
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    section placing buildings too close to
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    animals will cause them to migrate away
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    you should check soil fertility before
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    building structures on your limited
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    fertile soil and studying the map should
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    give you a macro sense of how to develop
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    your city but there are more localized
  • 00:05:54
    decisions to make as well that might not
  • 00:05:56
    be obvious for firsttime players in
  • 00:05:58
    particular even if you're familiar with
  • 00:06:00
    the
  • 00:06:00
    genre keep in mind for example that
  • 00:06:03
    Timber needs to be moved by oxen it
  • 00:06:06
    doesn't magically appear where it's
  • 00:06:07
    needed or where it's stored after being
  • 00:06:10
    cut keeping your logging Camp close to
  • 00:06:12
    where the wood cutting and processing is
  • 00:06:14
    going to happen or where the vast
  • 00:06:16
    majority of construction will take place
  • 00:06:18
    then increases efficiency generally
  • 00:06:21
    speaking it's also not a bad idea to
  • 00:06:23
    build a second Hitching Post and
  • 00:06:25
    acquiring an additional Ox early on to
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    help more efficiently transport Timber
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    around but more on that later note that
  • 00:06:33
    your oxen will always be returned to
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    their Hitching Post so you may want to
  • 00:06:37
    move the one you start with if there's a
  • 00:06:39
    better home based on the rest of your
  • 00:06:41
    city's layout and it's worth noting that
  • 00:06:43
    it can take months for a new Ox to
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    arrive so you really need to plan ahead
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    keep in mind that certain buildings like
  • 00:06:50
    the logging Camp are free to move even
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    after construction so if your tree line
  • 00:06:55
    is Shifting as you make more clearings
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    you can freely move the logging Camp
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    along decided though it will still take
  • 00:07:01
    time to rebuild and as mentioned
  • 00:07:03
    previously Timber also needs to be
  • 00:07:05
    hauled over to construction sites
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    meaning the further away the
  • 00:07:08
    construction site is from the logging
  • 00:07:10
    Camp the longer it'll take to get the
  • 00:07:12
    timber to said site and the longer it'll
  • 00:07:15
    take to build as a result most other
  • 00:07:18
    things are either stored in the building
  • 00:07:19
    that collects or produces them or
  • 00:07:21
    they're hauled to a storehouse or
  • 00:07:23
    Granary from where they're picked up by
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    your people as needed for further
  • 00:07:27
    processing but not household consumption
  • 00:07:30
    that's what the market is for as we'll
  • 00:07:32
    discuss in a second as Goods can be
  • 00:07:34
    stored and picked up from where they're
  • 00:07:36
    produced you want to keep dependent
  • 00:07:38
    buildings of a production chain in close
  • 00:07:40
    proximity when that's not an option a
  • 00:07:43
    granary or Storehouse should be built to
  • 00:07:45
    hold the goods needed by the other
  • 00:07:47
    buildings in the vicinity for quick
  • 00:07:49
    access be it for further processing
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    trade or distribution at the market
  • 00:07:54
    markets distribute goods for household
  • 00:07:56
    consumption based on proximity to homes
  • 00:07:59
    and resource availability only
  • 00:08:01
    stockpiling enough to meet local needs
  • 00:08:03
    leaving Surplus back at storage though
  • 00:08:06
    markets have decent reach houses that
  • 00:08:08
    are further away from a market will have
  • 00:08:10
    less access to Goods that are just
  • 00:08:12
    barely meeting demand you should try to
  • 00:08:14
    place your Market in centralized
  • 00:08:16
    locations to maximize reach and keep an
  • 00:08:18
    eye on people's needs not being met
  • 00:08:21
    maybe your supply isn't quite meeting
  • 00:08:23
    demand maybe your markets are too far
  • 00:08:25
    away from certain homes maybe your goods
  • 00:08:27
    are stored too far from the market
  • 00:08:29
    for the market to be restocked quickly
  • 00:08:31
    enough meaning by the time distant
  • 00:08:33
    residents arrive at the market
  • 00:08:35
    everything is already sold out this is
  • 00:08:37
    very common finally it's possible that
  • 00:08:40
    there aren't enough sellers at the
  • 00:08:42
    market as I'll further explain later in
  • 00:08:44
    the video one final consideration when
  • 00:08:46
    it comes to placement has to do with
  • 00:08:48
    commutes just like your people have to
  • 00:08:50
    walk to the markets and the wells and
  • 00:08:52
    the storage areas to get what they need
  • 00:08:55
    they also have to walk from their homes
  • 00:08:56
    to their workplaces the jobs your people
  • 00:08:59
    take on can sometimes be optimized
  • 00:09:01
    through reassignment especially as your
  • 00:09:03
    city grows the best way to go about
  • 00:09:05
    doing this is selecting the house whose
  • 00:09:07
    family you want to reassign flip to the
  • 00:09:10
    people's Tab and click the reassign
  • 00:09:12
    workplace button choosing a nearby
  • 00:09:14
    workplace this will ensure that as
  • 00:09:16
    little time as possible is wasted
  • 00:09:18
    getting to and from the workplace but
  • 00:09:21
    keep in mind that you can't assign
  • 00:09:23
    artisen families to other workplaces
  • 00:09:25
