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HOW TO MAKE MONEY (Taxes & Trade) in Manor Lords 

ItalianSpartacus
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26 сен 2024

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Комментарии : 164   
@italianspartacus
@italianspartacus 4 месяца назад
Thanks so much for watching bros! I accidentally kept an error in the video that I thought I edited out: The traders on the purchased trade routes will only buy WHAT IS INSIDE OF THE TRADE POST. So you'll need to put families there to ensure that they drop off the goods for trade! Apologies for the mix up guys. Thought I deleted the segment I said it in, but alas! Purchase Manor Lords Here ► www.nexus.gg/italianspartacus CHECK OUT STRAT'S CHANNEL HERE ► www.youtube.com/@Strat-Guides Best Start ► ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-IwHu8SF7Qdk.html Beginners Guide ► ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1Uirr7cigzs.html Follow me on Twitch! ► www.twitch.tv/italianspartacus Become Part of the Community ► discord.gg/tCnpBPJqRu
@robinwolstenholme6377
@robinwolstenholme6377 4 месяца назад
my manor lord mod wish list⚠ 1 wooden parths that generate passive in come 2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right 3 forced eviction mod 4 calvelry men mod 5 vilage fair mod - lasts one year then disapiers- 25 to buy mellea event [win one jester gives 1 happynes for 1 year] 50 to buy cavelry joustin event [gives hero for 1 year] 6 mariage mod for lord and tier 3 famalys 7 convert well into pond mod fish stoke cost 100 and lasts 3 years 8 JUISTING FIELD REAGANAL FAIR MOD 9 orcherd mod 10 list of tradeing famlys mod 11 turn well into pond mod [cost 50 to stock with fisg for 3 years]
@truffbel
@truffbel 4 месяца назад
Not a bro but here because my boyfriend has this game and I wanted to understand it more so I can be a helpful little heckler when I watch him play
@italianspartacus
@italianspartacus 4 месяца назад
HAHAHAHA love it
@rattratz7695
@rattratz7695 4 месяца назад
Amazing! love it!
@scmh1288
@scmh1288 4 месяца назад
Wholesome
@uncledoctor6920
@uncledoctor6920 4 месяца назад
One note about exports; you get your exports to sort of self moderate by having a bunch of different ones, so they dont oversaturate their respective global supplies and get a price reduction or halt. The people in the storehouse and trading post can only move so many goods in and out at one time, and they don't prioritize any one good over another, so you'll end up with a dozen or so different goods in stacks of 2-5-10 that leak out and maintain an average supply, giving you the biggest profit. Once you get the two perks that alleviate trade route cost and tariffs, it's all downhill from there.
@italianspartacus
@italianspartacus 4 месяца назад
Great shout here man! thank you so much!
@theg0z0n
@theg0z0n 4 месяца назад
Bro, love your channel. You're a fantastic content creator.
@italianspartacus
@italianspartacus 4 месяца назад
Thank you so much bro!!
@AC-hj9tv
@AC-hj9tv 4 месяца назад
Agree. V good
@daltonellington1340
@daltonellington1340 4 месяца назад
I love that you give a quick summary at the beginning of each of these videos before going into detail. Im sure u take a hit on watch time because of it, but it is so dang helpful and appreciated!!
@scully4life
@scully4life 4 месяца назад
Each one of these videos is even more helpful than the last! Thank you! You also get a decent chunk of money from taking out bandit camps. In the late game, it's probably not much, but if you can take one out in the first year, it's a huge boost to your economy. I'm not sure if that's feasible on every scenario, but in the one where you have to fight the baron, the game gives you 20 spears and 20 shields in the first year, and I was able to take out the initial camp with 12 dudes and only lost 2 (hills are OP). I got like 300 wealth from that, it was huge for my economy that first year.
@Gravelgratious
@Gravelgratious 4 месяца назад
Thanks this just turned my town around!
@italianspartacus
@italianspartacus 4 месяца назад
YUSSSSSSSSSSSSSSSS!
@NotPoodle
@NotPoodle 4 месяца назад
What a sacrifice! Giving the headlines upfront is something i wish every channel did yet completely understand why almost no channel does it. Well now i just have to like, comment and subscribe.
