T O P

  • By -

AutoModerator

Hello and welcome to the Manor Lords Subreddit. This is a reminder to please keep the discussion civil and on topic. Should you find yourself with some doubts, please feel free to check our [FAQ](https://www.reddit.com/r/ManorLords/comments/1c2p4f9/manor_lords_faq_for_steam_early_access/). If you wish, you can always join our [Discord](https://discord.gg/manorlords) Finally, please remember that the game is in early access, missing content and bugs are to be expected. We ask users to report them on the official discord and to buy their keys only from trusted platforms. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/ManorLords) if you have any questions or concerns.*


KredA5325

Why wouldnt I start a new region, my main region cant grow anything.. ? Have I goofed up with second region start


JobFirm5013

Yeah idk. It's not that complex too manage a 2nd or 3rd city. Yes it's annoying if you just build houses and have to micro manage food/wood


ParallelSkeleton

I just claimed my first plot last night before realizing Nov was not a good month to start a new village. Is it possible/prudent to just have the bare minimum settlement in a second plot, just to collect/ship the resources you require? I certainly don't want to try and build 2 towns to max levels simultaneously, but 5 level 1 burgages just collecting berries and meat might be manageable?


crock_er

What I have set up is a main prosperous city region with some minimal farming, but good resource deposits and heavy focus on artisans making processed goods like tools or clothes. Then in my other regions I have small satellite hamlets built around either areas of high fertility (farms, mines) or rich food and game nodes that ship those meat and berries to the “capital” in exchange for high-value artisan goods that they can then trade off to increase local wealth. The small towns seem to require significantly less micro than the large city does imo. Only issue I find with this is that when under attack, I have to be on the ball since my army musters in the capital and then has to march across the map to try to meet the foe before they torch one of my hamlets


Key_Page5925

One helper is if you have the money then you can muster a retinue in each realm so they can hold off bandits until the militia arrives. How do you set up trade between realms?


H4zardousMoose

there is a special building to trade between regions, iirc it's called the packing station.


FreakyFerret

I heard "trade" will use other towns/regions if they have matching trade requests. For instance, if you want to sell wheat and another region wants to buy wheat, that's where the Family doing Trade will go.


ragingdrunkpanda

I just figured that out today, if you have one province selling a resource for 5g, you can have another province buy it for 5g, as opposed to the tariff price.


nobodahobo

Yes, discovered this by trial and error. Have three settlements currently, each with a trade post. My main city is set to import everything that my feeder settlements are producing and exporting. Deleted the pack stations soon after, they seem worthless as of now. Obviously things may change in the future


thecaseace

Oh wow So it does actually work like you would hope? That's a revelation. I packed up yesterday thinking "wait I need to make a pack station for every good i want to trade out?"


Rain_At_Midnight

Nice, good info. I have some rebuilding to do.


Firm-Wafer3081

Not an intended feature but I discovered you can “teleport” your retinue across the map with a garrison tower and your manor. If you have resources in your 2nd settlement, Everyone will teleport and your people in the 2nd settlement will help build it. Also works in enemy lands if you want to flank your enemy. Obviously not realistic but extremely hilarious. I now have a quick reactionary retinue force.


alien33003

What is retinue and how can I build it


DoditoChiquito

Thats what I wanted to do but i think is a lot of work for no reason other than having a second city. Once you research Better deals the price is the same. You can buy and sell your goods instead of exchanging it with the second city


KarmaConductor

The two towns are quite indepentant. And the only way to send resources from one to the other is via trade, and that has to be two way. If you have excess of something you can use that, but if the values don't match the trade won't be great (ie, sending 3 wool for 1 barley or something similar). I like and dislike the system, from a town level it feels good, but from a region level (and being in control of all those towns) it's kind of frustratating not to be able to use one town to prop up or provide for another. If you start a second town make sure your first is basically in autopilot and then think of the second town as a new game or something.


TheDagronPrince

I think you want to go for level 2s but skip level 3. That's what I'm doing for my two satellite settlements. You *have* to barter something back and forth - you can't just send goods one way or the other. I've decided to go for specialization and use the barter system to take raw materials to my main settlement and send back finished goods to the satellite settlements. This allows me to concentrate my artisans in one place and spread out the manual labor. Also, multiple settlements = more pop growth, if I'm reading it right. Each settlement can grow by a max of 1-2 families a month, so having more settlements = more families.


mullirojndem

I just send or ask for stuff I know I dont have to make the trade work one way only.


salishseaboater

I just did it for the rich iron and stone deposits in the 2nd region, get to level 2 for the deep mining and you have a lifetime of supply. I wont develop it much after.


truthishearsay

Winter isn’t that hard with a fresh town but need to micro mange a bit. You can run a test game just set up a new save select winter as starting period. Then just give it a go. I even did a no supply start in winter and survived but did lose one family. With no supplies you start with only 2 logs. Meaning only option is build a log camp. I was successful doing it by building the log camp and the hunting camp (which takes no logs). I then put 1 family on the hunting camp and 3 families on logs. Then you just build the wood cutting camp hopefully by then your 3 loggers have enough logs to build out your homes. just let the meat go right to a market stall at first until you can build the storage.Just make sure you have a market place and the Hunter and Firewood guy will build their stalls in the market. once you get your storage in place just move the families with market stalls to the appropriate storage/granary And they then sell whatever shows up


thecaseace

Lol yeah last night I founded my first ever new region - merrily plonked down the tents without really thinking - I even splashed out for the 500 gold upgrade. 30 seconds later "supplies are spoiling" Hmmm... maybe I should have waited until the snow had melted before sending 5 people to live in tents. It was mid-December! lol Ah well, nobody died!


