MANOR LORDS | Beginner's Guide - 7 Essentials Before You Start
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.
Mappa mentale
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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- 00:00:00hey everybody it's party leite and today
- 00:00:01we're kicking off a beginner's guide to
- 00:00:03manords with a beefy video that covers
- 00:00:05some of the absolute Essentials you need
- 00:00:07to be familiar with in order to see
- 00:00:09success across a multitude of topics if
- 00:00:11you have specifics you'd like to see
- 00:00:12explained in more depth in future videos
- 00:00:14let me know in the comments below I have
- 00:00:16plans of my own but I'm always keeping
- 00:00:18an eye out for what people want me to
- 00:00:19prioritize I want to quickly mention
- 00:00:21that outside of this channel I am
- 00:00:23affiliated with the publisher hooded
- 00:00:24horse of course that has no impact on
- 00:00:27what I cover on the channel but I do
- 00:00:29like to mention it for Trans
- 00:00:29transparency and if you'd like more
- 00:00:31details on that affiliation you can find
- 00:00:33a video Linked In the description down
- 00:00:34below now for more Manor Lords guides
- 00:00:37gameplay and coverage in general feel
- 00:00:39free to subscribe to the channel and if
- 00:00:40this guide helps you consider hitting
- 00:00:42the like button but without further Ado
- 00:00:44and with time stamps below so you can
- 00:00:46jump around as you like let's begin with
- 00:00:49opening
- 00:00:51decisions first things first when you
- 00:00:53start a new game you want to take a step
- 00:00:55back and consider your starting region
- 00:00:57random start locations and resource
- 00:00:59deposits mean what's available in your
- 00:01:01immediate vicinity will change with each
- 00:01:03playthrough and this won't just impact
- 00:01:05how you expand to adjacent regions using
- 00:01:08your influence or what your trade
- 00:01:09economy is based on as we'll discuss
- 00:01:11later in this video but it should also
- 00:01:13make a difference as to how you
- 00:01:15establish and lay out your initial
- 00:01:16settlement this start is an excellent
- 00:01:19example of why you should first zoom out
- 00:01:21and take a look at everything around you
- 00:01:22to plan you'll see that I have a rich
- 00:01:25Stone deposit and an iron deposit in
- 00:01:27relatively close proximity but my food
- 00:01:29sources are buried deep within the
- 00:01:31forest far from where my initial
- 00:01:33starting stockpiles are looking at my
- 00:01:36current stockpiles I see that I have
- 00:01:37about 4 months worth of food so we need
- 00:01:40to make a beine to the food sources it's
- 00:01:42a good idea to open up the construction
- 00:01:44menu to gain access to the overlays and
- 00:01:47study them briefly first too underground
- 00:01:49water is essential to keep an eye on
- 00:01:51since by default you can only build
- 00:01:53Wells over areas with plenty of
- 00:01:55groundwater Wells provide drinking water
- 00:01:58and water to put out fires so you want
- 00:02:00more than just one in a growing city
- 00:02:03make sure to check soil fertility too
- 00:02:05you don't want to cover your most
- 00:02:06fertile soil with buildings and you'll
- 00:02:08want to make sure you have options on
- 00:02:09this front when it comes time to place
- 00:02:11your farms and figure out what crops and
- 00:02:14Foods you'll need to import due to
- 00:02:16lacking local
- 00:02:17fertility when putting down buildings
- 00:02:19the highest priority is always to
- 00:02:21establish a logging Camp first as
- 00:02:23without it you won't get Timber and
- 00:02:26without Timber you can't build anything
- 00:02:28else you'll also want to to secure a
- 00:02:30source of food as early as possible and
- 00:02:32place a wood Cutter's Lodge to acquire
- 00:02:34firewood to keep homes warm especially
- 00:02:37in time for winter here I'll tell my
- 00:02:40logging Camp to prioritize their work
- 00:02:42areas in a way that makes a specific
- 00:02:44clearing in the forest by using this
- 00:02:46tool in the advance tab pressing control
- 00:02:49and using the scroll wheel to adjust the
- 00:02:51size of the area before picking a spot
- 00:02:54ultimately with the intent to establish
- 00:02:56a hunting camp closer to the wild
- 00:02:58animals which would in turn make hunting
- 00:03:00a fair bit faster as the hunters would
- 00:03:02have to travel less distance between
- 00:03:04their camp and their prey I don't want
- 00:03:07to get too close to the herd with
- 00:03:09construction though because the animals
- 00:03:10will migrate away I can then continue
- 00:03:13clearing the forest with the help of the
- 00:03:15logging camp and wood cutters Lodge to
- 00:03:17get closer to the berries before they
- 00:03:18die in Winter and then much later down
- 00:03:20the line the clay deposit there's plenty
- 00:03:23of resources to eat plenty to build and
- 00:03:25manufacture with and plenty to trade all
- 00:03:28with a clear path for progression too
- 00:03:30with firewood and food acquisition
- 00:03:32underway you want to put down a market
- 00:03:34so that those goods are distributed
- 00:03:36amongst the people for use and you'll
- 00:03:38want to establish a granery and
- 00:03:39Storehouse so your starting resources
- 00:03:41are protected from the elements
- 00:03:43otherwise they'll go to waste next comes
- 00:03:46establishing homes and a source of water
- 00:03:49and then looking to fulfill the people's
- 00:03:51needs by selecting their homes and
- 00:03:53checking their demands as you fulfill
- 00:03:55these demands and upgrade enough homes
- 00:03:57you'll gain access to development points
- 00:03:59with which to determine this town's
- 00:04:01strengths plan your decisions based on
- 00:04:03what this specific region will need and
- 00:04:05what it has and keep in mind that future
- 00:04:07regions you expand into will have their
- 00:04:10own development trees so you can choose
- 00:04:12according to what those specific regions
- 00:04:13can provide and how you want to develop
- 00:04:16them if you lack or have minimal access
- 00:04:19to Essentials you want to consider
- 00:04:20establishing trade capabilities sooner
- 00:04:23rather than later or consider early
- 00:04:25expansion opportunities by zooming out a
- 00:04:27little further and assessing what's