@AC-hj9tv
@AC-hj9tv 4 месяца назад
So much clickbait elsewhere
@skyfirefly76
@skyfirefly76 4 месяца назад
I'm loving your manor lords videos. This game is so good. And it's challenging. I've had to restart over and over again
@italianspartacus
@italianspartacus 4 месяца назад
Glad you enjoy it!
@ayoo.raphael
@ayoo.raphael 4 месяца назад
thanks bro i needed the tax advice idk where my food was going lmao
@italianspartacus
@italianspartacus 4 месяца назад
Hahaha no worries dude!
@pranchole
@pranchole 4 месяца назад
Wondered why the bell kept ringing! thanks for info. I was making a nice bit of wedge from selling warbows on one game, until my oxen decided to down tools and congregate at the logging camp.
@italianspartacus
@italianspartacus 4 месяца назад
My pleasure brother! :)
@JansenTT
@JansenTT 4 месяца назад
As for the comment @20min, in fact you hadn't assigned an Ox to the Trading Post, it was the Horse which was carrying the Rider/Trader, the icon for animal labour just happens to be the same regardless of which animal it is. But let me take the opportunity to also thank you kindly for the amazing coverage you have been doing on this so anticipated game! I'm loving every minute of both!
@speedyprod8237
@speedyprod8237 4 месяца назад
please kind sir, can you expalin to me why my ox is always on "Waiting" ? and what should i do to put it to work , also , i managed to farm a reasoneable ammount of wheat, built a windmil and that thing where u turn flour to bread, but they are not working (people are also waiting), can you help please and sorry for barging like this
@JansenTT
@JansenTT 4 месяца назад
@@speedyprod8237 The Wheat must be turned into Grain, in the Farmhouse, before it is turned into Flour at a Mill. If you pulled the workers from the Farmhouse right after the harvest, the Wheat will be stocked in the Farmhouse without being turned into Grains. (I've made this very mistake). About your Ox, if it is hitched to the Small Stable or Hitching Post, it can even be assigned to a workplace, like a Lumber Camp, so in case your workplace isn't working, the Ox will be waiting.
@speedyprod8237
@speedyprod8237 4 месяца назад
@@JansenTT exactly, thanks man you have been really helpful
@Iss3n
@Iss3n 4 месяца назад
One real nice thing is, if you got another region as well you can sell a goods in that region which in turns effect the price of your other zones. Say you got a real expensive import on apples. Say 6. If you then sell apples from another region, that one will get 6 but your importer region only pays 3.
@largamau
@largamau 4 месяца назад
THE RICH IRON DEPOSIT. That thing is the ultimate money Maker. In my playthrough you don't even need it to become unlimited and it even ARMS your entire army. Once you have the iron ore, the smelter and Blacksmith and Armorer. Sell the surplus and watch your treasury EXPLODE! Also the shoes never seem to get the oversupplied debuff and you only need goats and a Cobbler plot to do it. 1. The Iron ore gives you weapons 2. The Iron ore gives you Helmets and Chainmails 3. The Iron ore also gives you tools For just one rich Iron ore with 2,500 units is enough to snowball the entire match.
@italianspartacus
@italianspartacus 4 месяца назад
Don't turn me on with that kidn of detail! I FUCKING LOVE IT! I'll try this out :)
@pao5615
@pao5615 4 месяца назад
I just tried it with deep mine, but somehow it bugged. Didnt receive any resource whatsoever
@AurioDK
@AurioDK 4 месяца назад
@@pao5615 I havn´t reached that far as to deplete a mine, have you tried to delete the mine and maybe it requires a new deep mine? Just a thought.
@Sparticulous
@Sparticulous 4 месяца назад
Or rich clay deposits for roof tiles
@officialshivertrip
@officialshivertrip 4 месяца назад
This and Deep mine is almost too easy.
@EL_BEANE_GUY
@EL_BEANE_GUY 4 месяца назад
Huge tip i wish i knew is keep your artisan burgage plots at lvl2 and dont give them a family extension. If that supply of resource stops then all thise families sit around and do nothing when they could contribute to your workforce. Keeping them at lvl 2 with one family makes it much less inefficient when lets say iron slabs arent available. You also dont need 3 or families working one blacksmith. Inefficient as hell
@MarioP9511
@MarioP9511 Месяц назад
I've learned the hard way to use only one family Burgages for artisans, my first towns lost their workforce because I put all the artisans on double plots, now I make early a few small plots for all the artisans that I need.