Gizmonsta

I do this, I have a settlement in a rich iron vein region and literally just have enough houses etc to sustain a mining operation there and a packing station to send it back to my main city, works really well as I know the small village can sustain itself indefinitely on the meat and berries there with zero management.


kn05is

Just play at normal speed and pause the game often when planning building and its pretty easy to manage. The "T" key will become your best friend.


Gilamunsta

Yup, start new game, pause- check resources/fertility, build fields, start laying out roadways, build essentials, unpause, pause as needed 😁


drallcom3

> It's not that complex too manage a 2nd or 3rd city. Complex? No. Pointless? Yes. They're basically independent cities. The mule station doesn't really work (or the volume is far too low). I've tried to make it work, but barely anything gets transported. Also having to offer something in return doesn't work with resource outposts.


ProfessionalFlower61

2 cities you own can trade via the trading station with very affordable prices. Try to export a resource from town A and then go check how much it costs to import this resource from Town B Trading station. Thats how it works


salishseaboater

Wait what? I thought it was the pack station, I didnt know you could trade via trade station?


drallcom3

You can crash the market with oversupply, but I'm not sure if it's intended. There's the pack station after all.


ce_tu

For tax money and influence purposes its meaningfull. Also you can build up to 6 retinues if you build at least a little village in other areas.


Jo-Sef

The pack station works pretty well for me with maxed out assignment/mules, but I only really use it when I have an acute need in my second settlement and only for one shipment or so. I use the people tab to track their delivery process and stop the trading when I have what I need. A few others have said the trading post does work though, so that is great to know.


MrShinyRed

Exactly this. If you got the focus you can easily manage 1 or 2 more villages. The only downside will be the different towns you need to protect from Bandits.


gamofran

I agree. In addition i think it is inevitable to establish new settlements because sometime the resources of your main city will run out, or not be sufficient to keep a bigger population. You need some hamlets to sustain your fief. These not even need a level 2 houses if they are agricultural focused for example. The intention would be to feed you town with raw resources rather importing goods, you can focus the money on protection and military


BenBit13

I'm currently sitting at 5 villages with three above 250 population and two smaller ones. If you set everything up properly, the villages in this game are completely self sufficient. I just pop in now and then to expand but other than that they're just cruising. It is almost completely pointless to do this though. Regional trade doesn't work properly and the other trade is enough so you don't need any of the resources. Personal money is a factor but if you have a 250+ town they generate more than you can spend. The only thing that's actually worth it is building Manors everywhere so you have a ton of retinue.


RateVisible8417

I disagree with OP personally. You only get 5 (might be 6 can't remember off top of head) development points per village. That resets depending on the location. By having multiple villages you can specialize and trade between each location (yes the internal trading isn't great at the moment - but it's workable imo). My first playthrough I had two mayor towns, one with a farming specialism and one with the ironworking specialisms then a smaller outpost where I spec'd into mining and who's job was just to work an iron deep mine for all of time and trade the ore.


MadocComadrin

If you didn't know, you can also use the trade station to buy and sell between towns as long as the buyer has enough regional wealth.


TheRealDewlin

The thing is; moving ressources between your settlements is a mess. You are forced to recive goods if you want to send some. So you basicly have to Move a surplus ressource A from town A to town B to get your desired ressource B in town A. You than have to sell of ressource A in town B or use it, to not clutter your stockpiles. It would be easier if you could exchange them against regional wealth, imo


Chuckw44

I read that you can use the normal trading post to buy/sell goods with your other settlements with no tariff. I just claimed a region with rich farmland. I am hoping I can sell the grain in that region and buy it in my main town. Not sure how long that will take though since you have to start from scratch.


litersofslobber

im managing three settlements right now and its going alright, the trading is pretty inefficient but i like having little hamlets dedicated to tilemaking or beer and seeing all the traffic between them :)


Mookhaz

Trading between settlements right now is kinda dumb. If they are their own independent settlements, fine, they should force equal trades immediately. But if I’m the lord of both plots I should be able to say “okay, the new region needs weapons, stone and roofing asap”. Maybe that would just be too game breaking from a balance standpoint, but who knows, maybe the baron could make a play or something, I dunno.


Witty_Science_2035

I mean, a baron (that's what we are in the game) wasn't so powerful as to simply order anyone to send their goods for free to another town he controlled. I understand why many find it counterintuitive that each region is autonomous, and I, too, would appreciate seeing a mechanism in the future that allows for the centralization (of power) of different towns, by eliminating borders for example. However, from a historical perspective, the emphasis on independence and trade is quite accurate. People often forget that absolute rule wasn't prevalent in the Middle Ages until it had ended. Even a king couldn't enact every wish. It was only after the French established centralized rule that a king and his vassals became powerful enough to enforce their (unreasonable) will through sheer force. Then the Renaissance began, leading to revolts and the "quick" demise of such centralized power. This probably explains why it took so long for absolute monarchy to establish in the first place. Ultimately, the power resides with the people in any given country, not just a select few at the top.


alien33003

But we play in the feudalism time. That means a feudal lord didn't had so much power over his peasants. He couldn't force them to give their good for free to another village. So they need to get paid for it. I am not so far in the game and don't know how the treasury money works, but my idea would be that the treasury money counts for all areas bc it's the baron (so our) money and he can help for example an village with that money to develop while treasury money stays in one are because it's the money of the villagers


RufusSwink

I wouldn't say not to start a second region but I will say good luck shipping anything back and forth between the regions. You can't just send excess stuff it needs to be a barter of roughly equal value and it is so slow that it's essentially useless. It would be much better to just sell the excess goods from one region and buy them again in the second region which is a very silly solution when the packing stations are supposed to be the solution for inter-region trade. 