- 00:04:29around you
- 00:04:30as you do so depending on the scenario
- 00:04:32you're playing you'll see Bandit camps
- 00:04:34on the map too make note of them as
- 00:04:36eliminating them will grant you a decent
- 00:04:38bit of wealth and killing the brigin
- 00:04:40that defend them will net you some
- 00:04:42influence you can use to expand with so
- 00:04:44you want to try and raise your army and
- 00:04:46March out in order to do so before the
- 00:04:49enemy Lord can but I'm getting ahead of
- 00:04:51myself first let's discuss optimized
- 00:04:56placement moving Goods takes a lot of
- 00:04:58time in Mana Lords and so properly
- 00:05:00planning your production chains and
- 00:05:02placing your buildings accordingly is
- 00:05:04very important roads aren't necessary to
- 00:05:07connect buildings but people and animals
- 00:05:09move a lot faster along roads and keep
- 00:05:12in mind that using the organic Road
- 00:05:14building tool you can widen the road
- 00:05:16easily by simply layering more and more
- 00:05:18roads on top of or right next to the
- 00:05:21same spot not only does this create a
- 00:05:23nice visual it also acts as a main
- 00:05:26thoroughfare where needed either way
- 00:05:28road construction is free since it's
- 00:05:30just dirt paths so don't hesitate to
- 00:05:32place these down where you need them you
- 00:05:34can always delete them if you'd like we
- 00:05:37already discussed some of the Nuance of
- 00:05:38building placement in the previous
- 00:05:40section placing buildings too close to
- 00:05:42animals will cause them to migrate away
- 00:05:44you should check soil fertility before
- 00:05:45building structures on your limited
- 00:05:47fertile soil and studying the map should
- 00:05:49give you a macro sense of how to develop
- 00:05:51your city but there are more localized
- 00:05:54decisions to make as well that might not
- 00:05:56be obvious for firsttime players in
- 00:05:58particular even if you're familiar with
- 00:06:00the
- 00:06:00genre keep in mind for example that
- 00:06:03Timber needs to be moved by oxen it
- 00:06:06doesn't magically appear where it's
- 00:06:07needed or where it's stored after being
- 00:06:10cut keeping your logging Camp close to
- 00:06:12where the wood cutting and processing is
- 00:06:14going to happen or where the vast
- 00:06:16majority of construction will take place
- 00:06:18then increases efficiency generally
- 00:06:21speaking it's also not a bad idea to
- 00:06:23build a second Hitching Post and
- 00:06:25acquiring an additional Ox early on to
- 00:06:28help more efficiently transport Timber
- 00:06:30around but more on that later note that
- 00:06:33your oxen will always be returned to
- 00:06:35their Hitching Post so you may want to
- 00:06:37move the one you start with if there's a
- 00:06:39better home based on the rest of your
- 00:06:41city's layout and it's worth noting that
- 00:06:43it can take months for a new Ox to
- 00:06:45arrive so you really need to plan ahead
- 00:06:48keep in mind that certain buildings like
- 00:06:50the logging Camp are free to move even
- 00:06:52after construction so if your tree line
- 00:06:55is Shifting as you make more clearings
- 00:06:57you can freely move the logging Camp
- 00:06:59along decided though it will still take
- 00:07:01time to rebuild and as mentioned
- 00:07:03previously Timber also needs to be
- 00:07:05hauled over to construction sites
- 00:07:07meaning the further away the
- 00:07:08construction site is from the logging
- 00:07:10Camp the longer it'll take to get the
- 00:07:12timber to said site and the longer it'll
- 00:07:15take to build as a result most other
- 00:07:18things are either stored in the building
- 00:07:19that collects or produces them or
- 00:07:21they're hauled to a storehouse or
- 00:07:23Granary from where they're picked up by
- 00:07:25your people as needed for further
- 00:07:27processing but not household consumption
- 00:07:30that's what the market is for as we'll
- 00:07:32discuss in a second as Goods can be
- 00:07:34stored and picked up from where they're
- 00:07:36produced you want to keep dependent
- 00:07:38buildings of a production chain in close
- 00:07:40proximity when that's not an option a
- 00:07:43granary or Storehouse should be built to
- 00:07:45hold the goods needed by the other
- 00:07:47buildings in the vicinity for quick
- 00:07:49access be it for further processing
- 00:07:51trade or distribution at the market
- 00:07:54markets distribute goods for household
- 00:07:56consumption based on proximity to homes
- 00:07:59and resource availability only
- 00:08:01stockpiling enough to meet local needs
- 00:08:03leaving Surplus back at storage though
- 00:08:06markets have decent reach houses that
- 00:08:08are further away from a market will have
- 00:08:10less access to Goods that are just
- 00:08:12barely meeting demand you should try to
- 00:08:14place your Market in centralized
- 00:08:16locations to maximize reach and keep an
- 00:08:18eye on people's needs not being met
- 00:08:21maybe your supply isn't quite meeting
- 00:08:23demand maybe your markets are too far
- 00:08:25away from certain homes maybe your goods
- 00:08:27are stored too far from the market
- 00:08:29for the market to be restocked quickly
- 00:08:31enough meaning by the time distant
- 00:08:33residents arrive at the market
- 00:08:35everything is already sold out this is
- 00:08:37very common finally it's possible that
- 00:08:40there aren't enough sellers at the
- 00:08:42market as I'll further explain later in
- 00:08:44the video one final consideration when
- 00:08:46it comes to placement has to do with
- 00:08:48commutes just like your people have to
- 00:08:50walk to the markets and the wells and
- 00:08:52the storage areas to get what they need
- 00:08:55they also have to walk from their homes
- 00:08:56to their workplaces the jobs your people
- 00:08:59take on can sometimes be optimized
- 00:09:01through reassignment especially as your
- 00:09:03city grows the best way to go about
- 00:09:05doing this is selecting the house whose
- 00:09:07family you want to reassign flip to the
- 00:09:10people's Tab and click the reassign
- 00:09:12workplace button choosing a nearby
- 00:09:14workplace this will ensure that as
- 00:09:16little time as possible is wasted
- 00:09:18getting to and from the workplace but
- 00:09:21keep in mind that you can't assign
- 00:09:23artisen families to other workplaces
- 00:09:25with that said worker assignment