    with that said worker assignment
  • 00:09:27
    functions very differently in Lords as
  • 00:09:29
    you may already be able to tell so it's
  • 00:09:32
    essential that we discuss families and
  • 00:09:36
    population
  • 00:09:37
    growth in manner Lords you don't just
  • 00:09:40
    track and assign individual people to
  • 00:09:42
    workplaces like in most games but
  • 00:09:44
    instead entire families each member of
  • 00:09:47
    the family performs a different part of
  • 00:09:49
    the job where they're assigned and if
  • 00:09:51
    one family member dies they'll fairly
  • 00:09:53
    quickly get replaced by a new arrival
  • 00:09:55
    but that won't change the number of
  • 00:09:57
    families that you're managing the
  • 00:09:58
    efficiency of a family then is
  • 00:10:00
    determined by how many members it has
  • 00:10:02
    and if any of its members are sick the
  • 00:10:04
    latter means they'll simply rest until
  • 00:10:06
    they're feeling better which is why it's
  • 00:10:08
    important to establish an herb garden at
  • 00:10:10
    your forager Hut relatively early on at
  • 00:10:13
    the top left corner you can see the
  • 00:10:15
    number of unassigned and assigned
  • 00:10:17
    families you currently have as well as
  • 00:10:19
    the total population of your city
  • 00:10:22
    unassigned families are the only ones
  • 00:10:24
    who will build buildings so make sure
  • 00:10:26
    you have at least a couple unassigned
  • 00:10:28
    families when you're doing heavy
  • 00:10:29
    construction to assign a family to a
  • 00:10:32
    workplace you simply select the
  • 00:10:33
    workplace and add families like so when
  • 00:10:37
    this happens depending on the workplace
  • 00:10:39
    different family members take on
  • 00:10:40
    different roles as stated earlier some
  • 00:10:43
    might be the ones acquiring or
  • 00:10:45
    processing the goods at the building
  • 00:10:47
    others might be the ones selling the
  • 00:10:48
    output at the market so on and so forth
  • 00:10:52
    you can actually see which families have
  • 00:10:54
    a market set up by looking at production
  • 00:10:56
    buildings that output the appropriate
  • 00:10:57
    goods or the build that store them and
  • 00:11:00
    keeping an eye out for this icon note
  • 00:11:03
    that each stall doesn't sell everything
  • 00:11:05
    available at the building whose workers
  • 00:11:07
    established it for example a storehouse
  • 00:11:10
    family might specifically establish a
  • 00:11:12
    stall to sell firewood meaning they'll
  • 00:11:14
    not actually distribute anything other
  • 00:11:17
    than firewood regardless of what else is
  • 00:11:19
    sitting at the storehouse in larger
  • 00:11:21
    towns dedicated storehouses can help
  • 00:11:23
    ensure all kinds of goods get
  • 00:11:25
    distributed at the resulting Market
  • 00:11:26
    stalls when you unassign families from a
  • 00:11:29
    workplace those with Market stalls are
  • 00:11:31
    the last to be unassigned it's worth
  • 00:11:34
    noting that while all construction is
  • 00:11:36
    done by unassigned families Market
  • 00:11:38
    stalls are built automatically by the
  • 00:11:41
    families that will establish them
  • 00:11:42
    instead setting up the stall appropriate
  • 00:11:44
    to the goods they sell based on where
  • 00:11:46
    they work on which note if you ever want
  • 00:11:48
    to see at a quick glance where families
  • 00:11:50
    are assigned and where buildings have
  • 00:11:52
    more slots for additional families just
  • 00:11:54
    hold down Tab and take a look around
  • 00:11:56
    this gives you a ton more information
  • 00:11:58
    too you can see see which houses are
  • 00:12:00
    ready for upgrades you can see which
  • 00:12:01
    houses have which needs outstanding and
  • 00:12:04
    much more besides moving on from family
  • 00:12:07
    run markets when you raise your militia
  • 00:12:09
    it's the men specifically that join the
  • 00:12:11
    ranks dropping everything to do so you
  • 00:12:14
    can see how many men are available to
  • 00:12:16
    recruit when you go to establish units
  • 00:12:18
    and either way since families in your
  • 00:12:20
    town lose male members to military
  • 00:12:22
    service when the militia is raised
  • 00:12:24
    through rallying that means your economy
  • 00:12:27
    comes to a stop in many ways and if you
  • 00:12:29
    lose people on the battlefield you have
  • 00:12:31
    to wait for Replacements to arrive lives
  • 00:12:34
    lost in battle have an impact on your
  • 00:12:36
    city as they should so you'll want to be
  • 00:12:38
    very careful in battle it's important to
  • 00:12:40
    note that houses that are upgraded in a
  • 00:12:42
    specific way as I'll describe later will
  • 00:12:44
    turn some families into Artisans these
  • 00:12:47
    families cannot be assigned to
  • 00:12:49
    workplaces and instead work from their
  • 00:12:51
    homes producing Goods in their backyards
  • 00:12:54
    based on how you've upgraded their homes
  • 00:12:56
    be careful about upgrading families into
  • 00:12:58
    artisans too quickly they might be able
  • 00:13:00
    to make more advanced Goods sure but you
  • 00:13:03
    need lower tier families to keep the
  • 00:13:05
    basics operational and what's more while
  • 00:13:07
    lower tier extensions can be demolished
  • 00:13:10
    and replaced these higher tier ones are
  • 00:13:13
    permanent once picked regardless of tier
  • 00:13:16
    families consume food and fuel per month
  • 00:13:19
    food is available in the form of meat
  • 00:13:21
    vegetables berries bread eggs apples and
  • 00:13:24
    honey while the latter is in reference
  • 00:13:26
    to firewood and charcoal resources
  • 00:13:29
    needed to warm the home but also fuel
  • 00:13:31
    certain industries while these are both
  • 00:13:33
    consumed at all times in the winter fuel
  • 00:13:36
    consumption at homes increases
  • 00:13:38
    drastically make sure you have a large
  • 00:13:41
    Surplus because otherwise people will
  • 00:13:43
    absolutely freeze to death the wood
  • 00:13:45
    cutters Lodge collects firewood unlike
  • 00:13:47