@richard1493
@richard1493 4 месяца назад
Not only do burgage plots generate one wealth per family per month, but they also only consume one food per plot - not per family - per month*. There doesn’t seem to be any reason not to have duplex plots under the current mechanics unless you want to turn them into artisans. *assuming that the tool-tip is correct.
@italianspartacus
@italianspartacus 4 месяца назад
GREAT Point, totally forgot to mention that market requirement is based off of the PLOTS, not off the families - so a Lvl 3 duplex only requires 1 of each amenity, but will generate 8 wealth a month!
@foshizzlefy
@foshizzlefy 4 месяца назад
There actually is a reason not to do it. Watch the video from strat gaming guides. Basically, there's something wonky going on with the limits of your market stalls when you use duplexes, causing some houses not to be supplied by firewood/clothing/food. It's not necessarily the duplex itself that will suffer from it, but it is the casue of it. The house furthest away from your market will have more trouble getting its supplies.
@Pilps
@Pilps 4 месяца назад
I'm pretty simple and don't really understand the full trade option with the trading post, could you explain it a bit more basic for me to understand? Thanks for the video!
@italianspartacus
@italianspartacus 4 месяца назад
Brother pilps!! So if I put full trade, and set it to a value... Let's say 10. I'll buy and sell down to that number... Think of it as maintaining a reserve. Let's use a further example: we need clay tiles for our burgage plot lvl 3. Let's say we have 10 of them, so that's however many tiles per slot multiplied by ten. That's the minimum amount of clay tiles we need - let's call that number 30. Let's also assume that our clay deposit is rich so we are just mining the shit out of it and we're also making burgage plots like crazy. Well at full trade, we are ensuring we're selling any surplus and BUYING up to that 30 in the event that we over upgrade and don't pay attention to the number. It's just a way to maintain an actual amount!
@EL_BEANE_GUY
@EL_BEANE_GUY 4 месяца назад
​@@italianspartacusI've had the same question for so long and I'm glad I finally got an answer thank you!
@Pilps
@Pilps 4 месяца назад
@@italianspartacus Thank you, i understand!
@cut--
@cut-- 4 месяца назад
Curious, why do have no money in your treasury? I haven't figured out the crossover between personal/family (regional wealth?) and the Treasury (Kingdom?). tyvm! In RL i move money around (legally!) for a living but I can't figure it out here. 🤔
@italianspartacus
@italianspartacus 4 месяца назад
HAHAH I LIKE HOW YOU PUT IN LEGALLY! Jump to the portion on Taxes! I go in how to move it from "regional wealth" to personal treasury! :)
@troyb9985
@troyb9985 4 месяца назад
In regards to burgage plots, my strategy for my current build is to keep all artisan buildings/ veggie garden at a level 2 at the outskirts of the city center “rural areas”. I made a bunch of single/ duplex’s with no extensions surrounding market and those will be my level 3 plots. So much easier to upgrade since they are closest to markets. Saves workers and looks better aesthetically imo.
@Jacobarch1981
@Jacobarch1981 4 месяца назад
The trading is not bugged. However, you have to make sure you have plenty of workers in your trade post. If you do not you run the risk of their being not material stored in your trading post at the time your merchant arrives.
@johnbain5543
@johnbain5543 4 месяца назад
They don't buy as many as you have to take you down to the desired level setting up the route only guarantees a trader will come they only buy what they "want" I've had an excess of 600 helmets with a desired of only 100 for well over a year
@italianspartacus
@italianspartacus 4 месяца назад
Shit I didn't think I had that in any other part of the video. I correct myself later, but I thought I removed me saying that elsewhere. You're correct. Sorry for the confusion dude!
@cerdic6586
@cerdic6586 4 месяца назад
Has anyone else had an issue with farmers and pantry granary workers leaving harvested crops in the farmhouse? No matter how many families I assign nor how proximate the buildings are to each other, the goods never get moved. The result is that I have about 120 wheat sitting in one farmhouse, whilst my village barely manages through winters.
