@@qualtain01 It does if the plot is large enough. Just make them bigger and then subtract enough houses until all of the houses get a duplex on the side. I do it every game. It always works, if the plot is large enough.
which isnt benifitual, except for veggies, apples, bakeries and breweries. as bakeries and 2x faster then communal ovens. and double family investment is 4x faster. then upgrading plot for 15% bonus. bakeries with 2x plot is 5x faster for making bread. same for brewery, so never need more than 3x2=3 plots 6 families of 5x6plots for bakery and brewery.
I have only one veggie farm with about 0.6 Morgen area, and I always have a message saying the storage is full even with 3 people working on the Granary, IDK what Im doing wrong, but looks like not very efficient
@@guilhermederetti6333 Veggies are only farmed by the family that lives on the plot. farmer will not interact whit it (its not a farm plot and they are not going to pick someone else vegies). so you ether have to turn the plot if posible into a level 3 plot (max storage + extra family) plus the extra side house thingi. if both are not enouth smaller vedgi plot.
You dont need to make awkward shapes for 2 houses, once u select the plot of land u can hit the minus or plus symbol to increase or decrease the amount of burgage plots on that land, i typicaly build 4 right off the bat as double housing each, also if ur land is infertile make large plots of houses over the top, it ignores the grounds fertlisation rates
I'm pretty sure the burgage plot DOES still consume 2. You can check the actual consumption at the market. I had 4 unaccounted for food being consumed and I can only guess that my 4 double burgage plots were consuming 1 more each.
Its funny because in East Europe thats how most villages are set up. Long skinny back gardens for all their veggies, fruit and some trees. It provides enough for the houses to sustain themselves but is also alot of work 😂😂😂
Yea I have almost thousand with this strat, but you will get more double plots with more space in the back if you decrease size button after placing four corners then clicking the minus next to the build button. Have fun.
The first veggie farms shown are actually ideal size… the massive ones at the end generate less due to walking. And u only need to select less plots to make double housing.
More than enough people talked about it in depth. It's pretty obvious. These Veggi farms are way to long. Considering that every cucumber has to be taken to the home a square is way more efficent. Just because you discover a better way to organize something doesn't mean 'it's broken'. 120 people with 22 months surplus isn't a big deal either. Oh and have fun expanding that town, the roads that go around your veggi farms just cut your efficency even further.
you dont need to make triangles, just make the fronts wider, if you don't like the point that it is anchoring on, put a road there and create a corner anchor spot, repeat until you get the burgage with the extension.
you dont have to make burgae plots thin and narrow. i tried making 1 expandable house (double families) with a big backyard plot for veggies on a burgage plot that automatically gives you 8 houses (reduced down to one house) its enough to completely overtake every other food source on the map combined
double plots are good for veggies that are like 6->8x16->32. only needing like 4 plots to produce 420 veggies a year. which is about 380 extra veggies for trading a year. and after 1 year the price per trade will go from 2silver per unit to 1 silver per unit from over marketing global trades. so in reality you only need 2 x2 plots with 8x32 for maxium yeild of 240 veggies, for a 40 supply and selling 200 veggies a year for 2silver per veggy. costing 2 food+firewood per month. not 1. and scaling to T2 gives 15% faster yeild and work. meanwhile going T3 gives 20% bonus. so not every plot needs to be upgraded to T3. so usually 16 2x5 single plots for chickens, and 2 x2 8x32 for veggies. is a all the start and basic food with wild meat and berries you need which can sustain a 390 populations. and you will need to import berries and meat. so starting import should be berries because 3silver per unit, then veggies for 2 silver per unit, then meat for 3 silver per unit. then as demand changes, you adjust the berry and meat export to inports. and you should sufficently import 20meat and 10 berries of 40. costing 13per meat and 11 per berry. being 260 silver for meat and 110 silver for berries for inport. and then veggies is 100x2 for 200 silver, and chickens is 100x3 for 300. +18T2 = 148silver income per month in food stability to a population of 400. and tinny single chicken plots and only having 2 large veggie plots saves on deforrestations to keep wild animals+berries, to regrow at 100% regrowth rates.
so making lots of veggy plots as seen here. isnt benifitual vs having 2 x2 large veggie plots. where manking many like you see here, reduces the value per veggy being sold because of the global market price reductions. and you are not really gaining as much vs having mulutuiple trades at average or superior global markets. ie buying some flour, wheat and rye even if you can produce wheat or rye into flour. reduces the global bread market amount which raises the need for global market need for bread. increasing the sell price for bread from 5 to 9 silver per bread. and that is when you can get to real money! where spending 200/m on wheat/rye/flour. then sells for more when selling bread. changing your monthly income from 120silver per month with the balanced food model above, too making 540silver per month. by selling extra bread ontop. then you have berry, meat, veggy, chicken, and bread food types. for 5 type food bonus for population happiness.
would like to add, that after recent updates the veggy plots are limited for farming rates per family on the plot side. so 8x32 is no longer viable for 1/2/3 family and only profitable for a family of 4. which is late game. and consumes too much time of to plant for the plot vs time of work for other as jobs or builders. 4.5x16 is now the recommended veggie plot size for 2 houses and efficent at 3 and 4 as well. so if going to do veggies you need 6 veggy plots to match the rate of gains after first year to match 16 chicken plots which is still best at 4.5x6 for 3 chicken coops per plot.