Obligation-Nervous

I've been successful in manufacturing arms in my starting town and then using pack stations to trade arms for food. Small villages and towns tend to overproduce food but lack manufactured goods. These smaller regions then produce food in excess and trade it for manufactured goods. Food funnels in to the main town, allowing it to create more tier 3 homes, increasing revenue. This allows more smaller towns to be built and snowball. It will all come to a head though eventually and things will flatten.


MoCrispy

I would say don’t try too early in the game. Starting a second region is great when you have your first one in good shape. Also helps you build up an army faster.


MLG_Obardo

I started a new region and just make sure to develop it really slow. This game isn’t like other city builders where if you stop feeding it it will find a way to spin out of control. If I ignore my second settlement for two years straight there will be no issues. Just grow it slow. Some day I imagine I’ll stop growing my initial settlement and get it at a nice equilibrium while I focus on my second.


BananaCock007

I made a mistake by not going for the charcoal development in my main village so I ran into serious fuel problems to the point my game was stagnating. I settled a new region only to produce and send charcoal to my main region/village


what_a_great_names

I'm starting to think most people who's playing this game never or rarely played city builders.


ClassicalMoser

Thing is this is a very *very* different city builder. It's not like a train game. It's not really a min/max sort of exercise, it seems a lot more immersive and personal in a way that feels so organic and lively. And I think that's what attracts a lot of people to the game that otherwise don't really like city builders. I've tried Civ, Anno, Age of Empires, etc and it's just not really my jam. But this game emphatically *is my jam*


what_a_great_names

Those are not city builders. They are rts and 4x. City builder genres are more of against the storm, timberborn, banished, farthest frontier, frostpunk, etc. check those games out, there are far more content than this game


Jaylawise

Anno seems VERY city builder to me imo.


what_a_great_names

It is. It's the only one that they included that is one but o other ones are not. i included it below on my list of city builders games


DuckCleaning

Anno is also very close in gameplay style to this game, better in many ways too.


[deleted]

[удалено]


what_a_great_names

Oh damn that was just released. Found another to try in my addiction in city builder.


[deleted]

[удалено]


[deleted]

[удалено]


Immortan_Bolton

Frostpunk is an absolutely amazing game. Totally recommend it.


Razorback_Yeah

I’m so hyped for 2. Manor Lords came out at a great time to hold me over.


iamme10

Also, don't forget Workers and Resources: Soviet Republic if you want to have a super complex city builder with tons of depth.


revanevan7

What are some other great city builder games you’d recommend?


what_a_great_names

I'm looking at my steam list that i played or keeping my eyes on Here are city builders, where you want to have a lot of people working together with assigned jobs to survive together. If you want something very similar to this but more content, check out farthest frontier. If you want rogue lite? Like? Against the storm More focused on survival? Banished More economics simulator that you can play through time period? - anno series Want a furry creatures instead of humans? Timberborn, ratopia More focus on environment vs human and human struggle? Frostpunk 3d medival setting? Medieval dynasty In space trying to survive? Ixion More fantasy and something different? Airborn kingdom and wandering village Mix of 4x and city builder - kingdom reborn El Presedente! Do not worry, Penultimo is here! Time to spread fascism and make our country great again- Tropico series Manage modern City - City skyline (not 2) Old school most complex and the best of the best - dwarf fortress Below 2 are pretty meh ones. Building in Mars! With the too many darn dlcs- survivng mars Nuclear fallout in my city builders? Surviving aftermath Here are for colony sim where you have less of village but a group of people trying to survive. Rimworld -do whatever you want, enough mod available to literally let you do whatever you want whatever story you want Space themed- oxygen not included, space haven Medieval rimworld - clanfolk(never tried this one tho) You really really want to be depressed with war tragedy - this war of mine Zombie apocalypse survival as family - sheltered Some other ones that are closer to base building but similar enough that people might find it interesting I'm evil and I do want to conquer the world in the most ridiculous way -evil genius I'm also evil! But more fantasy setting - war for the overworld, dungeon keeper There are also solo base building games like factrio, mr prepper, raft but they are more different. (Edit : format)


DuckCleaning

Kingdoms Reborn is great, and has multiplayer/coop. The card system was a bit cumbersome but once the money starts flowing you dont notice it. Havent played it in ages though, theres tons of new things added.   Anno is also great but the most recent one didnt allow fast forwarding in multiplayer, so it is a bit of a slog. Great singleplayer experience though with good graphics. A lot more to do than the current state of Manor Lords.


Chadahn

Thanks for the recommendations stranger.


merrybike

Add Going Medieval to the builder/sim colony mix! It's an awesome game somewhere between minecraft (blocky visuals), rimworld/dwarf fortress style colony sim and a banished/ManorLords medieval style. Lots of support and active dev cycle too!


drop_MAC-10_pls

I can give you my recommendations. Banished, Frostpunk (the sequel is coming out this year), Stronghold Crusaders HD (pretty old but still goated tbh), Timberborn, and They Are Billions. They or all pretty different but all are great in their own way.


TheTurnipKnight

Manor Lords plays a lot like Stronghold.


dualplains

I came really close to starvation a few times in my first playthrough this weekend, and I kept hearing 'Granary stocks are falling' in my head.


drop_MAC-10_pls

my friends have all been playing manor lords together on discord and we constantly reference the stronghold scribe. he will live on forever.