- 00:09:27functions very differently in Lords as
- 00:09:29you may already be able to tell so it's
- 00:09:32essential that we discuss families and
- 00:09:36population
- 00:09:37growth in manner Lords you don't just
- 00:09:40track and assign individual people to
- 00:09:42workplaces like in most games but
- 00:09:44instead entire families each member of
- 00:09:47the family performs a different part of
- 00:09:49the job where they're assigned and if
- 00:09:51one family member dies they'll fairly
- 00:09:53quickly get replaced by a new arrival
- 00:09:55but that won't change the number of
- 00:09:57families that you're managing the
- 00:09:58efficiency of a family then is
- 00:10:00determined by how many members it has
- 00:10:02and if any of its members are sick the
- 00:10:04latter means they'll simply rest until
- 00:10:06they're feeling better which is why it's
- 00:10:08important to establish an herb garden at
- 00:10:10your forager Hut relatively early on at
- 00:10:13the top left corner you can see the
- 00:10:15number of unassigned and assigned
- 00:10:17families you currently have as well as
- 00:10:19the total population of your city
- 00:10:22unassigned families are the only ones
- 00:10:24who will build buildings so make sure
- 00:10:26you have at least a couple unassigned
- 00:10:28families when you're doing heavy
- 00:10:29construction to assign a family to a
- 00:10:32workplace you simply select the
- 00:10:33workplace and add families like so when
- 00:10:37this happens depending on the workplace
- 00:10:39different family members take on
- 00:10:40different roles as stated earlier some
- 00:10:43might be the ones acquiring or
- 00:10:45processing the goods at the building
- 00:10:47others might be the ones selling the
- 00:10:48output at the market so on and so forth
- 00:10:52you can actually see which families have
- 00:10:54a market set up by looking at production
- 00:10:56buildings that output the appropriate
- 00:10:57goods or the build that store them and
- 00:11:00keeping an eye out for this icon note
- 00:11:03that each stall doesn't sell everything
- 00:11:05available at the building whose workers
- 00:11:07established it for example a storehouse
- 00:11:10family might specifically establish a
- 00:11:12stall to sell firewood meaning they'll
- 00:11:14not actually distribute anything other
- 00:11:17than firewood regardless of what else is
- 00:11:19sitting at the storehouse in larger
- 00:11:21towns dedicated storehouses can help
- 00:11:23ensure all kinds of goods get
- 00:11:25distributed at the resulting Market
- 00:11:26stalls when you unassign families from a
- 00:11:29workplace those with Market stalls are
- 00:11:31the last to be unassigned it's worth
- 00:11:34noting that while all construction is
- 00:11:36done by unassigned families Market
- 00:11:38stalls are built automatically by the
- 00:11:41families that will establish them
- 00:11:42instead setting up the stall appropriate
- 00:11:44to the goods they sell based on where
- 00:11:46they work on which note if you ever want
- 00:11:48to see at a quick glance where families
- 00:11:50are assigned and where buildings have
- 00:11:52more slots for additional families just
- 00:11:54hold down Tab and take a look around
- 00:11:56this gives you a ton more information
- 00:11:58too you can see see which houses are
- 00:12:00ready for upgrades you can see which
- 00:12:01houses have which needs outstanding and
- 00:12:04much more besides moving on from family
- 00:12:07run markets when you raise your militia
- 00:12:09it's the men specifically that join the
- 00:12:11ranks dropping everything to do so you
- 00:12:14can see how many men are available to
- 00:12:16recruit when you go to establish units
- 00:12:18and either way since families in your
- 00:12:20town lose male members to military
- 00:12:22service when the militia is raised
- 00:12:24through rallying that means your economy
- 00:12:27comes to a stop in many ways and if you
- 00:12:29lose people on the battlefield you have
- 00:12:31to wait for Replacements to arrive lives
- 00:12:34lost in battle have an impact on your
- 00:12:36city as they should so you'll want to be
- 00:12:38very careful in battle it's important to
- 00:12:40note that houses that are upgraded in a
- 00:12:42specific way as I'll describe later will
- 00:12:44turn some families into Artisans these
- 00:12:47families cannot be assigned to
- 00:12:49workplaces and instead work from their
- 00:12:51homes producing Goods in their backyards
- 00:12:54based on how you've upgraded their homes
- 00:12:56be careful about upgrading families into
- 00:12:58artisans too quickly they might be able
- 00:13:00to make more advanced Goods sure but you
- 00:13:03need lower tier families to keep the
- 00:13:05basics operational and what's more while
- 00:13:07lower tier extensions can be demolished
- 00:13:10and replaced these higher tier ones are
- 00:13:13permanent once picked regardless of tier
- 00:13:16families consume food and fuel per month
- 00:13:19food is available in the form of meat
- 00:13:21vegetables berries bread eggs apples and
- 00:13:24honey while the latter is in reference
- 00:13:26to firewood and charcoal resources
- 00:13:29needed to warm the home but also fuel
- 00:13:31certain industries while these are both
- 00:13:33consumed at all times in the winter fuel
- 00:13:36consumption at homes increases
- 00:13:38drastically make sure you have a large
- 00:13:41Surplus because otherwise people will
- 00:13:43absolutely freeze to death the wood
- 00:13:45cutters Lodge collects firewood unlike
- 00:13:47the logging camp that specifically
- 00:13:49collects timber for construction and
- 00:13:51later on if you invest your development
- 00:13:53points appropriately you can build a
- 00:13:55charcoal Kil to turn firewood into twice
- 00:13:58as much charcoal
- 00:13:59do make sure you've built a wood
- 00:14:01Cutter's Lodge and do keep an eye on
- 00:14:03your predicted supplies keeping in mind
- 00:14:05that this doesn't necessarily warn you
- 00:14:06about the impacts of winter or
- 00:14:09population growth between now and then
- 00:14:12anyway back to families and perhaps the
- 00:14:14most important aspect of the how to get
- 00:14:16more you'll start with only a handful of
- 00:14:19course and you'll very quickly realize
- 00:14:20you need more to keep even the most
- 00:14:22basic parts of your settlement
- 00:14:24operational there are two aspects to