    the logging camp that specifically
  • 00:13:49
    collects timber for construction and
  • 00:13:51
    later on if you invest your development
  • 00:13:53
    points appropriately you can build a
  • 00:13:55
    charcoal Kil to turn firewood into twice
  • 00:13:58
    as much charcoal
  • 00:13:59
    do make sure you've built a wood
  • 00:14:01
    Cutter's Lodge and do keep an eye on
  • 00:14:03
    your predicted supplies keeping in mind
  • 00:14:05
    that this doesn't necessarily warn you
  • 00:14:06
    about the impacts of winter or
  • 00:14:09
    population growth between now and then
  • 00:14:12
    anyway back to families and perhaps the
  • 00:14:14
    most important aspect of the how to get
  • 00:14:16
    more you'll start with only a handful of
  • 00:14:19
    course and you'll very quickly realize
  • 00:14:20
    you need more to keep even the most
  • 00:14:22
    basic parts of your settlement
  • 00:14:24
    operational there are two aspects to
  • 00:14:26
    consider here first is approval rating
  • 00:14:30
    impacted by a variety of factors
  • 00:14:31
    including the availability of basic
  • 00:14:33
    needs the presence of a church and the
  • 00:14:35
    food variety at the market place higher
  • 00:14:38
    approval ratings help bring families in
  • 00:14:40
    faster at 75% or higher you'll see up to
  • 00:14:44
    two families join per month and between
  • 00:14:46
    50 and 75% you'll see one new family
  • 00:14:49
    join every month if approval drops below
  • 00:14:51
    25% meanwhile you'll see families start
  • 00:14:54
    to leave and some may even turn to
  • 00:14:56
    banditry if public order is also low
  • 00:14:59
    regardless of how high your approval
  • 00:15:00
    rating is though people won't immigrate
  • 00:15:03
    if you don't have space for them to
  • 00:15:04
    settle down so make sure you're building
  • 00:15:07
    plenty of houses if you want your City
  • 00:15:08
    to grow but don't rush it either not
  • 00:15:11
    only is there a limit to how many people
  • 00:15:13
    will migrate per month to begin with
  • 00:15:15
    mass building houses to leave them empty
  • 00:15:18
    is simply a waste of Timber that could
  • 00:15:20
    be used to build something more valuable
  • 00:15:22
    in the mean time that's also wasted time
  • 00:15:25
    spent building something that won't be
  • 00:15:27
    used for much further down the line
  • 00:15:29
    and of course remember more people means
  • 00:15:32
    more mouths to feed and more homes to
  • 00:15:34
    heat and that's why it's so important to
  • 00:15:37
    come to grips with the housing
  • 00:15:40
    system homes and manords work unlike any
  • 00:15:43
    other City Builder you've likely played
  • 00:15:45
    before using the burgage plot system to
  • 00:15:47
    determine the layout and functionality
  • 00:15:50
    of the space beyond what it provides for
  • 00:15:51
    living first off houses aren't
  • 00:15:54
    individually placed or zoned in the
  • 00:15:56
    modern sense instead you you put down
  • 00:15:59
    four points with the first two points
  • 00:16:01
    determining the front and the other two
  • 00:16:04
    helping determine the overall shape of
  • 00:16:06
    the area using left click to place
  • 00:16:08
    points and right click to undo the
  • 00:16:10
    previous placement the space within
  • 00:16:12
    these four points is then subdivided
  • 00:16:15
    into plots depending on how much space
  • 00:16:17
    there is and the shape of the overall
  • 00:16:19
    space with you being able to opt to
  • 00:16:21
    create fewer subdivisions if you prefer
  • 00:16:23
    or rotate the orientation to determine a
  • 00:16:26
    different front the points will snap to
  • 00:16:28
    roads and the shape of the space within
  • 00:16:30
    them will conform around other
  • 00:16:31
    structures and there are three key
  • 00:16:34
    Graphics to look out for as you're
  • 00:16:35
    making adjustments here this symbol
  • 00:16:38
    represents the house itself the main
  • 00:16:40
    structure that'll house a family this
  • 00:16:42
    one will always show up and if it
  • 00:16:44
    doesn't the area you've drawn is too
  • 00:16:46
    small The Wider the space you designate
  • 00:16:49
    the more of these will show up and the
  • 00:16:51
    more resources you'll need before you
  • 00:16:52
    can actually tell construction to start
  • 00:16:55
    feel free to place these one by one in
  • 00:16:57
    the earlier days so you're controlling
  • 00:16:58
    the consumption of construction
  • 00:17:00
    resources and so that you're not waiting
  • 00:17:02
    for a larger stockpile just so you can
  • 00:17:04
    start building people homes as you make
  • 00:17:07
    the designated space deeper a new symbol
  • 00:17:09
    will appear this one represents the
  • 00:17:12
    potential backyard extension for each of
  • 00:17:14
    these houses these won't cost any
  • 00:17:16
    resources when you initially establish
  • 00:17:18
    houses but after the house is built
  • 00:17:21
    you'll have the option to build
  • 00:17:22
    extensions in these backyards and that's
  • 00:17:24
    when there is an additional cost and
  • 00:17:26
    construction time involved more options
  • 00:17:29
    for these backyard extensions unlock as
  • 00:17:31
    the house itself levels up but even the
  • 00:17:33
    lowest level houses are able to build
  • 00:17:35
    the basic options to provide additional
  • 00:17:38
    resources to your city so a house with a
  • 00:17:40
    chicken coup might sell eggs at the
  • 00:17:42
    market for example keep in mind that
  • 00:17:44
    these options are only available for
  • 00:17:46
    houses that had this symbol attached to
  • 00:17:48
    them when designating the housing area
  • 00:17:50
    depending on the shape and size of this
  • 00:17:52
    area some of the plots within might have
  • 00:17:54
    this symbol While others don't pay close
  • 00:17:57
    attention because this will determine
  • 00:17:58
    determine which houses can actually get
  • 00:18:00
    backyard extensions the final symbol to
  • 00:18:03
    keep an eye out for is this one it'll
  • 00:18:05
    likely be the rarest one to come up but
