When you are making double burgage plots, if you click the first 2 points near each other that is where the houses are placed. If you place them across a corner they usually have less empty space behind the house, so you end up with a big usable garden plot.
If you made a mega fortress in Zweiau with lots of guard towers you could use the armourmaking perks to kit out a huge retinue of men with armour! Zweiau can be the military centre of the land. I think that would be cool! It would also make sense since it is guarding the river crossing and kings road.
@@robertsnook7443 I was wondering if you could place the manor house so it encompasses the kings road, then it would act like a massive gatehouse fortress that stops bandit using the road to come into town and attack.
In my last comment I should have given an explanation how the markets stalls around the tree were made. First a road around the tree. Then the marketsquares around the road. An when the stalls are build you can move them around just like you can move the logging camp/stable etc. Hope this helps a little 😊
@@OneProudBavarianOh one thing I forgot to mention is you don't Ned to wait for new stalls to be build. You could just place the marketplace and then just grab a stall from another one an place it on the new one. And your welcome and thanks for the great Videos
You're actually blowing my mind here. I didn't even consider that I could move stalls between marketplaces. Obviously it makes sense, but man! I just prayed the stalls would pop up close to the workplace/home of whoever maintained it after the initial settlement phase!
Thanks for all the advice in your videos, I finally got the game and failed my little people by boldly ignoring everything I’ve learned. I love how you can see the layout of your town on the zoomed out map like in an old chronicle.
Not in my experience. I've counted the # of trees in the backyard extension and correlates to the increaase I see in the house pantry at the 3rd year of growth. A lot of apple problems still exist if you aren't using the latest Beta patch. They're one of the last food items to be consumed and the granary workers won't even come by to pick them up until the household pantry is 90% filled.
I think it runs a tree spacing algorithm similar to the market and sometimes you can get pretty disappointing results. I had two large plots about the same size next to each other and one had like 4 trees, and the other had 12
@@sharpe3698 Yup. I've had plots where half the back yard was used and the other half empty, with only a dozen trees when there was space for maybe 30.
I did upgrade to workercamp right in the beginning of settling. It keeps your satisfaction rate at 50% , no homeless complaints. Therefore, if you manage to have a new house by the end of the first month, you will have a new family immediately in the following month. And so on.
Dude, you're a fucking artist! These towns look so incredible and vibrant, I love all the detail you put into their layout. I have several of your videos bookmarked so that I can refer to them when I'm designing my towns
Absolutely love your Manor Lords videos! The way you construct from a historical and from an aesthetic point of view, while tremendously enjoying the game is awesome!
Wow, what a coincidence! Every summer we go on holiday to Zittau, or rather a small village called Jonsdorf located in the Zittauer Gebirge. Never thought I'd run into a youtuber from that area :)
@@froggingunty7170 I think you misunderstood me, One Proud Bavarian (and apparently every other non-native youtuber who plays Manor Lords) just always uses oxen, plural and singular. 5:32 he says "...I want *an oxen* involved". It is not that they get the plural wrong, they get the singular form wrong. It is simply ox. So in this case "I want an ox involved" would be correct.
@@nilsd4899 I mean this is certainly a plausible explanation. But I have seen the same mistake made by people who are not German speakers. I think it has more to do with how irregular ox -> oxen is. And in most other cases with irregular plural forms in the English language you simply use the same word for singular and plural e.g. fish or sheep.
I understand you. But take it from me: don't bother very much over language. Languages is not a set of laws and neither does it follow some laws of nature. It primarily based on how people speak with some rules for official communication. Also cut some slack for non-native speaker 😁
Playing with the land elevation, I prefer build the roads following the land contour curves, imo the roads look nicer. I also found that the house's entrances better placed in highest elevation (and in the backyard for planting vegetables, and then, following your idea, I build farm fields, or apples trees, which is also good for hiding the toilet in the backyard 😂). Fyi, apple trees fields aside the river is giving very beautiful views from these high elevation houses.
a small tip the first 2 dots u place just represent the entrance not the shape of the house ;) u can put them like 2mm next to each other "that leads to different shapes too" and have a big yard than with the other 2 dots and still have a house with extension ;) im using the roads since day 1 to shape the village
Zweiau reminds me of my father's village in Niederbayern near the border with Bohemia. A small farming community on a gentle hill, and a small number of houses along the main road that connects to the nearby village.
Okayokayokayokay, I know I already recommended this name for another town in your press build series but I feel like the name "Eisenkirchen" fits perfectly for this small mining town/church settlement
Another superb video, loving the way you're giving each region a distinct character! Now that you are trying the wider backyards with organic shapes, you could turn some of the lone farmsteads in Sitte into orchards. I think they'd look super nice having apple trees in their backyards framing the houses. Also, can I recommend using the guidance roads for the fields in Zweiau as well? I think it would make the fields look more pretty if they kinda conform to the shape of the terraces rather than being a rectangular shape. It probably wouldn't make much sense in terms of realism with the plows and all, but it would look more aesthetically pleasing I think. Anyways, keep up the good work. I imagine it's very difficult to record, edit and post a video every day, and I wanted you to know that I really appreciate your hard work.
