EPISODE 4 IS OUT NOW - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3IiieAOGrjc.html Missed a previous episode? Catch the full playlist here - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-f16hXx4JRi4.html ! And don't forget to subscribe if you're enjoying the series - there's plenty more to come!
I need more, MORE MANOR LORDS, This game is just breathtaking. The fact that this is ONLY an early access and dev already said that ammunition and cavalry is coming too HOLY CRAP I CANT
Seems like it’s gona be as good as medieval 2.. .it doesn’t have gigantic epic scale, yet. Imagine a seamless transition to full Europe, for sake of size it might be 1:3 scale or something so it stays fun
Let the struggle for influence begin! I'm loving the idea of having orchards between the church and manor. Seems to me it leans into the common practice of the time of monastic brewing. Might be fun to add some bee hives as well. If there are any monastic buildings that would be a great spot for them also. Or even within our own head canon, having some burgage plots with been hives and orchards would act as our monastic settlements. And would do a good job of surrounding the church which fits with traditional organic spreading of villages. Really enjoying seeing more of the action on the ground whenever we're not needing to be overhead.
Everyday I wake up and get excited that there is another episode in this series. I love your organic approach to the town, and I can’t wait to see more.
Very realistic that the lord has to levy his troops which takes away from his domestic production. This is why for much of medieval times, wars were not fought during harvest or planting season. They were typically fought after spring planting and ended in time for harvest season.
Which in turn may be a META players take on themselves. Or, when they have the money, to hire mercenaries and attack other regions DURING the planting or harvesting season to doubly hurt the other lord. Mercenaries come and go but the loss of materials from the lack of labor will not be easy to replace.
I'm loving the fact that rallying forces have so much impact on economy that the player needs to take into consideration if it's worth enough. Not to mention the impact when there will be more casualties. Great playthrough PartyElite! Love it.
It'd be cool to maybe end each video with your ruler walking through part of the town-- it'd be a cool way to see what's changed since the last playthrough. Loving this series, btw! It's really cool to see a non-min/max playthrough- not because there's anything wrong with min/maxing, but just because it's a different vibe and thought-process that's interesting to hear.
Another consideration: Wealthy people often lived in elevated areas while the poor lived downhill. This is because waste was generally thrown out into the street and it would flow downhill every time it rained. Thus if you lived downhill it could become quite smelly. I'm guessing most people would become noseblind to many smells after a time.
Hey Party, I didn´t show up for a while, but this series is definitely worth spending some time to watch. What a great game! Just one suggestion: the ale industry will possibly drain your fuel supplies. Just a personal guess, be sure to be ahead of this.
Really fun to see the military part of the game this early on, can't wait to see how it developes over time. I think farming should be a step going forward.
I think you need to raise the barley crops yourself and export the products as well as support the tavern. Getting the farms up and running will go a long way in fixing the potential food shortage in winter. as for by the manor, either orchards or crop fields would seem to be viable choices.
Between the church and the manor, I feel like orchards is the way to go. Plus adding a couple of level 3 Burgage plots would be a nice addition. What a timing to see the lightning!
You're thinking tactically, Party Elite thought strategically. What's the cost of 1 peasant's life compared to a strengthened claim on the territory and the spoils of war?
@@MollyGermek I mean not really, he'd have made it to the second bandit camp before the baron if he was marching. It wasn't a needed loss but it was still entertaining.
Delighted to see the combat mechanics in this video. That was the one thing I was still unsure about, but it looks great. Your videos are helping turn this game into an absolute no-brainer of a purchase.
I like the idea with houses behind the church, because it makes the church central in town for everyone. And make a park on the other side of the road. But also could make that park area behind church and houses on other side of road, both works I think. Keep it up!
I love your channel. I first watched you with Workers and Resources, then Ixion. Wish you luck with this series as I have been waiting for this game like you
Combat looks pretty decent, I'm keen to see it at a larger scale. Yet another great video, I love how you explain the game and your own trains of thought.
Awesome series as always PE! These few hours have made me certain of picking this up as someone who's always on the lookout for a better version of rts battles and overall economy/campaign management.
Great series... the 26th can't get here fast enough... this game hits different, it feels fresh and exciting which other games lately haven't really been doing. Keep up the great series ill be watching it each day as you upload!
I hope you read this comment, enjoyed the 3 episodes so far. Don't know if you know but sure you do, You can actually walk around as the manor lord (3rd person) i believe it is when you press the eye icon at the manor lord. Would love if you show everyone !! great content keep it coming !!! 😁
After clearing a bandit camp, you can choose for the ‘Send resources to the nearest town’ option to get a lot of Regional Wealth to spend in your village!
Ah, this game looks so beautiful. This playthrough soothes my soul. And yeah, PE. Nice combo with the development points into trade! Definitely, well thunk 😂. Also, nice outmaneuvering the Baron's men. Really happy you are bringing us this game. I might pick it up myself.
I don't know if you come back to older vids, but I wanted to add on to something you said at around the 45 minute mark. You mentioned that churches were central to towns of the period, which is true but the other central feature that started being seen around this period were markets. They were, in an over simplified fashion, the Malls of the Medieval world and local Lords made money off of them. Love the series and sorta re-listening to them as I play.
I know i'm two weeks late and all... But I vote orchard!! As you started talking about it, I was just looking at those first four housing plots... like my bruv is forgetting the back yard apple trees!!!