- 00:14:26consider here first is approval rating
- 00:14:30impacted by a variety of factors
- 00:14:31including the availability of basic
- 00:14:33needs the presence of a church and the
- 00:14:35food variety at the market place higher
- 00:14:38approval ratings help bring families in
- 00:14:40faster at 75% or higher you'll see up to
- 00:14:44two families join per month and between
- 00:14:4650 and 75% you'll see one new family
- 00:14:49join every month if approval drops below
- 00:14:5125% meanwhile you'll see families start
- 00:14:54to leave and some may even turn to
- 00:14:56banditry if public order is also low
- 00:14:59regardless of how high your approval
- 00:15:00rating is though people won't immigrate
- 00:15:03if you don't have space for them to
- 00:15:04settle down so make sure you're building
- 00:15:07plenty of houses if you want your City
- 00:15:08to grow but don't rush it either not
- 00:15:11only is there a limit to how many people
- 00:15:13will migrate per month to begin with
- 00:15:15mass building houses to leave them empty
- 00:15:18is simply a waste of Timber that could
- 00:15:20be used to build something more valuable
- 00:15:22in the mean time that's also wasted time
- 00:15:25spent building something that won't be
- 00:15:27used for much further down the line
- 00:15:29and of course remember more people means
- 00:15:32more mouths to feed and more homes to
- 00:15:34heat and that's why it's so important to
- 00:15:37come to grips with the housing
- 00:15:40system homes and manords work unlike any
- 00:15:43other City Builder you've likely played
- 00:15:45before using the burgage plot system to
- 00:15:47determine the layout and functionality
- 00:15:50of the space beyond what it provides for
- 00:15:51living first off houses aren't
- 00:15:54individually placed or zoned in the
- 00:15:56modern sense instead you you put down
- 00:15:59four points with the first two points
- 00:16:01determining the front and the other two
- 00:16:04helping determine the overall shape of
- 00:16:06the area using left click to place
- 00:16:08points and right click to undo the
- 00:16:10previous placement the space within
- 00:16:12these four points is then subdivided
- 00:16:15into plots depending on how much space
- 00:16:17there is and the shape of the overall
- 00:16:19space with you being able to opt to
- 00:16:21create fewer subdivisions if you prefer
- 00:16:23or rotate the orientation to determine a
- 00:16:26different front the points will snap to
- 00:16:28roads and the shape of the space within
- 00:16:30them will conform around other
- 00:16:31structures and there are three key
- 00:16:34Graphics to look out for as you're
- 00:16:35making adjustments here this symbol
- 00:16:38represents the house itself the main
- 00:16:40structure that'll house a family this
- 00:16:42one will always show up and if it
- 00:16:44doesn't the area you've drawn is too
- 00:16:46small The Wider the space you designate
- 00:16:49the more of these will show up and the
- 00:16:51more resources you'll need before you
- 00:16:52can actually tell construction to start
- 00:16:55feel free to place these one by one in
- 00:16:57the earlier days so you're controlling
- 00:16:58the consumption of construction
- 00:17:00resources and so that you're not waiting
- 00:17:02for a larger stockpile just so you can
- 00:17:04start building people homes as you make
- 00:17:07the designated space deeper a new symbol
- 00:17:09will appear this one represents the
- 00:17:12potential backyard extension for each of
- 00:17:14these houses these won't cost any
- 00:17:16resources when you initially establish
- 00:17:18houses but after the house is built
- 00:17:21you'll have the option to build
- 00:17:22extensions in these backyards and that's
- 00:17:24when there is an additional cost and
- 00:17:26construction time involved more options
- 00:17:29for these backyard extensions unlock as
- 00:17:31the house itself levels up but even the
- 00:17:33lowest level houses are able to build
- 00:17:35the basic options to provide additional
- 00:17:38resources to your city so a house with a
- 00:17:40chicken coup might sell eggs at the
- 00:17:42market for example keep in mind that
- 00:17:44these options are only available for
- 00:17:46houses that had this symbol attached to
- 00:17:48them when designating the housing area
- 00:17:50depending on the shape and size of this
- 00:17:52area some of the plots within might have
- 00:17:54this symbol While others don't pay close
- 00:17:57attention because this will determine
- 00:17:58determine which houses can actually get
- 00:18:00backyard extensions the final symbol to
- 00:18:03keep an eye out for is this one it'll
- 00:18:05likely be the rarest one to come up but
- 00:18:08it gives you the option to expand the
- 00:18:09capacity of a plot by adding another
- 00:18:12house within the area this means you can
- 00:18:14place the designated area at a lower
- 00:18:16cost even though there's technically
- 00:18:18room for an additional house that takes
- 00:18:20a little less space than a full plot
- 00:18:22that smaller house won't be built until
- 00:18:24you later tell it to be built costing
- 00:18:26the same amount of Timber as a regular
- 00:18:27house and making room for more storage
- 00:18:30and an additional family on the same
- 00:18:32plot meaning you'll have two families
- 00:18:34working on the same backyard extension
- 00:18:36increasing its efficiency and this is
- 00:18:38also a way to fill out smaller nooks and
- 00:18:40crannies of your city while giving it a
- 00:18:42more organic feel don't be afraid of
- 00:18:44funky shapes here manal Lords is an
- 00:18:46organic City Builder that reflects City
- 00:18:48Planning from a bygone era apart from
- 00:18:51that remember that houses are where
- 00:18:53entire families live not individuals
- 00:18:56families operate as a unit as dis
- 00:18:58described earlier another thing to keep
- 00:19:00in mind is how houses upgrade this will
- 00:19:03be familiar to people who play games in
- 00:19:05this genre but whether you've played
- 00:19:06city builders before or not specifics
- 00:19:09are a little different here so it's
- 00:19:10worth highlighting there are a few
- 00:19:12different categories of needs and at
- 00:19:14higher levels the needs increase too
- 00:19:17that's par for the course nearby Wells
- 00:19:19provide water a nearby Church fulfills
- 00:19:21the desire for a church and a nearby