@rajj9992
@rajj9992 4 месяца назад
Put people on the farm house and restrict there movement to the building only
@cerdic6586
@cerdic6586 4 месяца назад
@@rajj9992 How stupid of me. Thanks
@cavemanbonk8320
@cavemanbonk8320 4 месяца назад
You need to keep workers assigned to the farmhouse to thresh the wheat, to separate the grain. Then the worker(s) at the windmill will turn that grain to flour, from there you can use communal ovens or bakeries to finally make the bread
@bkflex55
@bkflex55 4 месяца назад
One downfall of lvl 2 duplexes being production nodes is that it takes both families out of the available labor pool. And then if you upgrade that to a lvl 3 blacksmith for example, you now lose 4 families from the labor pool. I tend to make duplexes as basic supply nodes then upgrade from there. That way (especially for veggies) they split the work but are also availble to actually work. Huge veggie plots with 2 families working will never run out of production.
@opone3010
@opone3010 4 месяца назад
One thing I have found is the joiner I think that's right the burgan plot that makes shields is petty good at making money threw out the game larg shields sell for a bit and if the price drop you can switch its product to two other products that sell for a decent amount but you only want to have one as I understand you might be able to getaway with two but I haven't tried you will have to increase plank production though
@Rachitoi
@Rachitoi 4 месяца назад
Rich iron deposit map , trade path with both perks, charcoal and full armory branch. (u dont need deep mine cuz import is very cheap ) I dont farm , just few vegetables big farms (guarantees 1000 stock every season), lots of 2 houses plots. I have more than 20 trade depots with 2 horses each. I import all types of food, yarn, linen and malt (cheaper to brew yourself) to have min 100 surplus each. I export weapons , tools , armors and have huge positive balance.
@cavemanbonk8320
@cavemanbonk8320 4 месяца назад
Yeah it seems much more worthwhile to get the free trade instead of deep mines, since it seems to be a far better use overall of that point
@PauZakArtist
@PauZakArtist 4 месяца назад
really good videos. keep em coming. Tho, I'm really tired of unfinished games.. so many that had a lot of potential, but left stuck in development for years, we forget about buying them a year or two back. it's sickening and should be changed in the future. THIS, this gave me a bit of joy, even though it crashes as hell and nothing work properly, still nice assets mashed up together, along with a cool building deisgn everyone was missing so much in all the best strategy games like Anno, Warhammer and etc..
@kat7429
@kat7429 4 месяца назад
Very helpful. Thank you!
@italianspartacus
@italianspartacus 4 месяца назад
Thank you for watching!
@bigcrazewolf
@bigcrazewolf 4 месяца назад
I hope we see a streamlining of the market. Having a market with assigned traders that can sell multiple items would make managing needs and supplies much better.
@italianspartacus
@italianspartacus 4 месяца назад
Yeah I think there will be some big changes coming!
@sno_au
@sno_au 4 месяца назад
okay well i have 5 gold left and it says it costs 12 gold to establish a trading route. how do i get 7 more gold
@historyismetal2187
@historyismetal2187 4 месяца назад
Excellent stuff again 🎉
@Macemedia
@Macemedia 4 месяца назад
If you have a duplex burgage slot.. then convert it to a blacksmith do you lose ALL familys inside to blacksmithing ? .. if I plan to turn them into stores I tend to keep these as separate single dwellings so I don't lose my workforce.
@italianspartacus
@italianspartacus 4 месяца назад
Yes! I recommend blacksmiths though because they have a lot of different products. Same thing with tailors and bakers. But stuff that only produces one product, I skip out on
@brianhum8765
@brianhum8765 4 месяца назад
How do you get the family assigned to the forager to stop carrying 1 berry to the marketplace consistently rather than just drop them at the foraging hut and letting the granary carry them with the cart? The hunter seems to smartly just drop their food at their camp and let the granary/storehouse correctly do the hauling; is this just an AI bug?
@CircaXZion
@CircaXZion 4 месяца назад
This game needs so much help
@comradeanthony4120
@comradeanthony4120 4 месяца назад
I haven't done like crazy testing on this but I think you can manually change the market rates. in my game I bought 10 sheep and noticed the price had increased by 10, soooo I sold about 5 of the sheep I bought with that 10 wealth markup. Next month comes I make my money and the sheep market is back to normal, I rebuy my sheep for the regular price AND a 50 wealth profit AND I was able to get more sheep again without the market getting fucked... yet.