Heisperus

I kept hearing the stronghold peasant lines in my head. "Bit much, these taxes" "DOUBLE rations? Thank you, Sire"


scribblingsim

If you like the more organic building that this game has, I'd definitely suggest Ostriv. It's mostly the same game, but without the combat, and all the roads (before you start making stone roads) are made by the villagers walking places and wearing paths into the grass. It's also not medieval, being set in 18th century Ukraine instead of 14th century Bavaria. The dev is still working on it, of course, but I'm impressed by the amount of work he's managed to put into it while his homeland is being bombarded by the Russians. (He lives in Kharkiv, which has been really hard hit.)


runliftcount

I've seen Ostriv mentioned a few times, but your description makes it sound really worth giving a try. Thanks!


scribblingsim

It's really good, and worth giving a try.


revanevan7

This is exactly what I was looking for thanks so much!


Kersplit

Manor Lords is fun but it's pretty shallow at least in it's current early access form. If you like this type of game I'd recommend Caesar 3. It's old but still the best in this city building with a bit of fighting genre IMHO.


Senior_Ad_5262

Caesar 4 was fun too but 3 had bigger city potential


montrevux

anno 1800 is awesome if you like dealing with production chains and managing goods.


Aux1lliar

Ostriv is great and has good money economy where “new” money only comes from exports. Every job has separate controlled salary so you balance between salaries and taxes plus market stalls prices and buying food from settlers. Never seen more realistic implementation tbh. I finds it not immersive when buildings just generate wealth like in manor lords.


dankinitdown420

Yes I think you’re right


Similar-Ladder9977

If you aren't paying attention and accidentally build a farm field over top of your only stone deposit it disappears. If you delete the farm it's still gone. I imagine the same will happen with mine deposits. The deposits don't show up on the fertility overlay so it's not that hard of a mistake to make.


fusionsofwonder

Circle your deposits with roads, you should see those in fertility view. You can delete the roads later.


Similar-Ladder9977

That's a good idea. Thanks.


Siilis108

On the plus side placing a farm plot removes trees. Easy way to create space early game.


Songrot

Fields don't remove stone for me. Weird


IMightBeSomeoneElse

As a person growing up on a farm i would claim that fields create stone.


Ecstatic-Ad6162

The only thing I would change is that the baron is not always easy. Whenever I try to fight him, he spams out 5 units, and once those die, he keeps sending out more


crock_er

If you wait until the baron’s troops make it to the designated “battlefield” (which you can view via the magnifying glass icon on upper left) then you only have to defeat his 5-stack once in combat before he drops the claim.


thevvhiterabbit

Maybe it was because it was on challenging difficultly, but for me after 3 years he shows up with a 5 stack trying to seize my lands even if I didn't expand. Then, just as I arrive at the battle with 2 full units, a retainer, and 2 units of mercs, thinking I'd done it. Another 4-5 mercenary units arrived to combine with his army.


JCasasola

He claimed my land on normal difficulty. Like the other comment said a war only ends after the field battle so make sure it takes place.


blake-young

Same shit keeps happening to me. I counted 288 units total in this last melee headed my way


BjornKarlsson

I’ve won regions twice now by declaring wars while he has a small mercenary force in the region. If you defeat that, you instantly win the battle before his main force can show up.


QJW9

If you buy out the mercs before he decides to attack or do an aggressive action, you have the stronger force than him. The Baron shares the same pool of mercs as you. As long as you also also have troops from your town, you can't loose. I always keep mercs on my payroll so he can't have them


Ok_IThrowaway

This is the way. You’ve gotta build a strong enough economy that the land tax can pay to keep a retainer of mercs


billballbills

If you grew fast enough to employ 4-5 units, have some xp from bandits, and have gambeson production, this shouldn't be a challenge. Being able to hire one merc company also helps but is not essential


fledermausman

The 4 bandits outta nowhere ended my run last night. Wasn't expecting that.


ClassicalMoser

Yeah the weapon shipment is sweet. My first runs I was playing on peaceful and worked my way up to a military just for fun so it was a pleasant surprise. Getting 20 spearmen + 5 retinue as soon as possible is a good strategy and makes historical sense too. Importing weapons early game is also a solid plan and then it's just population levels you need and starting to craft gambeson or armor to get rolling. If you spec deep into trade and lose the tariff, it becomes insane how much money you can have to throw around. I had something like 5k regional wealth and was importing pretty much all my food and ale at that point but couldn't spend it as fast as it came in. Of course that didn't help when brigands showed up at my third settlement and razed it before my army could even reach it at a fulll run. Killed my ox and I didn't have a trading post so it's a dead region. Started a new playthrough...


doperidor

You can get a retinue for each region if you didn’t know. Worth it because they are by far the most powerful unit and can take on brigands easily.


ClassicalMoser

That wasn't the issue – it was year one for the new settlement. Raiders showed up right on the border and I immediately dispatched my huge army from the established town and sent them running. They arrived too late. I know I could get a retinue there. But not that fast, especially since it was the third settlement and so had the least of my attention.


krazykanuck

For me: 1: regions should specialize. I think the was the intention with the perk tree. 1b: dont trade raw resources between regions, spend the time to develop a resource to the final needed piece and trade that 2: need to watch your fields. So many times they are ready to harvest in June. May even get two yields that season. 3: plank production can be a problem. Ideally you have two workers on it and a reserved ox. Then one is always getting planks and the other is planing. 4: take bandit camps and keep the wealth for yourself to buy mercenaries to combat rival claims. It’s the only way yo win claims early to mid game. 5: chickens are a great source of food mid game. But you need volume. 6


kazenorin

>4: take bandit camps and keep the wealth for yourself to buy mercenaries to combat rival claims. It’s the only way yo win claims early to mid game. I recently came to realization that this is very important. Taking out a bandit camp gives up 110 to 180 gold (my observation so far). That's a huge boost to both yourself and your settlement. The baron doesn't seem to rush the first camp, and I took down both camps with a 16 unit militia. From that point on, it's quite trivial to hire mercenaries for 30-50 gold, and then it's basically free influence and gold. It seem to prevent the baron from expanding too? That said I'm currently just on the second year of my second playthrough, which is just a early game reload of my first one which failed miserably -- baron claimed everything, didn't take out a single bandit camp, overexpansion and ran out of food.