  • 00:18:08
    it gives you the option to expand the
  • 00:18:09
    capacity of a plot by adding another
  • 00:18:12
    house within the area this means you can
  • 00:18:14
    place the designated area at a lower
  • 00:18:16
    cost even though there's technically
  • 00:18:18
    room for an additional house that takes
  • 00:18:20
    a little less space than a full plot
  • 00:18:22
    that smaller house won't be built until
  • 00:18:24
    you later tell it to be built costing
  • 00:18:26
    the same amount of Timber as a regular
  • 00:18:27
    house and making room for more storage
  • 00:18:30
    and an additional family on the same
  • 00:18:32
    plot meaning you'll have two families
  • 00:18:34
    working on the same backyard extension
  • 00:18:36
    increasing its efficiency and this is
  • 00:18:38
    also a way to fill out smaller nooks and
  • 00:18:40
    crannies of your city while giving it a
  • 00:18:42
    more organic feel don't be afraid of
  • 00:18:44
    funky shapes here manal Lords is an
  • 00:18:46
    organic City Builder that reflects City
  • 00:18:48
    Planning from a bygone era apart from
  • 00:18:51
    that remember that houses are where
  • 00:18:53
    entire families live not individuals
  • 00:18:56
    families operate as a unit as dis
  • 00:18:58
    described earlier another thing to keep
  • 00:19:00
    in mind is how houses upgrade this will
  • 00:19:03
    be familiar to people who play games in
  • 00:19:05
    this genre but whether you've played
  • 00:19:06
    city builders before or not specifics
  • 00:19:09
    are a little different here so it's
  • 00:19:10
    worth highlighting there are a few
  • 00:19:12
    different categories of needs and at
  • 00:19:14
    higher levels the needs increase too
  • 00:19:17
    that's par for the course nearby Wells
  • 00:19:19
    provide water a nearby Church fulfills
  • 00:19:21
    the desire for a church and a nearby
  • 00:19:23
    Tavern with ale fulfills the desire for
  • 00:19:26
    a Tavern everything else is acquired
  • 00:19:29
    from markets so keep a decent supply of
  • 00:19:31
    desired Goods establish markets nearby
  • 00:19:34
    and keep an eye out for stalls actually
  • 00:19:36
    being opened at these markets make sure
  • 00:19:39
    to hover over needs to see details don't
  • 00:19:41
    just assume what they represent and yes
  • 00:19:44
    things produced in the backyard
  • 00:19:46
    extension of a house will be made
  • 00:19:48
    available at the market or at
  • 00:19:49
    storehouses and granaries for others to
  • 00:19:51
    meet their needs once all needs are met
  • 00:19:54
    at a level you can upgrade the home at
  • 00:19:56
    the cost of some resources upgrading is
  • 00:19:59
    essential in making progress towards
  • 00:20:01
    higher Town levels which in turn will
  • 00:20:03
    allow you to unlock options using
  • 00:20:05
    development points that aside upgrading
  • 00:20:07
    a home will also give you access to
  • 00:20:09
    higher level backyard extensions these
  • 00:20:12
    higher level extensions turn the
  • 00:20:14
    residence of a house into Artisans
  • 00:20:16
    meaning they'll no longer be a part of
  • 00:20:17
    the regular assignable Workforce as
  • 00:20:20
    mentioned earlier instead working on
  • 00:20:22
    their own craft in their backyard this
  • 00:20:24
    is how you bolster your access to some
  • 00:20:26
    of the more advanced Goods note that
  • 00:20:29
    some of these backyard extensions
  • 00:20:30
    benefit from being larger a larger
  • 00:20:33
    vegetable garden or a larger Orchard is
  • 00:20:35
    going to produce a greater output but a
  • 00:20:37
    larger backyard for the other options
  • 00:20:39
    don't make a difference a larger Garden
  • 00:20:42
    or Orchard does take longer to work than
  • 00:20:45
    a smaller one though so there's a
  • 00:20:46
    balancing act involved as a resident
  • 00:20:48
    family spends more time planting and
  • 00:20:50
    harvesting missing out on time spent
  • 00:20:52
    working where they're assigned this is
  • 00:20:55
    where an expansion that puts two
  • 00:20:56
    families on a single plot can help help
  • 00:20:58
    with efficiency plan the sizes of
  • 00:21:01
    backyard extensions and pick them
  • 00:21:03
    accordingly and remember that chicken
  • 00:21:04
    coops and large vegetable gardens are
  • 00:21:06
    great at the start when you need an
  • 00:21:08
    additional and consistent early source
  • 00:21:10
    of food now as you may have noticed
  • 00:21:13
    building these costs wealth and that's
  • 00:21:16
    yet another interesting and complex
  • 00:21:18
    matter here so let's discuss wealth
  • 00:21:22
    trade and
  • 00:21:24
    expansion there are two kinds of wealth
  • 00:21:27
    both important for different reason
  • 00:21:28
    reasons Regional wealth and treasury
  • 00:21:32
    Regional wealth is the collective wealth
  • 00:21:33
    of the people living within a single
  • 00:21:35
    region generated monthly with higher
  • 00:21:37
    level housing burned through the export
  • 00:21:39
    of goods or acquired by eliminating
  • 00:21:42
    Bandit camps and distributing their
  • 00:21:43
    wealth accordingly it's used to import
  • 00:21:46
    goods and livestock to establish trade
  • 00:21:49
    routes and to build some of the backyard
  • 00:21:50
    extensions for your burgage plots it
  • 00:21:53
    also at the cost of approval helps
  • 00:21:55
    generate money for the treasury through
  • 00:21:57
    taxation once you've built your Manor
  • 00:22:00
    your treasury is also bolstered through
  • 00:22:02
    the eradication of Bandit camps choosing
  • 00:22:04
    to keep the wealth for yourself when
  • 00:22:05
    doing so instead the money from the
  • 00:22:08
    treasury is used in ways Regional wealth
  • 00:22:10
    can't be the treasury funds the hire of
  • 00:22:13
    mercenaries the settlement of new
  • 00:22:14
    regions and the expansion and upgrade of
  • 00:22:18
    your personal retinue dedicated soldiers
  • 00:22:20
    who aren't taken from the general
  • 00:22:22
    population and can fight without
  • 00:22:24
    bringing your economy to a
  • 00:22:26
    stop influence is a form of current