- 00:19:23Tavern with ale fulfills the desire for
- 00:19:26a Tavern everything else is acquired
- 00:19:29from markets so keep a decent supply of
- 00:19:31desired Goods establish markets nearby
- 00:19:34and keep an eye out for stalls actually
- 00:19:36being opened at these markets make sure
- 00:19:39to hover over needs to see details don't
- 00:19:41just assume what they represent and yes
- 00:19:44things produced in the backyard
- 00:19:46extension of a house will be made
- 00:19:48available at the market or at
- 00:19:49storehouses and granaries for others to
- 00:19:51meet their needs once all needs are met
- 00:19:54at a level you can upgrade the home at
- 00:19:56the cost of some resources upgrading is
- 00:19:59essential in making progress towards
- 00:20:01higher Town levels which in turn will
- 00:20:03allow you to unlock options using
- 00:20:05development points that aside upgrading
- 00:20:07a home will also give you access to
- 00:20:09higher level backyard extensions these
- 00:20:12higher level extensions turn the
- 00:20:14residence of a house into Artisans
- 00:20:16meaning they'll no longer be a part of
- 00:20:17the regular assignable Workforce as
- 00:20:20mentioned earlier instead working on
- 00:20:22their own craft in their backyard this
- 00:20:24is how you bolster your access to some
- 00:20:26of the more advanced Goods note that
- 00:20:29some of these backyard extensions
- 00:20:30benefit from being larger a larger
- 00:20:33vegetable garden or a larger Orchard is
- 00:20:35going to produce a greater output but a
- 00:20:37larger backyard for the other options
- 00:20:39don't make a difference a larger Garden
- 00:20:42or Orchard does take longer to work than
- 00:20:45a smaller one though so there's a
- 00:20:46balancing act involved as a resident
- 00:20:48family spends more time planting and
- 00:20:50harvesting missing out on time spent
- 00:20:52working where they're assigned this is
- 00:20:55where an expansion that puts two
- 00:20:56families on a single plot can help help
- 00:20:58with efficiency plan the sizes of
- 00:21:01backyard extensions and pick them
- 00:21:03accordingly and remember that chicken
- 00:21:04coops and large vegetable gardens are
- 00:21:06great at the start when you need an
- 00:21:08additional and consistent early source
- 00:21:10of food now as you may have noticed
- 00:21:13building these costs wealth and that's
- 00:21:16yet another interesting and complex
- 00:21:18matter here so let's discuss wealth
- 00:21:22trade and
- 00:21:24expansion there are two kinds of wealth
- 00:21:27both important for different reason
- 00:21:28reasons Regional wealth and treasury
- 00:21:32Regional wealth is the collective wealth
- 00:21:33of the people living within a single
- 00:21:35region generated monthly with higher
- 00:21:37level housing burned through the export
- 00:21:39of goods or acquired by eliminating
- 00:21:42Bandit camps and distributing their
- 00:21:43wealth accordingly it's used to import
- 00:21:46goods and livestock to establish trade
- 00:21:49routes and to build some of the backyard
- 00:21:50extensions for your burgage plots it
- 00:21:53also at the cost of approval helps
- 00:21:55generate money for the treasury through
- 00:21:57taxation once you've built your Manor
- 00:22:00your treasury is also bolstered through
- 00:22:02the eradication of Bandit camps choosing
- 00:22:04to keep the wealth for yourself when
- 00:22:05doing so instead the money from the
- 00:22:08treasury is used in ways Regional wealth
- 00:22:10can't be the treasury funds the hire of
- 00:22:13mercenaries the settlement of new
- 00:22:14regions and the expansion and upgrade of
- 00:22:18your personal retinue dedicated soldiers
- 00:22:20who aren't taken from the general
- 00:22:22population and can fight without
- 00:22:24bringing your economy to a
- 00:22:26stop influence is a form of current
- 00:22:28curency 2 used to push your claims and
- 00:22:31acquire additional regions where you can
- 00:22:33build settlers camps and begin new
- 00:22:35Villages and it can be acquired through
- 00:22:37the elimination of enemy units like
- 00:22:39brins and through the tithe that takes
- 00:22:42food from the region and converts it
- 00:22:44into influence only available once
- 00:22:46you've built your Manor building your
- 00:22:48Manor provides some influence too and
- 00:22:50the completion of the manor will unlock
- 00:22:52policies though only a few are available
- 00:22:55at the time of this recording with
- 00:22:57wealth defined let's look at one of the
- 00:22:59key ways to acquire it trade trade
- 00:23:03cannot take place without first
- 00:23:05establishing a trade post or a livestock
- 00:23:07Trading Post the former trades
- 00:23:10everything but livestock and the latter
- 00:23:12well trades livestock but both need you
- 00:23:15to assign at least one family first the
- 00:23:18various members of the assigned families
- 00:23:20will haul Goods over to the trade
- 00:23:22buildings for export or will otherwise
- 00:23:24travel to and from the trade points
- 00:23:26located at the edges of the map to move
- 00:23:29Goods back and forth it's important to
- 00:23:31note that these Traders will try to get
- 00:23:32on the road as soon as possible often
- 00:23:35going the long way around to do so so
- 00:23:37make sure you place roads from the trade
- 00:23:39buildings that take them more directly
- 00:23:41towards these trade points and ensure
- 00:23:43faster trade acquiring a horse at the
- 00:23:45Trade Post allows for even faster trade
- 00:23:48as the families otherwise move Goods
- 00:23:50back and forth on foot and in smaller
- 00:23:52quantities and finally establishing
- 00:23:55trade routes is another way to make
- 00:23:57trade faster at times even a
- 00:23:59prerequisite to trade certain Goods at
- 00:24:01all it costs Regional wealth with a cost
- 00:24:04increasing per established route but it
- 00:24:07guarantees a foreign Trader will come to
- 00:24:10your Trade Post to trade the resource in
- 00:24:12question and in the case of higher tier
- 00:24:14or military equipment it allows for the
- 00:24:17trade of the goods to take place in the
- 00:24:18first place if you decide not to
- 00:24:21establish a dedicated trade route for
- 00:24:22any one of these Goods that doesn't need
- 00:24:24one as a prerequisite for trade you will
- 00:24:26still see foreign Merchants come through
- 00:24:27from time to time to go to your Trade