@Owen-rl3iy
@Owen-rl3iy 4 месяца назад
5:15 - Can you select the family’s profession in the People menu on their burgage plot, as shown at the time stamp? In this case, you have two families, both Bowyers, but if you click the round icon next to where it says Bowyer, can you change what each family is making within their profession or possibly adjust other options? I’ve been concerned that at Level Three Burgage Plots, with extensions, I have four whole families tied up in a single trade. At times that seems to high, as I can quickly build all the bows I’ll need and can’t sell the excess fast enough. I’d rather leave one family as Bowyers and shift the other three back to my worker pool. Thanks!!
@cubereaper825
@cubereaper825 4 месяца назад
There is no real downside to tier 3 duplex artisan plots. They all contribute to the region wealth and provide 2 recruits for your army per family but still only consume 1 resource of each type per plot, not per family. In the same space you can build 3 single plots (6 families at tier 3 producing 12 wealth at the cost of 3 food) vs. 2 duplex plots (8 families at tier 3 producing 16 wealth at the cost of 2 food). The trick is when you expand/upgrade them in a thoughtful way. If you are short of general laborers and you upgrade a bunch of artisan plots, you are going to be waiting a while until get more laborers to your town. However, if you have a surplus of laborers, then that would be a great time to upgrade those artisan plots. Where you run into trouble is expanding to many plots at once. I tend to build all plots as duplexes. I build the addons for my tier 1 resources (veggies, chickens, goats...) and when I have enough laborers for my current needs, then I start to build the addons for the artisans. When I need more laborers, I build new plots and/or addons for the 1 resources, and so forth.
@Tai182
@Tai182 4 месяца назад
How do you make money if you didn't know you had to upgrade your Burgage plots and have 0 money? I started with 35 gold or whatever and don't know how it disappeared.. I can't upgrade my burgage plots to level 2 because apparently it costs 15 gold... is it too late and do I need to restart?
@JohnSmith-vl1ql
@JohnSmith-vl1ql 4 месяца назад
upgrade to level 2 doesn’t cost money only wood, and need water, church, cloth, 2foods, firewood, no money needed
@SpaceDad42
@SpaceDad42 4 месяца назад
What gold?
@italianspartacus
@italianspartacus 4 месяца назад
THE gold
@DavidGarcia-sb9kc
@DavidGarcia-sb9kc 4 месяца назад
So at 22:35 , if I see 3 gold a piece I would stop exporting and stop the trade until it’s 6 gold a piece which I’d have to wait? When you say “shut off” 25:17 you meant put the option to “route required” right?
@italianspartacus
@italianspartacus 4 месяца назад
No sorry I meant switch to no trade!
@Mabastscott59
@Mabastscott59 4 месяца назад
in my Ui for example says 2/12 meaning left side is expost and right side is import so i could never do that that u did
@zacharysamochin3178
@zacharysamochin3178 4 месяца назад
I'm here to upfront the video with likes and comments. Let's make some money
@italianspartacus
@italianspartacus 4 месяца назад
Thank you a ton bro!
@d1gits214
@d1gits214 4 месяца назад
Thank you for the video
@italianspartacus
@italianspartacus 4 месяца назад
Than k you for watching!
@greyfeather4926
@greyfeather4926 4 месяца назад
Played this morning had 10 chicken coops with no return. Had to delete all the coops and rebuild them.
@Andrew-yz1lb
@Andrew-yz1lb 4 месяца назад
If you have one settlement selling a good and another in neighbouring region buying that same good, does this affect the market saturation?
@italianspartacus
@italianspartacus 4 месяца назад
I unfortunately have not tested that far yet, I'm sorry man - i don't have a good answer for you!
@magnetronmaaltijden
@magnetronmaaltijden 4 месяца назад
I haven't found that it does!
@bluemageproduction6607
@bluemageproduction6607 Месяц назад
i didnt know you had to tell it to trade. i was wondering why the trader came and i didnt get paid lol
@GrizzzMoon
@GrizzzMoon 4 месяца назад
i dont know if im just dumb but idk know how to get a manor in the first place! like I see it in other build menu but it says I must have a settlement first?