  • 00:22:28
    curency 2 used to push your claims and
  • 00:22:31
    acquire additional regions where you can
  • 00:22:33
    build settlers camps and begin new
  • 00:22:35
    Villages and it can be acquired through
  • 00:22:37
    the elimination of enemy units like
  • 00:22:39
    brins and through the tithe that takes
  • 00:22:42
    food from the region and converts it
  • 00:22:44
    into influence only available once
  • 00:22:46
    you've built your Manor building your
  • 00:22:48
    Manor provides some influence too and
  • 00:22:50
    the completion of the manor will unlock
  • 00:22:52
    policies though only a few are available
  • 00:22:55
    at the time of this recording with
  • 00:22:57
    wealth defined let's look at one of the
  • 00:22:59
    key ways to acquire it trade trade
  • 00:23:03
    cannot take place without first
  • 00:23:05
    establishing a trade post or a livestock
  • 00:23:07
    Trading Post the former trades
  • 00:23:10
    everything but livestock and the latter
  • 00:23:12
    well trades livestock but both need you
  • 00:23:15
    to assign at least one family first the
  • 00:23:18
    various members of the assigned families
  • 00:23:20
    will haul Goods over to the trade
  • 00:23:22
    buildings for export or will otherwise
  • 00:23:24
    travel to and from the trade points
  • 00:23:26
    located at the edges of the map to move
  • 00:23:29
    Goods back and forth it's important to
  • 00:23:31
    note that these Traders will try to get
  • 00:23:32
    on the road as soon as possible often
  • 00:23:35
    going the long way around to do so so
  • 00:23:37
    make sure you place roads from the trade
  • 00:23:39
    buildings that take them more directly
  • 00:23:41
    towards these trade points and ensure
  • 00:23:43
    faster trade acquiring a horse at the
  • 00:23:45
    Trade Post allows for even faster trade
  • 00:23:48
    as the families otherwise move Goods
  • 00:23:50
    back and forth on foot and in smaller
  • 00:23:52
    quantities and finally establishing
  • 00:23:55
    trade routes is another way to make
  • 00:23:57
    trade faster at times even a
  • 00:23:59
    prerequisite to trade certain Goods at
  • 00:24:01
    all it costs Regional wealth with a cost
  • 00:24:04
    increasing per established route but it
  • 00:24:07
    guarantees a foreign Trader will come to
  • 00:24:10
    your Trade Post to trade the resource in
  • 00:24:12
    question and in the case of higher tier
  • 00:24:14
    or military equipment it allows for the
  • 00:24:17
    trade of the goods to take place in the
  • 00:24:18
    first place if you decide not to
  • 00:24:21
    establish a dedicated trade route for
  • 00:24:22
    any one of these Goods that doesn't need
  • 00:24:24
    one as a prerequisite for trade you will
  • 00:24:26
    still see foreign Merchants come through
  • 00:24:27
    from time to time to go to your Trade
  • 00:24:29
    Post pick up what you have on offer and
  • 00:24:31
    give you the appropriate amount of
  • 00:24:33
    silver in order to see these Merchants
  • 00:24:35
    traveling around just zoom out hold down
  • 00:24:38
    Tab and keep an eye out for this icon
  • 00:24:40
    they move along the king's road so it
  • 00:24:42
    can be beneficial to place these trade
  • 00:24:44
    posts closer to those main roads but
  • 00:24:46
    truth be told I've seen those Merchants
  • 00:24:48
    take detours if you have something they
  • 00:24:50
    really want either the way this is a
  • 00:24:52
    great way of securing passive income
  • 00:24:54
    without having to invest in that
  • 00:24:56
    dedicated trade route there are options
  • 00:24:58
    in the development tree that are ideal
  • 00:25:00
    to get if you intend to rely on trade
  • 00:25:02
    trade Logistics sets a cap on the price
  • 00:25:05
    of unlocking trade rots regardless of
  • 00:25:07
    how many you've previously unlocked and
  • 00:25:09
    you can later than remove the tariffs
  • 00:25:12
    that make it so expensive to import
  • 00:25:14
    literally anything this then allows you
  • 00:25:16
    to import raw materials cheaply process
  • 00:25:19
    them into finished goods and then export
  • 00:25:21
    said finished goods for great profits in
  • 00:25:24
    order to trade at either of these trade
  • 00:25:26
    buildings you simply need to set what
  • 00:25:28
    whether you're importing exporting or
  • 00:25:30
    doing both to maintain a certain stock
  • 00:25:32
    of the item then you choose what that
  • 00:25:34
    Target stock level is you can see the
  • 00:25:37
    Import and Export costs on these screens
  • 00:25:40
    and of course establish the
  • 00:25:41
    aformentioned foreign trade routes too
  • 00:25:44
    note that if you choose to import
  • 00:25:45
    something at a Trade Post in one region
  • 00:25:47
    and Export the same thing at a Trade
  • 00:25:49
    Post in a different region Goods will
  • 00:25:52
    move accordingly between them make sure
  • 00:25:54
    to set the exporting Trade Post first so
  • 00:25:57
    the importing Trade Post knows it's
  • 00:25:59
    available to buy from free from
  • 00:26:01
    exorbitant tariffs lowering the import
  • 00:26:03
    cost only the exporting trade poost
  • 00:26:06
    needs a family to move Goods like this
  • 00:26:08
    and both trade posts can export to each
  • 00:26:10
    other with regional wealth spent and
  • 00:26:12
    earned between the regions then there's
  • 00:26:15
    the pack station this building is only
  • 00:26:18
    needed after you've secured additional
  • 00:26:20
    regions operating without the need for
  • 00:26:22
    regional wealth to move goods between
  • 00:26:24
    regions each station is assigned one
  • 00:26:27
    trade partner one resource to send out
  • 00:26:29
    and one resource to bring back each of
  • 00:26:32
    these must be selected before the
  • 00:26:34
    station becomes operational and a family
  • 00:26:36
    is needed to actually do the hauling
  • 00:26:38
    while giving them a mule allows them to
  • 00:26:40
    haul more Goods at a time The Bartered
  • 00:26:43
    Goods need a viable storage area at
  • 00:26:45
    their point of origin and destination
  • 00:26:47
    before shipping begins so if you're
