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Lords & Villeins: The Great Houses - (Feudal Village Builder) [2024 Update] 

Nookrium
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Build a prosperous settlement in a unique simulation of a feudal economy - each family runs their shop, owns their goods, and trades with other villagers in a free market. You will manage the land, build houses, organise events, set taxes, and balance supply and demand while engaging in diplomacy!
Lords & Villeins on Steam: store.steampowered.com/app/12...
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-- Playlists by Nookrium --
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26 июн 2024

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Комментарии : 14   
@neintales1224
@neintales1224 5 дней назад
Always glad to see Lords & Villeins get some attention, and am super glad someone's looking at the DLC so I can decide if I want it! I've only got a few hundred hours in the base game, and have never really managed to get to where the major artisans and nobility stuff is going on, so I wasn't sure how fast DLC would kick in as something usable before getting to watch you. IIRC Prisoners eat food your servants make but you also need a jailer to take them the food?
@helloisthisdog
@helloisthisdog 8 дней назад
Hadn't heard of this one before. Looks really good!
@brianlemans6259
@brianlemans6259 6 дней назад
Purchased and loving it. Thanks for shedding light on this hidden gem. Coming from Rimworld, this is more chill and more economy. Loving the inn, menus take a bit to learn but become second nature quickly.
@kushalthapa5177
@kushalthapa5177 8 дней назад
4:34 You can change the families' size and profession at the beginning of the game under the Families tab which you can see at 1:24.
@pterrok5495
@pterrok5495 8 дней назад
Glad that you pushed on without a carpenter family to show that you CAN make some headway regardless! Hadn't got to the King taxing me yet in my game, VERY interesting that you have to deliver 4 GOLD of good and can either do it custom (like your 30 silver of grain) OR the 'quest' ones to gain favor to buy more families and such! So behooves you to look at what he wants and get a family of that type to be able to send those... Also liked that you are doing stuff on the overworld just to see it! neat that the terrain affects the road cost.
@pterrok5495
@pterrok5495 7 дней назад
Just realized what a 'game-changer' you did with the one family... Inside your town, the millers could do NOTHING since you had no rope and couldn't make the Windmill...BUT...place them in a territory and all of a sudden, they give you their output!!! So NOW, since land IS pretty limited on the default map-size, I can envision having families come in just as a stop-gap--you house them a bit, maybe recruit some members into the Army, then send the family off into your ever expanding territories to send back to you! The main map then becomes almost just an Inn, Manor, Barracks and houses for other Nobles, and Clergy, etc. Maybe one farm and forager so you can control exactly what they work on. And one or two other specialists... Have to play farther to see what the down-side to this could be--expense to send them out there? Too close to neighbors who them might invade it? Does it reduce road costs through it, or you don't even need a road since it's 'developed'? Still, I know what my next session will focus on!
@zynga726
@zynga726 8 дней назад
Wishlisted. Thanks.
@snafu2350
@snafu2350 6 дней назад
ISTM for ropes you need yarn or thread, for which you need either animals or plants that can be made into cloth. Apparently you couldn't get the animals, but perhaps you could plant hemp or flax rather than just veggies or grain?
@neintales1224
@neintales1224 5 дней назад
You need wool from sheep, a tailor to make yarn, and then a ropemaking family, unless things have changed mightily from what I remember from last time I played, but I usually had better luck with merchants bringing rope in that I could buy, too, before setting all that up. Millers though are very much a mid to late game family to have, though sometimes I make them the innkeepers so they can be around until needed. (Also popular innkeeper types for me are carpenters or rope makers)
@hunnyfung5165
@hunnyfung5165 7 дней назад
Ah yes a video on the dlc
@do0myk
@do0myk 7 дней назад
Interesting game. Reminds me of Norland but with more economy management and free build. Took a while to learn that families can only do one job and nothing else, kinda unintuitive
@ilikememes1402
@ilikememes1402 7 дней назад
Not really. It makes it realistic and unique.
@do0myk
@do0myk 6 дней назад
@@ilikememes1402 unique doesnt mean good. This restriction complicates things unnecessary, you cannot expand production along with the colony growth because its limited by the number of family members of a given profession
@marekm3526
@marekm3526 3 дня назад
I loved the game, but later on the AI just drops dead and villagers have constant issues with money no matter what you do. It turns to either full communism where you have all the resources, or you constantly give away money/food because your villagers go bankrupt every couple of days. Just very frustrating experience overall and turned me off. Not sure if DLC fixes any of that, but the issues become apparent only after couple of hours of playing.
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