@mattlievens3573
@mattlievens3573 4 месяца назад
I never thought about it before but if there are 4 families living in a Burgage Plot with an artisan extension doesn't that mean all 4 families will be that artisan type, and not available for your normal workforce? Thinking of it that way it might be good to limit those type of back yard extensions to single residence plots.
@aboutwhat1930
@aboutwhat1930 4 месяца назад
I believe you're correct. The only benefit to having 4 family slots with an artisan extension is you consume 4x the raw material and produce 4x the finished goods. Most of the time, you don't need that many warbows or sidearms or shields or whatever that quickly-- but it might be worth doing regardless if you're prepping for war (and short on armament). But after you've maxed out the miiltia and have too many in the storehouse and too many to trade, you ought to change production type (or at least pause the artisan to save the raw materials).
@mattlievens3573
@mattlievens3573 4 месяца назад
@@aboutwhat1930 It would be alright if when you paused the artisan shop those families would join the normal workforce.
@RafaelW8
@RafaelW8 4 месяца назад
So I came here after I've noticed that my horse traders take my stuff from the Store, transport it, and don't give me any money in return. It's been 6 months on, and barely making any money. While I'm exporting helmets, swords and spears. I thought I did something wrong, but I guess my game bugged out. Bummer.
@MarioP9511
@MarioP9511 Месяц назад
But it's not very easy to update to level 3, the demands are hard to comply at the same time for all town.
@ekisnaar
@ekisnaar 4 месяца назад
Wrong! I just got off the phone with my pops, he said I can deny tier 3 families ale supply all I want.
@italianspartacus
@italianspartacus 4 месяца назад
HAHAEHAH
@karlhungus545
@karlhungus545 4 месяца назад
Hehehe Beavis...20:32 How do you manage to put your market so far away from the houses and still have them supplied properly?
@JohnSmith-vl1ql
@JohnSmith-vl1ql 4 месяца назад
it doesn’t matter how far away the market is, just that the closet gets supplied first if you have 50 food, 50 firewood, 50 cloth etc, it can support 50 level houses no matter there distance so the 51 farthest house gets nothing
@karlhungus545
@karlhungus545 4 месяца назад
@@JohnSmith-vl1ql Gotcha. Thanks.
@S_pika
@S_pika 4 месяца назад
I AM LORD SPARTACUS
@italianspartacus
@italianspartacus 4 месяца назад
LET IT BE KNOWN!
@grahamdavey8472
@grahamdavey8472 4 месяца назад
Making your fletcher shop level 3 is a mistake. Means you have two families just making bows. Loads of planks
@italianspartacus
@italianspartacus 4 месяца назад
I did it for the example in the video. I didn't recommend it :) it was just the closest to the marketplace
@goatnonagoat
@goatnonagoat 4 месяца назад
Also you can pause production at any time but I get what you're saying. Use it as a export and pause production when the market gets saturated.
@alamnaboss1404
@alamnaboss1404 4 месяца назад
If you pause the production, will the families return to the workforce?
@italianspartacus
@italianspartacus 4 месяца назад
No! BUT they will help carry timber for building production
@AurioDK
@AurioDK 4 месяца назад
Finally someone who understands the importance of upgrading that tent, those 5 families also only eat one food per month. All youtubers seem to want to get rid of it, I tried explaining on Steam why the tent is OP ... but I got gunned down on writing by an angry mob. By December you should comfortably have 15 families, the only little problem is that you do need to feed them, forgot that little aspect on my first attempt with the OP tent.
@Valkron11
@Valkron11 4 месяца назад
I've restarted repeatedly. I've had problems where workers stopped construction and money seems to bug out too. Villagers sometimes pile up at a building and it needs to be rebuilt, no biggie. But my latest build, which I put some time in and was happy with, cannot sustain a profit even with burgage plots with chickens, goats, and nothing seems to get produced. I established trade on multiple items I had and still am in debt, even after taxing. 😢
@magnetronmaaltijden
@magnetronmaaltijden 4 месяца назад
Try changing your max fps and reloading the shader-setting in your settings menu, I found that to work most of the time. What I found to work the best but it's very tedious is to synchronize your save files and boot the game and the specific save up on a different system, it forces the save to reload itself or something but your coat of arms will bug out and become completely black. Maybe it helps?