- 00:24:29Post pick up what you have on offer and
- 00:24:31give you the appropriate amount of
- 00:24:33silver in order to see these Merchants
- 00:24:35traveling around just zoom out hold down
- 00:24:38Tab and keep an eye out for this icon
- 00:24:40they move along the king's road so it
- 00:24:42can be beneficial to place these trade
- 00:24:44posts closer to those main roads but
- 00:24:46truth be told I've seen those Merchants
- 00:24:48take detours if you have something they
- 00:24:50really want either the way this is a
- 00:24:52great way of securing passive income
- 00:24:54without having to invest in that
- 00:24:56dedicated trade route there are options
- 00:24:58in the development tree that are ideal
- 00:25:00to get if you intend to rely on trade
- 00:25:02trade Logistics sets a cap on the price
- 00:25:05of unlocking trade rots regardless of
- 00:25:07how many you've previously unlocked and
- 00:25:09you can later than remove the tariffs
- 00:25:12that make it so expensive to import
- 00:25:14literally anything this then allows you
- 00:25:16to import raw materials cheaply process
- 00:25:19them into finished goods and then export
- 00:25:21said finished goods for great profits in
- 00:25:24order to trade at either of these trade
- 00:25:26buildings you simply need to set what
- 00:25:28whether you're importing exporting or
- 00:25:30doing both to maintain a certain stock
- 00:25:32of the item then you choose what that
- 00:25:34Target stock level is you can see the
- 00:25:37Import and Export costs on these screens
- 00:25:40and of course establish the
- 00:25:41aformentioned foreign trade routes too
- 00:25:44note that if you choose to import
- 00:25:45something at a Trade Post in one region
- 00:25:47and Export the same thing at a Trade
- 00:25:49Post in a different region Goods will
- 00:25:52move accordingly between them make sure
- 00:25:54to set the exporting Trade Post first so
- 00:25:57the importing Trade Post knows it's
- 00:25:59available to buy from free from
- 00:26:01exorbitant tariffs lowering the import
- 00:26:03cost only the exporting trade poost
- 00:26:06needs a family to move Goods like this
- 00:26:08and both trade posts can export to each
- 00:26:10other with regional wealth spent and
- 00:26:12earned between the regions then there's
- 00:26:15the pack station this building is only
- 00:26:18needed after you've secured additional
- 00:26:20regions operating without the need for
- 00:26:22regional wealth to move goods between
- 00:26:24regions each station is assigned one
- 00:26:27trade partner one resource to send out
- 00:26:29and one resource to bring back each of
- 00:26:32these must be selected before the
- 00:26:34station becomes operational and a family
- 00:26:36is needed to actually do the hauling
- 00:26:38while giving them a mule allows them to
- 00:26:40haul more Goods at a time The Bartered
- 00:26:43Goods need a viable storage area at
- 00:26:45their point of origin and destination
- 00:26:47before shipping begins so if you're
- 00:26:50trying to send food to support a newly
- 00:26:52established region for example it first
- 00:26:54needs a granary established so your
- 00:26:56people have a destination at which to to
- 00:26:58drop the food off barter stations and
- 00:27:01trade posts allow you to specialize your
- 00:27:03regions and have them support each other
- 00:27:05but remember these families will use
- 00:27:07existing roads to go from region to
- 00:27:09region so make sure to place roads of
- 00:27:11your own to make a fast and convenient
- 00:27:13route for them to follow because don't
- 00:27:16forget the complexity of hauling and
- 00:27:19distributing
- 00:27:21Goods we've already talked about some
- 00:27:23aspects of the movement of goods but
- 00:27:25here we'll dive a little deeper to this
- 00:27:27very important topic
- 00:27:28you already know that Goods take time to
- 00:27:30move shipped around in small quantities
- 00:27:32by hand in larger quantities by cart or
- 00:27:36by animals when needed or advantageous
- 00:27:39you know that roads help goods and
- 00:27:40people move around faster and you know
- 00:27:42that Timber can only be moved with the
- 00:27:44help of oxin you also know that it's a
- 00:27:47good idea to get additional hitching
- 00:27:49posts so you can order additional oxen
- 00:27:51to have more efficient movement of goods
- 00:27:53and you know that once you order an ox
- 00:27:56it can take months for the animal to
- 00:27:57actually arrive so you should plan well
- 00:27:59ahead what else is there to know well
- 00:28:02first of all who does the moving when it
- 00:28:05comes to construction unassigned
- 00:28:07families will haul what they need with
- 00:28:09the help of oxen if needed they do this
- 00:28:11solely for the purpose of construction
- 00:28:13as families not assigned to a job can be
- 00:28:16considered to be assigned to
- 00:28:17construction as their job you can assign
- 00:28:20families specifically to hitching posts
- 00:28:22to make sure their sole task is to
- 00:28:24facilitate the movement of goods that
- 00:28:26move with the help of oxen with that
- 00:28:28aside unassigned families and families
- 00:28:31assigned other tasks will also help
- 00:28:33guide oxen regardless of what they're
- 00:28:35assigned to or where the ox is needed
- 00:28:38even Beyond construction so if a saw pit
- 00:28:41needs Timber an unassigned family might
- 00:28:43guide an ox to bring some over or if an
- 00:28:46unassigned family is not available an
- 00:28:48idle family member from an assigned
- 00:28:50family may do the same too and if you
- 00:28:52set a construction Reserve you can
- 00:28:54ensure that some Timber is kept aside at
- 00:28:57the logging camp for
- 00:28:59construction it's a good idea to do so
- 00:29:01since most buildings require timber for
- 00:29:03construction so you'll almost always
- 00:29:05want some on hand the case of the saw
- 00:29:08pit is unique though because as stated
- 00:29:10earlier other families are willing to
- 00:29:12guide the aux to bring Timber where
- 00:29:13needed you can assign animals to a
- 00:29:16specific workplace to make sure one is
- 00:29:18always available for that building but
- 00:29:20even then all families are willing to
- 00:29:22move an ax it is by the way a good idea
- 00:29:27to assign ox and like this for high
- 00:29:28priority buildings like farmhouses but
- 00:29:31make sure to have at least one