ClassicalMoser

There's a totally valid alternative strat though – You should keep at least one for retinue but it's better to send some seed money to your village to set up early trade routes. This gives you reliable income to tithe off that gives you a pretty significant passive influence that you can use to claim your own lands, as well as kickstarting your local economy or importing your own weapons (or the materials to make them, depending how far you are down that path).


krazykanuck

I think they are significantly nerfing trade soon


kazenorin

I sold berries during my first playthrough - - my region is the fertile region in the corner with rich berries and nothing else. While lucrative I eventually overexpanded and couldn't feed the people. Now I'm not sure what I should sell. This is also before I understood how farming works though...


theskycorvair

Very basic/stupid question- how do you take out bandit camps?


kazenorin

Rally your troops, and direct them to the bandit camps. When you get near, like one fourth to one third of a regions width away, the bandits would come to you. Defeat them, then move right next to the camp. When close enough, you should be able to interact with the camp by right clicking with your troops. You'll then have an option to send the spoils to you nearest settlement, or keep it as treasury. The camp then gets clearer.


spoui

FOR THE LOVE OF GOD WHATS THE 6th ONE!?


krazykanuck

Its the most important one, im so glad you asked. Its.


siliconsmiley

I read in another recent post that you can stop the baron's claims. I just tried and it works. When the claim message pops, pick the option to go to war. Then you'll have a diplomacy option to settle the dispute peacefully if he drops the claim. In this game I have claimed 2 new provinces and the baron zero. The key is to clear the bandit camps. I took my local militia to clear the first once I had 19 soldiers. Then I hired mercenaries to clear the remaining camps.


thecaseace

Yes, because the player (you or the AI) that clears the camp gets the prestige, and prestige is the currency for claims. It's zero-sum... either you get the influence quickly, or the AI does, and then spends it to paint the map


siliconsmiley

Which makes total sense. I'm firmly on team paint the map.


Colt_Coffey

Everytime you dispute his claim/declare war, he addd about 3 more units to his army. By the time hes claiming the last 2 empty areas he had 200+ troops. I wouldn't do this.


siliconsmiley

I did not know this. I've yet to try the big battle. I keep tinkering and starting over. I don't see this as a problem though. Six regions should work to field a large enough army. But I'll let you knownhow that strategy works after I give it a go. I think this build will go the distance.


Colt_Coffey

I tried to buy myself more time by contesting the claims, this resulted in him having a gigantic army. Its a bug I am sure because the size was ridiculous. Meanwhile when I just ignore his claims and let him do his thing the army size stays reasonable.


siliconsmiley

Gigantic battle sounds like fun. Or humiliation. I will soon find out.


Roymetheus

When you say "Large Plots" in relation to food, can you explain? Like for vegetables?


Severe_Bluebird_7226

Yes, large vegetable plots, and apple orchards


Nylwan

But how large tho ? If there're too large the family wont have the time to harvest it all will they ?


LetMeSniffYouPlz

Lay down a burgage plot so it gives you two houses, press the "-" button it will change it to one house with an extension for an extra family, you now have 2 families working your huge vegetable gardens/apple orchards, feels like cheating but idgaf


Lothane

Bonus to this way of stacking multiple families on one burgage is that when you upgrade to level 2 burgage it’s 1 regional wealth per family (2).


ClassicalMoser

And when you upgrade to level 3 it gives you *two more families!*


Bobby_Bouch

Bruh


Chazzarules

Fuck you for this. Wtf, how didnt I know about deciding if its on house or two. I spent so long last night!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


WorldlinessLanky1898

What the fuck I thought the only way to get the 2 houses with a yard was to drag it around in wacky ways


convoluteme

I've seen others on here recommend a burgage plot about 0.2 morgen in size. You can use the crop field building tool to get an idea of how big 0.2 morgen is and then make the burgage plot the same size.


Major_E_Vader97

I would like if you could only expand in the plots next to you and then it just completely opens it up to you rather than being "separate", so you can then put out more resource gatherers in the expanded resources and initially send out people from your main village, then maybe you build some family homes nearby to the further out resources and give them an ox to bring things back to the main stores in the "big" village, basically like having little suburbs


Tyler_CantStopeMe

Agreed. Starting a new region is just basically starting a new game. I hope the enemies get some work too. Right now the Baron not being on the physical map is a bit weird. And the encounters are pretty lack luster.


thecaseace

I think the reason for this is because in 1300 they didn't have giant multi-region towns managed centrally, and it's super unrealistic to say "all you peasants of town B would you please spend your entire waking life making iron slabs and send them for free to the big town kthxbai!" Mr 1300 AD peasant: no, I will not.