@Valkron11
@Valkron11 4 месяца назад
@@magnetronmaaltijden cool! I'll try it. Thanks!
@magnetronmaaltijden
@magnetronmaaltijden 4 месяца назад
@@Valkron11 Let me know if it worked, good luck!
@Valkron11
@Valkron11 4 месяца назад
@@magnetronmaaltijden no luck. I have 43 families running around, 1 unassigned, and nothing was getting generated. Had farms, forging, hunting, mills and ovens with plenty of firewood and nothing is produced or constructed anymore. I noticed my food carts looked like -1 and -4 when they come in, I'm always stuck at 1 wealth. I'll have my son look when he gets home from work, I must be missing something simple, lol. Thanks for trying to help! I really want to love this game so I won't give up, especially since its still early access😆
@magnetronmaaltijden
@magnetronmaaltijden 4 месяца назад
@@Valkron11 Sorry to hear that! Remember that the issues we are having are the result of the early access and are essentially growing pains. When the game works as it should it's one of a kind and a true gem. :)
@OneTato
@OneTato 4 месяца назад
Moneies For Conquest! 🎉🎉
@italianspartacus
@italianspartacus 4 месяца назад
let it rain!
@robinwolstenholme6377
@robinwolstenholme6377 4 месяца назад
my manor lord mod wish list⚠ 1 wooden parths that generate passive in come 2 a corps pit that generates 1 raw ore per 2 dead bodys buried [ a bandet got to leave a coin or a sward right 3 sheep give muton mod 1 muton slaghter house per sheep 4 calvelry men mod 5 vilage fair mod - lasts one year then disapiers- 25 to buy mellea event [win one jester gives 1 happynes for 1 year] 50 to buy cavelry joustin event [gives hero for 1 year] 6 mariage mod for lord and tier 3 famalys 7 convert well into pond mod fish stoke cost 100 and lasts 3 years 8 JUISTING FIELD REAGANAL FAIR MOD 9 orcherd mod 10 list of tradeing famlys mod 11 turn well into pond mod [cost 50 to stock with fisg for 3 years] 12 forced eviction mod
@andersrobertsen7610
@andersrobertsen7610 4 месяца назад
I had 35k in community wealth, but then all of a sudden my exports stopped making money, and all my wealth disappeared. Idk wtf happened
@crownofglory1264
@crownofglory1264 4 месяца назад
probably an update?
@dennisbrglum4035
@dennisbrglum4035 4 месяца назад
I can only set my tax to 10 % or my approval tanks.
@jaye6450
@jaye6450 4 месяца назад
beautiful game, but once you get into trade/tax making sure you have enough of this or that, the game losers it’s fun aspect…
@Ritrippzo
@Ritrippzo 4 месяца назад
What happened to Warhammer 3 coverage?
@italianspartacus
@italianspartacus 4 месяца назад
It's on hold until something comes out that tickles my pickle my bro :)
@Ritrippzo
@Ritrippzo 4 месяца назад
@italianspartacus Thrones Of Decay should be a great reason to return. The community all misses your Warhammer content.
@armchairwarrior963
@armchairwarrior963 4 месяца назад
They should just have 1 money for the whole thing and one manor all your lands the whole map. They should add a head man's building for new villages :p that ties into your manor.
@yogertslinger84
@yogertslinger84 4 месяца назад
I don't even care about the different "settlements" having different wealth. What annoys me is having like 700 regional wealth from trading but I have to wait for the manor to tax it 10% at a time before I can use it on mercs etc
@cv542
@cv542 4 месяца назад
I like the system as it is lol
@skulledbc
@skulledbc 4 месяца назад
Thats sounds way to easy
@mattlievens3573
@mattlievens3573 4 месяца назад
@@brog_ In my games it's hard to get bandit camps after a few years, the off screen guy claims lands so fast.
@CubeInspector
@CubeInspector 4 месяца назад
​@@yogertslinger84 I dislike that it's a wealth tax and not an income tax 😂
@fergiepicachew
@fergiepicachew 4 месяца назад
Bro .. having a duplex fletcher's shop upgraded to level 3 is the worst economic decision ever. I just make 6 single family lvl2 ( tailor, cobbler, fletcher, brewer, armorer, smith) and NEVER upgrade them. Not a good example to demonstrate importance of lvl3 plots. You literally locked out 4 families FOREVER in your game who will never be as productive as your lvl1's even if they give you a small monthly trickle of silver.