- 00:29:32unassigned for General use too now apart
- 00:29:35from the movement of Timber families
- 00:29:37with assigned jobs always handle
- 00:29:40resource acquisition for their jobs
- 00:29:42sending somebody over to gather required
- 00:29:44materials from the nearest stockpiles
- 00:29:47grabbing berries from The Granary to
- 00:29:49make dyes for example is done by the
- 00:29:51family assigned at the D Workshop but if
- 00:29:54the nearby Granary doesn't have any
- 00:29:56berries they'll make their way over to
- 00:29:58the nearest stockpile which may be a
- 00:30:00distant foragers Hut that's one of the
- 00:30:02main reasons to have well-placed
- 00:30:04granaries and storehouses to make sure
- 00:30:07families don't have to travel far to get
- 00:30:09the raw materials they need while
- 00:30:11production buildings have at least some
- 00:30:13storage space where they can stockpile
- 00:30:15Goods or take to the market to sell if
- 00:30:18you want to get products to a proper
- 00:30:20centralized storage area you need to
- 00:30:22assign workers at the storehouses and
- 00:30:24granaries respectively these workers
- 00:30:26will go to other buildings to pick up
- 00:30:28and haul their goods that their
- 00:30:30respective structures can store and
- 00:30:32stockpile them for others to then pick
- 00:30:34up or otherwise establish Market stalls
- 00:30:37to sell the goods themselves if
- 00:30:39needed so if you have a family gathering
- 00:30:42berries off in the distance one of them
- 00:30:44could sell said berries at the market or
- 00:30:47you have a family assigned at The
- 00:30:49Granary that's much closer to the market
- 00:30:51and then that family handles hauling the
- 00:30:54berries over from the forager Hut to The
- 00:30:55Granary and then selling them at the
- 00:30:58local market the grannery in this
- 00:31:00example might also be closer to a nearby
- 00:31:02Dyer's Workshop making it more
- 00:31:04convenient for the dyer to pick berries
- 00:31:06up from this nearby graner rather than a
- 00:31:08far off forager's Hut but just a
- 00:31:11reminder that regardless of where the
- 00:31:13berries come from the die at the Dyer's
- 00:31:15Workshop is staying there unless a
- 00:31:18family is assigned at the storehouse
- 00:31:20because again every production building
- 00:31:22has storage space but it's not that
- 00:31:24building's job to send their goods to
- 00:31:27the storehouse or Granary so they'll
- 00:31:29hold on to them until a storehouse or
- 00:31:31Granary worker comes by to pick them up
- 00:31:34it's worth noting that storehouses have
- 00:31:36limited slots for families so they can
- 00:31:38stockpile more than just one kind of
- 00:31:40product that sells at the market so
- 00:31:42unless you build multiple storehouses
- 00:31:44with specific storage rules breaking
- 00:31:46down Fuel and clothing and raw materials
- 00:31:49and give them families each chances are
- 00:31:52that at least some of your markets will
- 00:31:54be manned by the families that produce
- 00:31:56the goods back at the respective
- 00:31:58buildings though they'll still pick up
- 00:32:00stock from the nearest stockpile a
- 00:32:02single Market isn't limited to one stall
- 00:32:04of each type though you'll see multiple
- 00:32:07of the same type of stall each tended to
- 00:32:09by a different family likely working at
- 00:32:11different places that stockpiles the
- 00:32:13same Goods granaries also have limited
- 00:32:16slots for families and if you're not
- 00:32:17able to meet food demands at the market
- 00:32:19with each of those families already
- 00:32:21having Market stalls you might need to
- 00:32:23establish another Granary to assign
- 00:32:26additional families who might establish
- 00:32:28additional stalls or you can hope that
- 00:32:30families at the various food production
- 00:32:32buildings establish Market stalls of
- 00:32:34their
- 00:32:35own another thing to keep in mind with
- 00:32:37storehouses and granaries is that you
- 00:32:39can set their work area to make sure
- 00:32:41they only collect things from the
- 00:32:43buildings within said work area now I've
- 00:32:46mentioned the market many times here but
- 00:32:48I haven't actually highlighted how to
- 00:32:50build one it's simply a matter of using
- 00:32:52the plotting system to establish an area
- 00:32:53within which families will set up stalls
- 00:32:56at no resource cost to you limited only
- 00:32:59by the maximum space available these
- 00:33:01Market stalls are where goods are
- 00:33:03actually distributed from and you can
- 00:33:05unlock firewood carts and food carts to
- 00:33:08import said Goods using Regional wealth
- 00:33:10instead of producing them locally and
- 00:33:12then they'll sell at the market as
- 00:33:14described earlier proximity to a market
- 00:33:17is part of what determines if a house is
- 00:33:19getting what it needs but so is the
- 00:33:21Market's proximity to stock piles of
- 00:33:23what it sells to ensure timely
- 00:33:25restocking of goods as is the number of
- 00:33:27stock s of different kinds of things at
- 00:33:30the market if you find your families
- 00:33:32aren't getting enough food or clothing
- 00:33:34for example you might need to assign
- 00:33:36additional families at granaries
- 00:33:38storehouses that only store clothes or
- 00:33:40at buildings that produce those goods
- 00:33:42all in the hopes of additional stalls
- 00:33:44being built this is typically the more
- 00:33:47common problem as you get larger and
- 00:33:49larger in the case of your storehouses
- 00:33:51you want to get specific with what they
- 00:33:53can store as your town grows to ensure
- 00:33:56the families that work at them are
- 00:33:57building the kinds of stalls your people
- 00:33:59need otherwise you might end up with a
- 00:34:01bunch of firewood stalls at the market
- 00:34:03while all your shoes collect dust and
- 00:34:05storage managing your
- 00:34:08agriculture around your second or third
- 00:34:10year you'll want to start investing in
- 00:34:12agriculture it takes a sizable
- 00:34:14population and a handful of buildings to
- 00:34:16get everything up and running so you
- 00:34:17don't want to invest in it too quickly
- 00:34:19relying on berries and meat and imports
- 00:34:22in the meantime first there are the
- 00:34:24fields where crops are actually grown
- 00:34:26you'll be able to choose whether whether