  • 00:26:50
    trying to send food to support a newly
  • 00:26:52
    established region for example it first
  • 00:26:54
    needs a granary established so your
  • 00:26:56
    people have a destination at which to to
  • 00:26:58
    drop the food off barter stations and
  • 00:27:01
    trade posts allow you to specialize your
  • 00:27:03
    regions and have them support each other
  • 00:27:05
    but remember these families will use
  • 00:27:07
    existing roads to go from region to
  • 00:27:09
    region so make sure to place roads of
  • 00:27:11
    your own to make a fast and convenient
  • 00:27:13
    route for them to follow because don't
  • 00:27:16
    forget the complexity of hauling and
  • 00:27:19
    distributing
  • 00:27:21
    Goods we've already talked about some
  • 00:27:23
    aspects of the movement of goods but
  • 00:27:25
    here we'll dive a little deeper to this
  • 00:27:27
    very important topic
  • 00:27:28
    you already know that Goods take time to
  • 00:27:30
    move shipped around in small quantities
  • 00:27:32
    by hand in larger quantities by cart or
  • 00:27:36
    by animals when needed or advantageous
  • 00:27:39
    you know that roads help goods and
  • 00:27:40
    people move around faster and you know
  • 00:27:42
    that Timber can only be moved with the
  • 00:27:44
    help of oxin you also know that it's a
  • 00:27:47
    good idea to get additional hitching
  • 00:27:49
    posts so you can order additional oxen
  • 00:27:51
    to have more efficient movement of goods
  • 00:27:53
    and you know that once you order an ox
  • 00:27:56
    it can take months for the animal to
  • 00:27:57
    actually arrive so you should plan well
  • 00:27:59
    ahead what else is there to know well
  • 00:28:02
    first of all who does the moving when it
  • 00:28:05
    comes to construction unassigned
  • 00:28:07
    families will haul what they need with
  • 00:28:09
    the help of oxen if needed they do this
  • 00:28:11
    solely for the purpose of construction
  • 00:28:13
    as families not assigned to a job can be
  • 00:28:16
    considered to be assigned to
  • 00:28:17
    construction as their job you can assign
  • 00:28:20
    families specifically to hitching posts
  • 00:28:22
    to make sure their sole task is to
  • 00:28:24
    facilitate the movement of goods that
  • 00:28:26
    move with the help of oxen with that
  • 00:28:28
    aside unassigned families and families
  • 00:28:31
    assigned other tasks will also help
  • 00:28:33
    guide oxen regardless of what they're
  • 00:28:35
    assigned to or where the ox is needed
  • 00:28:38
    even Beyond construction so if a saw pit
  • 00:28:41
    needs Timber an unassigned family might
  • 00:28:43
    guide an ox to bring some over or if an
  • 00:28:46
    unassigned family is not available an
  • 00:28:48
    idle family member from an assigned
  • 00:28:50
    family may do the same too and if you
  • 00:28:52
    set a construction Reserve you can
  • 00:28:54
    ensure that some Timber is kept aside at
  • 00:28:57
    the logging camp for
  • 00:28:59
    construction it's a good idea to do so
  • 00:29:01
    since most buildings require timber for
  • 00:29:03
    construction so you'll almost always
  • 00:29:05
    want some on hand the case of the saw
  • 00:29:08
    pit is unique though because as stated
  • 00:29:10
    earlier other families are willing to
  • 00:29:12
    guide the aux to bring Timber where
  • 00:29:13
    needed you can assign animals to a
  • 00:29:16
    specific workplace to make sure one is
  • 00:29:18
    always available for that building but
  • 00:29:20
    even then all families are willing to
  • 00:29:22
    move an ax it is by the way a good idea
  • 00:29:27
    to assign ox and like this for high
  • 00:29:28
    priority buildings like farmhouses but
  • 00:29:31
    make sure to have at least one
  • 00:29:32
    unassigned for General use too now apart
  • 00:29:35
    from the movement of Timber families
  • 00:29:37
    with assigned jobs always handle
  • 00:29:40
    resource acquisition for their jobs
  • 00:29:42
    sending somebody over to gather required
  • 00:29:44
    materials from the nearest stockpiles
  • 00:29:47
    grabbing berries from The Granary to
  • 00:29:49
    make dyes for example is done by the
  • 00:29:51
    family assigned at the D Workshop but if
  • 00:29:54
    the nearby Granary doesn't have any
  • 00:29:56
    berries they'll make their way over to
  • 00:29:58
    the nearest stockpile which may be a
  • 00:30:00
    distant foragers Hut that's one of the
  • 00:30:02
    main reasons to have well-placed
  • 00:30:04
    granaries and storehouses to make sure
  • 00:30:07
    families don't have to travel far to get
  • 00:30:09
    the raw materials they need while
  • 00:30:11
    production buildings have at least some
  • 00:30:13
    storage space where they can stockpile
  • 00:30:15
    Goods or take to the market to sell if
  • 00:30:18
    you want to get products to a proper
  • 00:30:20
    centralized storage area you need to
  • 00:30:22
    assign workers at the storehouses and
  • 00:30:24
    granaries respectively these workers
  • 00:30:26
    will go to other buildings to pick up
  • 00:30:28
    and haul their goods that their
  • 00:30:30
    respective structures can store and
  • 00:30:32
    stockpile them for others to then pick
  • 00:30:34
    up or otherwise establish Market stalls
  • 00:30:37
    to sell the goods themselves if
  • 00:30:39
    needed so if you have a family gathering
  • 00:30:42
    berries off in the distance one of them
  • 00:30:44
    could sell said berries at the market or
  • 00:30:47
    you have a family assigned at The
  • 00:30:49
    Granary that's much closer to the market
  • 00:30:51
    and then that family handles hauling the
  • 00:30:54
    berries over from the forager Hut to The
  • 00:30:55
    Granary and then selling them at the
  • 00:30:58
    local market the grannery in this
  • 00:31:00
    example might also be closer to a nearby
  • 00:31:02
    Dyer's Workshop making it more
  • 00:31:04
    convenient for the dyer to pick berries
  • 00:31:06
    up from this nearby graner rather than a
  • 00:31:08
    far off forager's Hut but just a
  • 00:31:11
    reminder that regardless of where the
  • 00:31:13