@italianspartacus
@italianspartacus 4 месяца назад
I know I believe I briefly said that and that I was just using it as an example in the video :)
@WOW909
@WOW909 4 месяца назад
This games has some great bones. Give the Dev some time to cook, lads and ladies.
@MaximusTruth
@MaximusTruth 4 месяца назад
yeah, what's another SEVEN years in the grand scheme of things..
@KingKeno777
@KingKeno777 4 месяца назад
@@MaximusTruth Surely he plans on hiring Devs to help him with that Steam influx of cash
@Facerip
@Facerip 4 месяца назад
@@MaximusTruth I mean the game is playable during the whole dev time AND is getting regular updates so...
@mattlievens3573
@mattlievens3573 4 месяца назад
@@KingKeno777 Pretty sure there's been more devs on it for a while since it got picked up by a publisher.
@KingKeno777
@KingKeno777 4 месяца назад
@@mattlievens3573 awesome game
@TheRobotme
@TheRobotme 4 месяца назад
yer
@petemisc4291
@petemisc4291 4 месяца назад
Right now, I think that the way the market functions is way wrong! My job as manor lord should be to have a market, have occupied stalls in the market for food, cloths, firewood and with enough stock, than it’s up to the individual people in homes to go and get what they need, no matter how far away they live! My job is to keep the market stocked! As long as it’s stocked, every family can send out one person to get the food once per week or shoes once per year etc… while that person is out shopping, they won’t be productive for however long it takes them to walk to market and back home. This to me is more realistic and won’t depend on market placement so much which can free the manor lord to build the town with more freedom
@Yah7zee
@Yah7zee 4 месяца назад
comment
@hentaioverwhelming
@hentaioverwhelming 4 месяца назад
Regarding the Ox and Horse, is there a point to assigning a family (or two) to the Hitching Post?
@NekoGarden747
@NekoGarden747 4 месяца назад
Didn't realize you have to actually assign the horses to the trading posts for them to function properly. I had a stable with 2 horses right next to my trading post, and the horses' status were always at "waiting" and I wondered why ...... Then I assigned them to the trading post, and now their status became "carrying a rider" most of the time.
@lowfpsman
@lowfpsman 4 месяца назад
Wait a sec. There are DOGS in the game???
@jaknazryth2488
@jaknazryth2488 4 месяца назад
Like I said the other day, this is the most informative explanation on how the game mechanics work. You explain every step and show examples. Question... do you need pastures for the horse or other animals at a trading post? I even put a small pasture adjacent to my hitching posts/small stables. If its not required as part of the game mechanic, it is still more of a window dressing item. Or does the horse simply live in a shed somewhere within the trading post? Same thing for an Ox. Or do you need to set up a hitching post/small stable next to the trading post for the animals assigned to the post? If I buy clay so that I can craft, then sell roofing tiles... do I need a family assigned to the trading post to sell the clay in the market, where the tile makers come and get the clay... or does this act like a warehouse where the kiln workers simply walk to the trading post and pick up the clay, then return to the finished tile for selling? Or does this transferer of raw materials and finished goods for sale simply "auto-populate" in and out of the trading post? Sorry for the long winded question, but distance maters. Normally I place my Trading post at the edge of the map along the Kings road. But if families actually have to walk from stalls or shops, then the distance becomes a factor in lost production. Thanks BTW... how do you replace members of a militia that's been lost in battle?
@AugustusMcCrae_LD
@AugustusMcCrae_LD 4 месяца назад
Horse lives at the trading post; no need for pasture. Same for Ox. Trading post acts as warehouse where tile makers will come get the goods. Place trading post close to buildings that will use the imported goods
@jaknazryth2488
@jaknazryth2488 4 месяца назад
@@AugustusMcCrae_LD Thanks for the clarification! :) So... What are pastures used for then? Is this for a future game mechanic? Sheep farms contain their own sheep, so If you don't need a pasture for sheep, ox, or horses... hmmm... is there a current use for them in the game?
@squatchandsons_customs
@squatchandsons_customs 4 месяца назад
@@jaknazryth2488at my sheep farm the sheep are out in the pasture I built
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