- 00:34:27they grow emmer which is a type of wheat
- 00:34:30flax or barley or alternatively if
- 00:34:32they'll be left phow and you can see
- 00:34:34starting fertility of the soil using
- 00:34:36these overlays wheat is needed for bread
- 00:34:39flax for linen and then clothes and
- 00:34:42barley for ale while leaving a field
- 00:34:44phow allows it to regain lost fertility
- 00:34:47to a greater degree you'll want to
- 00:34:49participate in crop rotation by checking
- 00:34:51this box and choosing what the rotation
- 00:34:53should be by not planting the same crop
- 00:34:56back to back on the same field
- 00:34:58you'll allow the fertility and resulting
- 00:34:59yield for that crop to recover in those
- 00:35:02skipped years with phow years being the
- 00:35:05most helpful to increase fertility
- 00:35:06across the board with the right
- 00:35:08development options and upgrades Fields
- 00:35:10can be used as pastures during fallow
- 00:35:12years more quickly increasing their
- 00:35:14fertility as a result all this reflects
- 00:35:17real practices and you should keep in
- 00:35:19mind that the wheat can be planted and
- 00:35:21grown in winter so you want to time
- 00:35:23things accordingly especially for your
- 00:35:25first year of farming you can always opt
- 00:35:28to harvest a field early if you're in a
- 00:35:29desperate situation but otherwise you
- 00:35:32can track the completion of plowing
- 00:35:34sewing growing and harvesting at
- 00:35:36appropriate times of the year with
- 00:35:38larger Fields taking longer to plow sew
- 00:35:40and harvest none of this happens without
- 00:35:43The Farmhouse where families are
- 00:35:45assigned to go to nearby fields to plow
- 00:35:47and sew and doing the former with the
- 00:35:49help of oxen if the heavy plow has been
- 00:35:52acquired through development points and
- 00:35:53an ox is assigned to the building this
- 00:35:56is also where families need to be
- 00:35:57assigned for harvest season and to
- 00:35:59process harvested wheat into grain this
- 00:36:02is all seasonal work so you should
- 00:36:04unassign families from other workplaces
- 00:36:07to assign them here to more quickly plow
- 00:36:09and sew the fields then you can reassign
- 00:36:12them back to their prior jobs as the
- 00:36:14crops grow and when harvest season comes
- 00:36:17you can once more bring the families
- 00:36:19back to work to Fields seasonal work
- 00:36:22exists beyond the fields sheep can't be
- 00:36:24sheared in the winter so there's no
- 00:36:26point having families as assigned to the
- 00:36:28sheep farm in Winter and berries are
- 00:36:30unavailable in the winter too so you
- 00:36:32don't need families to be assigned to
- 00:36:34the foragers Hut then either back to
- 00:36:36farming though once the field is
- 00:36:38harvested plaques can be turned to linen
- 00:36:40relatively easily while barley must be
- 00:36:43taken to a malt house to turn into malt
- 00:36:45and then to a brewery to be turned into
- 00:36:47ale breweries must be built as backyard
- 00:36:50extensions for houses tier 2 and up
- 00:36:53bakeries are unlocked through the use of
- 00:36:55development points before they can be
- 00:36:56built as back yard extensions for houses
- 00:36:58tier two and up but you can establish a
- 00:37:01communal oven where baking can take
- 00:37:04place as well but wheat doesn't just
- 00:37:06become bread first it's turned to grain
- 00:37:08at The Farmhouse and then it must be
- 00:37:11carried over to the windmill to be
- 00:37:12turned into flour by families assigned
- 00:37:14at the windmill windmill efficiency is
- 00:37:17impacted by terrain height as well as
- 00:37:19the proximity of trees and other
- 00:37:21buildings but consider the Lost
- 00:37:24efficiency if Goods need to be carried
- 00:37:26long distances to be processed and
- 00:37:28stored once the grain is turned into
- 00:37:31flour it's then picked up by the people
- 00:37:33working at the communal ovens and
- 00:37:35backyard bakeries where it's baked into
- 00:37:37bread to then be picked up by Granary
- 00:37:39workers or sold at the market all of
- 00:37:42these intermediate and final goods can
- 00:37:44be stored at granaries exported or
- 00:37:46imported but you can see how many
- 00:37:48buildings and families are needed to get
- 00:37:50Farming up and running with animal
- 00:37:52husbandry there are a few options
- 00:37:55backyard extensions provide chickens and
- 00:37:57boats for eggs and hides respectively
- 00:38:00the former for food the latter to turn
- 00:38:02into leather at a Tannery and then
- 00:38:03choose at a cobbler backyard extension
- 00:38:06but if you want sheep for their wool to
- 00:38:08process into cloaks at a tailor backyard
- 00:38:10extension you'll need a livestock
- 00:38:12Trading Post to import them slowly over
- 00:38:14time a sheep farm to Shear them outside
- 00:38:17of winter and if you want more than a
- 00:38:19handful of sheep a pasture whose size
- 00:38:22determines its capacity that will allow
- 00:38:24them to breed with the right upgrade
- 00:38:27finally Back to Basics remember that
- 00:38:30horses help facilitate the Trade Post
- 00:38:33mules facilitate the pack station and
- 00:38:35oxen facilitate farming and the movement
- 00:38:38of Timber the movement of Timber is done
- 00:38:41in priority order where construction is
- 00:38:44highest followed by the saw pit so
- 00:38:46unless you specifically assign an ox to
- 00:38:49the saw pit you will see the saw pit
- 00:38:51grind to a halt during periods of heavy
- 00:38:54construction assigning livestock to
- 00:38:56specific buildings will will make a
- 00:38:57world of difference to efficiency and
- 00:38:59assigning families to hitching posts and
- 00:39:01Stables will keep them ready to escort
- 00:39:03the animals when needed actions that
- 00:39:06become more valuable further along but
- 00:39:08remember to at least get a second
- 00:39:10Hitching Post and ax nice and early to
- 00:39:13stay ahead of the threat of
- 00:39:15[Music]
- 00:39:18winter folks there is a ton more to talk
- 00:39:22about including War specific trade and
- 00:39:25expansion strategies and much more Ides
- 00:39:28let me know if you have any specific
- 00:39:29topics you'd like to see covered and
- 00:39:31otherwise make sure you subscribe to
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- 00:39:52time cheers
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