    berries come from the die at the Dyer's
  • 00:31:15
    Workshop is staying there unless a
  • 00:31:18
    family is assigned at the storehouse
  • 00:31:20
    because again every production building
  • 00:31:22
    has storage space but it's not that
  • 00:31:24
    building's job to send their goods to
  • 00:31:27
    the storehouse or Granary so they'll
  • 00:31:29
    hold on to them until a storehouse or
  • 00:31:31
    Granary worker comes by to pick them up
  • 00:31:34
    it's worth noting that storehouses have
  • 00:31:36
    limited slots for families so they can
  • 00:31:38
    stockpile more than just one kind of
  • 00:31:40
    product that sells at the market so
  • 00:31:42
    unless you build multiple storehouses
  • 00:31:44
    with specific storage rules breaking
  • 00:31:46
    down Fuel and clothing and raw materials
  • 00:31:49
    and give them families each chances are
  • 00:31:52
    that at least some of your markets will
  • 00:31:54
    be manned by the families that produce
  • 00:31:56
    the goods back at the respective
  • 00:31:58
    buildings though they'll still pick up
  • 00:32:00
    stock from the nearest stockpile a
  • 00:32:02
    single Market isn't limited to one stall
  • 00:32:04
    of each type though you'll see multiple
  • 00:32:07
    of the same type of stall each tended to
  • 00:32:09
    by a different family likely working at
  • 00:32:11
    different places that stockpiles the
  • 00:32:13
    same Goods granaries also have limited
  • 00:32:16
    slots for families and if you're not
  • 00:32:17
    able to meet food demands at the market
  • 00:32:19
    with each of those families already
  • 00:32:21
    having Market stalls you might need to
  • 00:32:23
    establish another Granary to assign
  • 00:32:26
    additional families who might establish
  • 00:32:28
    additional stalls or you can hope that
  • 00:32:30
    families at the various food production
  • 00:32:32
    buildings establish Market stalls of
  • 00:32:34
    their
  • 00:32:35
    own another thing to keep in mind with
  • 00:32:37
    storehouses and granaries is that you
  • 00:32:39
    can set their work area to make sure
  • 00:32:41
    they only collect things from the
  • 00:32:43
    buildings within said work area now I've
  • 00:32:46
    mentioned the market many times here but
  • 00:32:48
    I haven't actually highlighted how to
  • 00:32:50
    build one it's simply a matter of using
  • 00:32:52
    the plotting system to establish an area
  • 00:32:53
    within which families will set up stalls
  • 00:32:56
    at no resource cost to you limited only
  • 00:32:59
    by the maximum space available these
  • 00:33:01
    Market stalls are where goods are
  • 00:33:03
    actually distributed from and you can
  • 00:33:05
    unlock firewood carts and food carts to
  • 00:33:08
    import said Goods using Regional wealth
  • 00:33:10
    instead of producing them locally and
  • 00:33:12
    then they'll sell at the market as
  • 00:33:14
    described earlier proximity to a market
  • 00:33:17
    is part of what determines if a house is
  • 00:33:19
    getting what it needs but so is the
  • 00:33:21
    Market's proximity to stock piles of
  • 00:33:23
    what it sells to ensure timely
  • 00:33:25
    restocking of goods as is the number of
  • 00:33:27
    stock s of different kinds of things at
  • 00:33:30
    the market if you find your families
  • 00:33:32
    aren't getting enough food or clothing
  • 00:33:34
    for example you might need to assign
  • 00:33:36
    additional families at granaries
  • 00:33:38
    storehouses that only store clothes or
  • 00:33:40
    at buildings that produce those goods
  • 00:33:42
    all in the hopes of additional stalls
  • 00:33:44
    being built this is typically the more
  • 00:33:47
    common problem as you get larger and
  • 00:33:49
    larger in the case of your storehouses
  • 00:33:51
    you want to get specific with what they
  • 00:33:53
    can store as your town grows to ensure
  • 00:33:56
    the families that work at them are
  • 00:33:57
    building the kinds of stalls your people
  • 00:33:59
    need otherwise you might end up with a
  • 00:34:01
    bunch of firewood stalls at the market
  • 00:34:03
    while all your shoes collect dust and
  • 00:34:05
    storage managing your
  • 00:34:08
    agriculture around your second or third
  • 00:34:10
    year you'll want to start investing in
  • 00:34:12
    agriculture it takes a sizable
  • 00:34:14
    population and a handful of buildings to
  • 00:34:16
    get everything up and running so you
  • 00:34:17
    don't want to invest in it too quickly
  • 00:34:19
    relying on berries and meat and imports
  • 00:34:22
    in the meantime first there are the
  • 00:34:24
    fields where crops are actually grown
  • 00:34:26
    you'll be able to choose whether whether
  • 00:34:27
    they grow emmer which is a type of wheat
  • 00:34:30
    flax or barley or alternatively if
  • 00:34:32
    they'll be left phow and you can see
  • 00:34:34
    starting fertility of the soil using
  • 00:34:36
    these overlays wheat is needed for bread
  • 00:34:39
    flax for linen and then clothes and
  • 00:34:42
    barley for ale while leaving a field
  • 00:34:44
    phow allows it to regain lost fertility
  • 00:34:47
    to a greater degree you'll want to
  • 00:34:49
    participate in crop rotation by checking
  • 00:34:51
    this box and choosing what the rotation
  • 00:34:53
    should be by not planting the same crop
  • 00:34:56
    back to back on the same field
  • 00:34:58
    you'll allow the fertility and resulting
  • 00:34:59
    yield for that crop to recover in those
  • 00:35:02
    skipped years with phow years being the
  • 00:35:05
    most helpful to increase fertility
  • 00:35:06
    across the board with the right
  • 00:35:08
    development options and upgrades Fields
  • 00:35:10
    can be used as pastures during fallow
  • 00:35:12
    years more quickly increasing their
  • 00:35:14
    fertility as a result all this reflects
  • 00:35:17
    real practices and you should keep in
  • 00:35:19
    mind that the wheat can be planted and
  • 00:35:21
    grown in winter so you want to time
  • 00:35:23
    things accordingly especially for your
  • 00:35:25
    first year of farming you can always opt
  • 00:35:28