This is exactly what I needed to find out, I have a population of over 900 but 0 fuel and food and trying to fix it instead of restarting. Oh yeah I forget to mention I am 60K in debt to the king too hahaha!
I just wish Manor Lords has the possibilites of merging land areas into one. Towns bordering each other dying because the other isn't helping the other😂
@@user-tx3xy7lw6w True, they don't understand that towns never merge with each other ever historically, in fact the entire earth has been devided in little squares since the neolithic. Not everyone is educated like you and I!
people didnt know this? i do this every city. every plot i make it so you can double up the families, as well as make sure you have a veggie plot. and you dont have to make it a triangle. thats actually not efficient. just hit the minus icon.
No. Just make 3 rectangle plots with backyards. Small of chickens/goats since the size doesn’t matter but bigger if it’s veggies or apples since you get more yield per size of the extension. Once you have 3 hit the minus and it’ll go to 2 with extra families inside. Don’t do this for artisan houses as it’s wasting families though
That's exactly how I do each playthrough at the start. Except I don't use triangles, I hit the minus button until all houses are double. At lvl 3 that huge vegetable patch has 4 families working it
carrots are ok but they wont take them all out in tim before winter so you will have surplus but not that big, need more people who has just small garden with chiken coops to make variety of food and more work force, also add orchard for apples...oh my gosh I now have like 500 apples and carrots even my town is getting level 3 houses and going big
They actually consume food per family. Also your veggie farms shouldnt be long and thin, because they have to walk back with one veggie each. Output is 1.5x with proper sizing. Apples behave the same, but I found it can take twice as much land to maximize (1.5 morgen orchards easily for a T3 double family). Also use the +- instead of triangles.
just be sure to have single-family houses about for crafting homes so you do not lose extra family members to that job for no gain. As everyone in that house will do that job. But 100% every other house you build should be a double and on maps where farming is bad do not even bother with it just make larger ones with vegies and apples.
and then you will lose double the families to a single business when you build it it that plot lol and all those people wont do anything else. This is not exactly that broken.
It is if you do a bit of bare-minimum planning. Just don't build exclusively those kinds of plots unless you're housing standard laborers and make the artisans on small, single-family, chicken coop/goat plots. Problem solved.
Dude, we play the game to relax, for art and architecture, that's not our goal. You always built the same house. In fact, it would be great if you could build cities in kingdoms.
Wait until u figure out that any house with veggies,goats,chickens,apples...if you put any of those families on a job theyll leave their job to go handle their plot responsibilities. Dont need to go crazy with the veggie plots.
Even you have a lot of food but it not delivered to the market, the barrel icon is always lơ, try put your trading port granary next to the market. Build more granaries to increase the logictics.
You obviously arent playing on challenging mode, you will see zero veggie gardens because you need every single family on their assigned job as much as possible, chicken or goats are far superior as yr families waste zero time plus you get free goods you can eat, craft or trade, but most importantly, yr families need to be 100% active on yr stalls. Finally even tho good teleport from stalls to homes, homes still need to be as close to yr important buildings as possible as they walk to and from them, and you can exponentially fit WAY more in closer and over time be FAR more efficient with family travel times.
From my 60hrs of playing, chicken coops produce the same amount of eggs no matter the plot size. I always give chicken coops to small backyards and orchards and veggies to big backyards.
the veggies just rot after they fill their pantry they dont bother digging them up after that. You might get a few extra if they sell some at markey but deffinatley not owrth making them to big. The oonly time it is worth it is if you want to sell them.
The exploits kinda ruin it for me tbhm feels like cheating. People will just say "then don't use them" but it's in the game, it's weird to force yourself to play worse. It also doesn't make sense anyways, why would the food or fuel suddenly be enough for two families, or 4 at level 3. The carrot farms are also way too strong while the actual farms seem really finnicky to use
Man why soooo many veggies? You will not sell them, you will not eat them all, and when you’ll upgrade the plot you need food variety… im just asking, no hate, you do not plan to expand that into town?
@@masteridiot123 in my recent run „restore peace” on hard mode, I have 2 double veggie plots, and 500 veggies in pantry. I also sell them but nobody wants them in that numbers anymore :) it seems for me like an overkill thats why Im asking :)
My understanding is that it doesn't scale off plot size, but it does scale off the number of families on the plot. So you can get 2 chicken or goat buildings for the cost of 1 on the 2 family plots. Hope that's helpful.
just wanted to second what @Prom591 said. Orchards are the only other improvement that scales with plot size. Also what he said in the video about 2 family plots only consuming 1 food is wrong. Food consumption is per family not per plot