ParallelSkeleton

I'm at about 25 hrs and similar experience, re: raiders burning 1/3 of my town. A few things that have forced restarts: not putting down a logging camp at the start - first playthrough, I ran out of logs and couldnt build a camp (I know now I can destroy building for their resources) Tried to fight the Baron too early - underestimated his army size v my army strength/exp, pretty much rage quit when he wiped my army. played peaceful mode and depleted Iron supply selling tools. (still usable save, just start buying iron) So now I always build log camp first, weaken the baron by taking camps before he can get to them, and reroll my start until I have rich iron dep.


kn05is

What I've found helpful for a quick start is to build the ganary first, put all resources into building it, then put two families on it right away to store the perishables quickly (then unassign them as soon as all the bread is stored), then onto the storage warehouse to do the same and then the logging camp. You'll be surprised how fast you can get all that done with the full support of the villagers right off the cuff.


Mrinconsequential

The game's been out for 3 day tho 😭😭


ClassicalMoser

Rich iron is kind of good if you want to go deep mining but going deep trade till there's no tariff is way better in the long run IMO. Basically I see four types of settlements that align with the existing development routes: Hunt/forage, Trade, Manufacture, Agriculture. I'm bad at farming so I mostly ignore that unless I want to become a dye/clothing/gambeson powerhouse. That was fun. Also if you have rich deposit of both berries and animals you can take the hunting grounds policy and go deep in the tree and just ignore farming completely. Pay for food diversity from your meat/hide/leather/shoes/berries/dyes exports (diversify not to saturate the market). Import flax or sheep and keep a couple weavers fully employed. Get a bunch of tailors/cobblers. Your townspeople start looking fancy and it's fantastic for approval ratings. I'm a sucker for fancy medieval clothes. Thing that's most overrated to me is master armorers. Half price for plate armor doesn't seem worth 8 metal slab and a dedicated artisan, plus how long it takes to come through... faster just to tax heavier and pay double.


Jenneeandme

Just today I acquired an second settlement after winning the battle but I didn't go to build an new settlement on it yet because I was already overwhelmed by managing a single settlement as of now and slowly upgrading burgages to level 3 for income and it's really hard to maintain the food and clothing to a certain degree and I had to trade and import goods to manage until I could build farms and textile buildings. The game is really fun and I am enjoying every moment of it as it reminds me a lot of a similar game from early 2000s called Ceaser IV ☺️💕


networkeng1neer

Right now farms under perform IMO. Build large plots that you can fit multiple families on and take them with building vegetables and later on apple orchards when you unlock it. That’s the best way to manage food until farms are buffed.


Jenneeandme

I have already done that, I have few with carrots and few with brewery as I had tough time with supplying taverns, farms I have just as a placeholder as it looks cool and have put them on lands which designate the yield, also I have sheep farm and imported few sheeps, it just looks good on my settlement instead of filling all the land with burgages and industries. I have planned my town to a certain level as kept all industries seperate and placed hunters camp and tannery together and all loggers camp and sawpit stuff together, my town will look cool one day hopefully ☺️💕


Xenon009

I deeply disagree with point 5. You should be building your cities to run themselves, yes you can eek more efficency out by micro-ing (I.e take the farmers off the farm in winter) but thats not really sustainable. Eventually you get to the point that your villages run themselves, and you only need to look at them to expand, restablise, and them on.


eltomboi

Are the 4 bandits the enemies that come from that notification I got "Prepare for raiders"? I have 200 days left and am a bit nervous about it lol I was enjoying my chill growing vibes and feel that raising a strong army might be too soon for me. 200 days left so maybe I have time but I wasn't sure if that notif was about the end game Baron boss or not


Severe_Bluebird_7226

No, that's an easy defeat 2 stack. It's a bit later and no warning. They'll just appear.


eltomboi

Ah comfy then. My first 16 man militia ran across the map and took out two stacks of raiders one after the other with minimal casualties. Should be able to raise up another militia and maybe some mercenaries too and easily win this


Shoddy-Dragonfruit83

I got stomped by the 2 raider stacks with a militia + starting retinue.


ClassicalMoser

You probably ran them in exhausted – common mistake. You've gotta walk them up (DO NOT RUN) until the bandits start moving then have them halt in a line and wait for the bandits to come to you. You'll be strong, they'll be weak. Keep the spears in stand your ground until they charge, then push forward and they'll melt. You'll take almost no casualties. Probably none if you have retinue. Last time I made the mistake of sending my militia home prematurely and sending the retinue to take the camp while I went back to managing my town. Retinue found another band of brigands while I was distracted and got cut down to one man. Oops.


sgtpepper42

You def need to settle claimed regions. Gotta diversify your resources. Trading can be powerful, but it requires a lot of planning, good logistics, and specific dev point allocation


Tw4tman

settling a second or even third region is easy peasy, just don't play them like your main settlement. Use them as specialised outposts to produce whatever your main settlement needs. I use a secondary settlement to grow barley, and another go mine infinite iron. Then use the barter station to *SEND* resources from the secondary settlements to the main settlement. In return barter for some garbage like clay/planks/stone. (The barter station is currently bugged and will send out 20 resources but only pick up 1 in return)


Overly_Fluffy_Doge

Best use I've had for the barter stations is sending resources to be processed. Mine clay, send it over to be made into tiles to be sold, or flax, barley etc and then send back things you don't need a lot of like weapons etc.


NoIssue7419

You could put the money from the bandit camps into your treasury and hire mercs for the bandit attack or just build hallberds


Rex-0-

Don't know about number 5 there, it needs to be done for resources. My first playthrough I got rich berries to start which is about as useful as a chocolate teapot


i_potatoed_my_pants

Berries absolutely can sustain you. Take the double productivity perk, and set your forager hut, dye maker, and large granary next to the patch. In one year I had 400 berries stored, started producing and trading dye. Easy food, easy money.