    to harvest a field early if you're in a
  • 00:35:29
    desperate situation but otherwise you
  • 00:35:32
    can track the completion of plowing
  • 00:35:34
    sewing growing and harvesting at
  • 00:35:36
    appropriate times of the year with
  • 00:35:38
    larger Fields taking longer to plow sew
  • 00:35:40
    and harvest none of this happens without
  • 00:35:43
    The Farmhouse where families are
  • 00:35:45
    assigned to go to nearby fields to plow
  • 00:35:47
    and sew and doing the former with the
  • 00:35:49
    help of oxen if the heavy plow has been
  • 00:35:52
    acquired through development points and
  • 00:35:53
    an ox is assigned to the building this
  • 00:35:56
    is also where families need to be
  • 00:35:57
    assigned for harvest season and to
  • 00:35:59
    process harvested wheat into grain this
  • 00:36:02
    is all seasonal work so you should
  • 00:36:04
    unassign families from other workplaces
  • 00:36:07
    to assign them here to more quickly plow
  • 00:36:09
    and sew the fields then you can reassign
  • 00:36:12
    them back to their prior jobs as the
  • 00:36:14
    crops grow and when harvest season comes
  • 00:36:17
    you can once more bring the families
  • 00:36:19
    back to work to Fields seasonal work
  • 00:36:22
    exists beyond the fields sheep can't be
  • 00:36:24
    sheared in the winter so there's no
  • 00:36:26
    point having families as assigned to the
  • 00:36:28
    sheep farm in Winter and berries are
  • 00:36:30
    unavailable in the winter too so you
  • 00:36:32
    don't need families to be assigned to
  • 00:36:34
    the foragers Hut then either back to
  • 00:36:36
    farming though once the field is
  • 00:36:38
    harvested plaques can be turned to linen
  • 00:36:40
    relatively easily while barley must be
  • 00:36:43
    taken to a malt house to turn into malt
  • 00:36:45
    and then to a brewery to be turned into
  • 00:36:47
    ale breweries must be built as backyard
  • 00:36:50
    extensions for houses tier 2 and up
  • 00:36:53
    bakeries are unlocked through the use of
  • 00:36:55
    development points before they can be
  • 00:36:56
    built as back yard extensions for houses
  • 00:36:58
    tier two and up but you can establish a
  • 00:37:01
    communal oven where baking can take
  • 00:37:04
    place as well but wheat doesn't just
  • 00:37:06
    become bread first it's turned to grain
  • 00:37:08
    at The Farmhouse and then it must be
  • 00:37:11
    carried over to the windmill to be
  • 00:37:12
    turned into flour by families assigned
  • 00:37:14
    at the windmill windmill efficiency is
  • 00:37:17
    impacted by terrain height as well as
  • 00:37:19
    the proximity of trees and other
  • 00:37:21
    buildings but consider the Lost
  • 00:37:24
    efficiency if Goods need to be carried
  • 00:37:26
    long distances to be processed and
  • 00:37:28
    stored once the grain is turned into
  • 00:37:31
    flour it's then picked up by the people
  • 00:37:33
    working at the communal ovens and
  • 00:37:35
    backyard bakeries where it's baked into
  • 00:37:37
    bread to then be picked up by Granary
  • 00:37:39
    workers or sold at the market all of
  • 00:37:42
    these intermediate and final goods can
  • 00:37:44
    be stored at granaries exported or
  • 00:37:46
    imported but you can see how many
  • 00:37:48
    buildings and families are needed to get
  • 00:37:50
    Farming up and running with animal
  • 00:37:52
    husbandry there are a few options
  • 00:37:55
    backyard extensions provide chickens and
  • 00:37:57
    boats for eggs and hides respectively
  • 00:38:00
    the former for food the latter to turn
  • 00:38:02
    into leather at a Tannery and then
  • 00:38:03
    choose at a cobbler backyard extension
  • 00:38:06
    but if you want sheep for their wool to
  • 00:38:08
    process into cloaks at a tailor backyard
  • 00:38:10
    extension you'll need a livestock
  • 00:38:12
    Trading Post to import them slowly over
  • 00:38:14
    time a sheep farm to Shear them outside
  • 00:38:17
    of winter and if you want more than a
  • 00:38:19
    handful of sheep a pasture whose size
  • 00:38:22
    determines its capacity that will allow
  • 00:38:24
    them to breed with the right upgrade
  • 00:38:27
    finally Back to Basics remember that
  • 00:38:30
    horses help facilitate the Trade Post
  • 00:38:33
    mules facilitate the pack station and
  • 00:38:35
    oxen facilitate farming and the movement
  • 00:38:38
    of Timber the movement of Timber is done
  • 00:38:41
    in priority order where construction is
  • 00:38:44
    highest followed by the saw pit so
  • 00:38:46
    unless you specifically assign an ox to
  • 00:38:49
    the saw pit you will see the saw pit
  • 00:38:51
    grind to a halt during periods of heavy
  • 00:38:54
    construction assigning livestock to
  • 00:38:56
    specific buildings will will make a
  • 00:38:57
    world of difference to efficiency and
  • 00:38:59
    assigning families to hitching posts and
  • 00:39:01
    Stables will keep them ready to escort
  • 00:39:03
    the animals when needed actions that
  • 00:39:06
    become more valuable further along but
  • 00:39:08
    remember to at least get a second
  • 00:39:10
    Hitching Post and ax nice and early to
  • 00:39:13
    stay ahead of the threat of
  • 00:39:15
    [Music]
  • 00:39:18
    winter folks there is a ton more to talk
  • 00:39:22
    about including War specific trade and
  • 00:39:25
    expansion strategies and much more Ides
  • 00:39:28
    let me know if you have any specific
  • 00:39:29
    topics you'd like to see covered and
  • 00:39:31
    otherwise make sure you subscribe to
  • 00:39:32
    keep up with manl Lord's guides gameplay
  • 00:39:34
    and updates and if this video helped you
  • 00:39:36
    out consider hitting the like button as
  • 00:39:39
    always a massive Thanks goes out to all
  • 00:39:41
    of the channel members and patrons
  • 00:39:43
    who've been supporting the channel on a
  • 00:39:44
    monthly basis that'll Keep Us Alive and
  • 00:39:46
    running smoothly and of course a big old
  • 00:39:47
    Thanks goes out to each and every one of
  • 00:39:49
    you for watching until next
  • 00:39:52
    time cheers
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