I’m not sure how much of a “mining” town you are going for, however you can place 2-3 mining pits over the nodes. I believe someone said they were able to fit 4. Just to give it more of an industrial look to go with the story of this region relying on export iron and possibly iron goods.
They should make some signs of the buildins so when you get big know where each type of building is, its hard after some time to find one specific buillding... and u make a double , or a tripple copy
The farm bug is NOT fixed in the Beta. They can plough and sow correctly but the behaviour you show here still happens on harvest. Slavic said on Discord yesterday that he had looked at it several times but was still missing why it is happening.
See, I was talking with him there yesterday as well and was testing this behaviour together with some others and couldn't find this bug at all anymore! I tried to repro it, but even this save game on the beta has the farm behaviour function as designed! Of course, not benig able to repro it doesn't mean that it doesn't exist, but things worked splendidly with this save on the beta compared to how it is here in the stable version!
I think you can place the market stalls manually by removing them. That means you can just place the market around the tree and then move the stalls manually.
Check tacticats video "Manor Lords Efficient Farming & Food Guide". He has found a new way to layout the house so there wont be so much unused space between the houses and the carrots!
34:43 maybe the meta for that was to seclude the trees within a guidance round road, set the market stall around the roundabout (full square, _should_ not include the inside of the roundabout) and then remove the road altogether. That way, if it works as intended, it should make the stalls in a way that doesn't remove the tree(s)
Hey dude, loving the playthrough. Question: how are you changing your 3rd person character. Last video you looked like Gandalf and now... Jon Snow? lol
do you ever enact any of the policies (same page as the development technology tree) for short-term buffs or do you not find them worth it? furthermore the production tab in said menu does it have any fleshed-out effects yet or pretty much sparse?
Production is just an empty page right now from what I can tell. I *rarely* enact the policy where the population supposedly skips every fifth meal, but I'm not sure whether it does anything, so I largely just leave it alone! The most micromanagement that I do is about where people work to keep jobs and homes local as much as possible!
Question about the market around the tree. If you had one ring road around the tree and a second ring road a little further out would it work to easily sandwich some market stalls in between?
Du solltest innerhalb der Festung einen Bauernhof, Lagergebäude und einen Brunnen und vielleicht 2-3 Hofstätten bauen. Burgen waren ja auch wichtige Speicheranlagen einer Region und natürlich die größten landwirtschaftlichen Betriebe.
Did you know you can limit the work ranges for farmhouses as well (in the same way as woodcutters for instance)? That way you can choose the fields that each farmhouse tends to rather than the slightly broken system of all farmers going all over the place and not getting all the work done.
25:40 I have defined working areas for the farmhouses. I have designed the working areas so large that the entire field is in the working area. No corner of the field should be outside the work area. At least that solved the problem for me in two harvest times and the farm workers didn't have to walk through the whole town to the wrong field. But I haven't tested this extensively now, only with a village with two areas for farming on opposite sides of the village. Have you ever tested the working areas of the farmhouses?
Such a bummer that home bakeries are bugged. My last run when I tried to use them the bread would never leave because the granary workers wouldn't pick it up
You didn't ask for help pronouncing apple orchards but... Ore- as in iron 'ore' -Ch- as in charles -ards- as in herds as in a herd of sheep "Orch-erds" I hope I am not coming across as condescending.
The fix for farming in this patch is assign an area, then at the end of august, click every field you want harvested to early harvest. It takes like 2/3 minutes, but you get very fast at it pretty soon. The beta patch is HORRIBLE for existing games. I have 1200 people, 30k regional wealth, 20k in pocket, 3k food surplus and 2k fuel surplus. It ALL evaporated in about 1,5 years. No food, people dying of hunger (and my town still growing somehow). Wealth declining with ALL import turned off (it's just bleeding out somewhere without my consent), the king's tax just murdering my pocketmoney and I had to TRIPLE my woodcutters and charcoal burners. That patch is FAR from finished or being even remotely balanced and if you want to try it, do it with a new game, it will completely fuck up your current one.
Hey, how does one keep playing without starting over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and then give up for a couple weeks?
ditched the game due to manor bug.....if you destroy the old one and build a new one, the retinue does not want to settle in the new one, rather freezing out in the cold....but knowing one person is working on this game, well.....that and the missing features like tech tree, edicts and such.....not worth the time...for now. but can be quite good when it is finished.