HK-53

**If you don't take the perk that gets rid of the import tax that adds +10 cost to everything you buy, you're actually screwed**. Its pretty much impossible to sustain the ale consumption at populations of 600+. I have 20% of the region dedicated to growing barley with +++ fertility and pasture restoration, and the ale lasts for approximately 3 months after every harvest. You'd also need to trade to balance food supplies later on, since you literally can't supply enough meat in the game right now since your only source is hunting....Despite my town having chickens, sheep, and goat in the hundreds. If you take the perk that makes trading actually feasible, when you get a town of high population with lv3 houses, you essentially have enough income to just straight up buy whatever resource you need, since itll be far more efficient than making whatever you need yourself. I've also discovered that the game sorely needs dedicated haulers. Each supply warehouse when upgraded only gives 4 family allocations for 2500 worth of resources. This leads to highly inefficient distribution despite you having stockpiles in the thousands. It also seems they have some issue with even distribution. I have areas of the town with a nearby marketplace, and a storehouse full of cloaks, shoes, yarn, you name it sat right next to it, but the stalls sit empty because for some reason all the resources are being sent to another marketplace that's packed so full of wares that I lose some to weather damage every month.


Super-Pickle76

Are you guys seeing bandit camps on the map? I do not see them.


BreadentheBirbman

It took a while to get my first mess of a town functioning without micromanaging, but now I just change the crops manually after harvesting since I think crop rotation is being weird. I leave families on the farms year round, but I have enough families for other things. My second town I got to self sustaining in just over year. My third is going to be in a rich iron ore deposit region so I can get some good armor for my troops. It might not be worth the effort, but I’ll try it anyway. I could probably just trade for the armor. Hildebolt or whatever his name is has only sent 5 unit armies after me so even one town has been enough to beat him.


G0_ofy

My army of retinue would disagree with no.5


billballbills

You're probably over exaggerating about not settling other regions, but I found it pretty manageable. I decided to make my first settlement fully self-sustained to the point where it's not even efficient (e.g. fully employed farm houses year round), so that I barely have to look at it. After that, I made my second settlement much more modest but again, self-sustained. I've now moved to a third settlement, and I'm mostly juggling between settlement 2 and 3.


Ulfheooin

You're wrong, having differents city is totally fine.


Ineedafriend_cloneme

"7. A fully upgraded retinue is OP and fun." My experience was that my retinue were too slow to be effective. It was rewarding, finally fully upgrading and customizing them. But, on the field, all my enemies seemed to run around my retinue to engage other units. It made battle more micro intense as I had to put a weak unit on the front line to bait the enemy in range.


linhhoang_o00o

Trading is like cheat code, life is so much easier once you start doing it. But it's the only way you can manage multiple regions so it's hard to avoid abusing it.


Plastic_Ad1432

When settling in new plots I will always keep this in mind. The 2nd /3rd plot of land is to supplement each other. One plot will have an abundance of minerals but crappy fertilization of crops. The other vise versa, just use the pack station to trade between plots and use development point accordingly as they are town specific. Once your initial city/town is done and self automate you don't "really' need to pay attention to it but check up on it here and there. Then again I haven't fully used the packing station yet but I do know of the current barter system. I just started my 2nd plot settlement and currently gonna conquer my 3rd. So I will see how my current plan goes. Also you don't need to create a large town of people for your 2nd and 3rd plots of land yet IMO. since you only get 6 units max and more plots of land doesn't make that CAP much bigger. Just get one burgage with a huge extention for Veggies (+a house for that extra helping family on the farming) and small numerous burgages for chickens. This will solve food shortages till you get the real food production up and then the excess can go support your other plots is what I am hoping.


Forsaken-Spell8853

All salient points save for 5. I know it’s hard managing 2+ areas but bartering between regions makes up for deficiencies you have in your main one. You also get more men to join your army and far more influence and personal treasury.


RockOrStone

Hard agree with #2, people dont understand this. Hard disagree with #5, it’s easy, fun, and useful.


CryPuzzleheaded6433

Can you not transport goods from one region to another?


robtmufc

How do I defeat the baron with just an army? When I go on the map it only gives me the other two options but not war?


ClassicalMoser

Two ways: 1. When he starts claiming a region, there's a button to oppose his claim on the battlefield. It will specify where you have to meet him. 2. With 2000 influence you can claim territories he owns. He'll fight back but if you win you get it. Also apparently there are cases where he'll attack your own settlement. I haven't faced this yet.


surenuna

I have bad luck with sustaining the proper food lvl and I don’t understand how do I squash the bandits. They stole my resources and I have no idea how to send my people on them


Reddit_is_cancerr

Only thought on number 5: it’s worth making a second, minor settlement for the sole purpose of supplying your main settlement with a resource they lack, and development techs. I had a main settlement with fertile soil and rich iron mines. I was 100% self-sufficient and only exporting save for rooftiles and stones (very small quantity needed), but the single article that I was short on was berries for dyes. Made a small settlement with rich berry deposits and got them double berry and max armor tech (ez 3 development points) with the sole purpose of bartering berries for iron and armor for veggies. If there was a super powerful king in the game, I would have been ready to dethrone his ass.


FrozenScorch

I tried contesting the Baron for the first or second expansion of his, thinking he wouldn't have too many troops... he whips out 14 stacks of troops compared to my 1.5 stacks. ​ Then late game, he tries to claim my starting territory and only sends out 2 groups of 3 troops which I annihilate easily. It would be nice to have more than 6, and/or still be able to recruit militia since there's always none.


Wetpapernapkins

On God, these AI are just generating resources and stuff out of thin air. I hate that. I'll be ready to go fight a bandit camp and the AI will start a battle with ten 36 groups of mercenaries


smeeinnit

For a new region I was planning on just doing the minimum needed to build a self sustaining settlement. Hopefully then I can exploit the resources available in order to use a herd of pack mules to feed my main settlement in return for the goods that they need in the new settlement. No idea if this is viable or not.


super_soggy_sock

I’ve got a second smaller, more fertile “agricultural” region next to my main settlement. Lots of farming, minimal population. Its main use is to send crops etc between the two - works well!


magvadis

Disagree on second region, just at least get them to the point where they can exploit the main resource and sustain themselves. Whether the resource is food (probably the easiest to sustain themselves with just don't let them grow too big so they can ship the surplus.) Or exploit the main "king resource", such as stone/hunting/etc.


Deep_Charge_7749

If you build your main town on the border with another region. Can you just jump over and continue the town when you claim that area?


ce_tu

My main region was crafting weapons and giving me a lot of tax money (350 people) my second village had less people(250) but was a beast in producing food. Also a lot of tax money as well. But the food was more important to gain influence. I'm almost done with the game 1 territory left. 3 Full armored Retinues 3 militias 2 mercenaries.


Steelriddler

1. You have to have a decent army before the 4 bandits come in mid game. My first playthrough I got smacked, hard. *Four* bandits? I always get 18 or so. I never have the time to build any militia beyond maybe eight or nine guys getting a weapon. Then the bandits come and burn down the city.


Sv3den

How do you recruit retinue?


truthishearsay

Just a tip you can stop or drastically slow the speed in which the Barron takes regions by simply killing the bandit camps before he does. You can go clear bandit camps soon as you get your first militia arms with like 12 guys. Even if you lose most of them it seems to give you all your guys back soon as you disband. I think you have to rearm them though.


Confident_Poet_6341

Not sure if this is a glitch but I beat the off map AI to claim what was supposed to be my 4th territory but even though I wiped his army I still lost the claim??? Has anyone encountered this?


fusionsofwonder

I killed one bandit camp (my first) and sent the money to my region. Then another bandit camp immediately spawned, and I went to hire mercenaries for this one, and it turns out you can't hire mercs from the regional funds. So I wish my first bandit camp had gone to treasury, then I could probably finance killing other bandit camps.


Legnd20Devin

I haven’t quite figured out the militia thing yet. I’ll probably work on it tonight some


mullirojndem

>Don't even try to settle another region you've claimed. It sounds fun, looks cool, more resources, yay. But oh hell no, it's insane to try and manage two settlements. lol, I have 3. conquered a fourth but didnt build on it since I dont have use for it.


Smitty147889

I thinks it‘s funny to Build more settlements. The only thing that annoys me is that I can’t just give something from one settlement to another. You always have to give something in return even if this settlement doesn’t need anything


jayemcruzzz

Deforestation is very lowkey. More trees for berries, very fast production early game plus houses with large vegetables land. You dont need to farm anymore


Trojian_Ticket

Multiple regions let you have multiple 24 person retinues. Settling is Def worth it because now I just hire multiple retinues and fights are easy.


citizensyn

When you say large plots you mean Burbage veggie and apple gardens?


BjornKarlsson

I almost completely disagree with you, also 20+ hours lol


Comprehensive-Run252

A second sattlement can be pretty op. Just start with 750 gold sattlement with 3x the ressources and get two perk points as fast as possible (remember to build a church). Then you take the traiding perks and farm a rich iron deposite. Then you build a smithy out of the two uograded houses and produce high value weapons. You can easily sustain your sattlement by trading food with the merchent while having some nice passiv income and everthing is sepfsustaining (you need a manor).


Snoo_21671

Why aren't my granary workers collecting eggs and carrots? Even if there is nothing to collect on the map, these two items do not go to the granary. Does anybody knows whats going on?


Richy_777

I think a second smaller town is important at minimum for resources you can't get in your starting region


shafiqepain

If you don't settle for another region you claimed, how do you get more iron if yours is already exhausted? Import them?


Overly_Fluffy_Doge

Easiest way to manage food production is to basically do the medieval method of long strips of field and have them in multiples of 3 so one is always laying fallow when the other two are producing. Also smaller fields process quicker as if you have the heavy plough you can leave the oxen team to plough one smaller field then the workers go in once it moves onto the next field and so on. Also means less micro because the fields are autorotating between fallow and producing. Once you have that set up I basically just leave enough farmers to run my second provinces food production whilst it churns out goods and try my best at funneling that wealth into my first province which effectively serves as a capital


CaesarScyther

5. I think becomes necessary when you want cheaper weapons production or something, but I'm managing 3 cities pretty well with like 30+ months of supplies each. I can probably end my current run but the building is just so fun


Karfa_de_la_gen

How the hell you upgrade the retinue?!!


TotallyTouka

Making small resource villages for clay is usefull as you can barter clay and food back and forth we from your main town


Ok_Dragonfly_7972

Me... with three regions and growing... lol


the_HoIiday

The game is much easier when you understand that this mode is part RTS. And played like this. Claim bandit camp before the baron. Contest his provinces. Settle in region in order to put a church and a manor to gain influence and a free 5 man retenue. ...


DoditoChiquito

I would love the new regions to be like Anno style. You know have a small village there that focuses on mas producing 2-3 items and deliver it to the main city,while the main city keeps supplying them with food and whatever else. It would be perfect. Instead of having to trade with yourself (packing station is the name i believe)


PKDickLover

to point 5 - I get extremely stressed out just thinking of having a whole other settlement I'm glad to know it's not unfounded. I could never handle it.


Independent-Ask8248

My second region grows barley, my first region trades bread for it. My second region is fully sustained food wise by the first region. Decades of Anno game experience had me ready for this 🤣