Probably late, but from a tactical perspective it makes more sense to have fields next to the Manor House, rather than orchards. It is ultimately a defensive redoubt, and so you don't want to have a bunch of trees right next to it, providing cover for potential enemies. Big open fields would make more sense in such a context. Even so, as mentioned, I recognise that this is probably too late to mention now. This series is great, and the game just looks so, so gorgeous
love the series so far :) i think it's good you try to keep your building spaces organic and try not to delete any roads , maybee give yourself 1 "muligan" per episode to enforce it more, but keep some options open. on the question if we wanted to see faster growth of the village or more time seeing them live, my opinion would be: do both , maybee showcase there lives in the beginning of an episode and near the end , this way we see the progression you made that episode and how the villagers lives have improved ( or not ) 😃.
I was like 1,000. Also funny watching him get caught up in excitement. “Log this area” 10 seconds later “nvm log this area” 30seconds later “no no no. Chip away at the woods over here” poor workers make it to the job site and instantly get new orders lol
I would suggest that you make more effective use of the Bandit camps to build your economy. Add it to the village resources, so that you can extend the backyards with orchards, goats, chickens etc. Because this will diversify your market stalls, making your citizens more happy, and help you upgrade the houses which immediately contributes back to the economy. You will also be able to add more trade routes using village funds, which continues to grow your economy. Having these trade routes allows you to get better equipment for the army. Then you can Levy taxes on your town, which decreases popularity a bit, but you'd be able to sustain that because of how you invested in the economy quickly.
One thing with the church, the graves will fill the fenced in lot, not sure what effect it'll have on the population but you'll need some place to bury your villagers.
Would be really interesting to cover some aspects of equiping the Militia, saw sidearms, extra armor and tools that they can carry with them, how does that change the type of troops they become/are, or is it a requirement for 'promoting' them somehow?
I am very interested in playing this game, and I'm fairly decent at resource management, but I'm not a military strategist, and I've always struggled with anything involving armies and combat, so I'm afraid this might end up being yet another game that I play for a few hours, get frustrated with, and then never play again. Looks gorgeous though! I appreciate the moments when you just take a break to look at the visuals!
Regarding the manor -- consider sight-lines. If it's raised, you may be planning to defend from it? If so, trees will make that more difficult (I have no idea if manor defence is a thing, but it seems like it's worth considering?)
I know this is a 2 week old video but your intention of importing the amount of Barley you'll need to keep your tavern afloat is going to get crazy expensive with the new trade house saturations. The more you goods of a specific kind you export/import the prize will drop/increase dramatically. It will make exporting almost fruitless and import gutting.
(As they learn the way to expand into a foreign-owned land by influence/king's permission, I look forward to see how they maneuver this in future events....)
Hear yee, hear yee! The first campaigns of our great Lord Huptmann have seen resounding success. His quick and fierce strategies lead our brave men to taste many rich victories. Your husbands and sons are returning with haste to tend our burgeoning town. Our hard work has given us many blessings, which only multiply as our beloved village opens up to trade. Let us share our splendour with neighbouring lands. Let us open our hearts to the coming merchants, and our tavern to the coming great brew. Hear yee, hear yee! So decrees Lord Huptmann.
I was for the orchard then i thought of the high tier burgage plots as minor nobles, perhaps titleless wealthy families. It makes sense in my head that they live close to the manor to curry favor and also show their allegiance.
its crazy how one person have made a better job than CA with unit weight , when units clash it really looks way better than any modern total war. t really reminds me with medieval 2.
Is it possible to carve paths through the forest and build bridges over the river? So cool to see your militia venturing out to attack the bandits - was there never a risk of the other army suddenly attacking if they got too close?
I think putting the loot from the camps in your treasury is a mistake. Early on I think the regional wealth is more useful for building up basic infrastructure and expanding trade capacity with horses.
The only reason I'm watching is because you unlocked orchards and explicitly said you'd put a couple in. I was really curious how they'd turn out. GBAS.
Hello PE, awesome work ! Can I tell you that your organisation of your small good looking town is a bit too symmetrical ? Medieval town would construct itself around the church, Im sure you would have a perfect aspect by trying to expand that way. Again, you do a great work and this is only my opinion !
Opening: Are level 2 families those that both live in a level 2 Burgage Plot and have an expansion that makes them an artisan or other specialized family, or simply everyone in a level 2 plot? The reason I ask is that in the latter case, it would be possible to have men from a "level 2 family" still conscripted to the militia. I don't have access to test until release day. You have 36 men of which 26 are in Level 1 families. You also have 18 families, of which 13 are level 1 and 5 are level 2. I see that 26 is the maximum number you can put into your army, so it's strictly level 1 families, all male members. But the distinction is important, since you could have families in level 2 burgages that aren't specialized, but if they are classified as level 2? 17:54-18:00 At 18 is where I would move the infantry forward. You were slow to put them forward and let the bandits rush your archers, that's a good way to lose men. 18:05 is a good time to order the archers back, if you moved the infantry forward sooner. I don't think it was slow on the retreat, but slow on the charge. Those few seconds of charging would stop the enemy from reaching the archers in such volume, making the retreat/reposition timed well. 22:55-23:14 Finally taking into account the impact of the Trade Logistics. (I know every time I've mentioned it, you've already moved on by the time I found your video, I'm 5 days behind even as I type this) 28:01-28:07 This is one of the reasons I watch such videos. So far, I had not been told/shown that the adjust work area was an option. I'd always thought it should be, but I'd never seen or had it mentioned in a video. Episode 3 you taught me a new detail for when I get this game after release. *Thank you* Being listed as early access, I didn't know if this was in the game, nor if it would be later. (side note: you're the first channel to discuss the "realm wealth vs treasury" that I've personally seen, so a second *thank you* is in order) 37:35 If I were recording a video, and happened to pause at this moment, I would have to do a 360 recording of that for about 5 minutes, even though I'd have cut most of it out of the video, just to capture that lightning from basically every direction. If I wasn't recording a video (which I don't currently) I would still move the camera to a dozen or more positions to do screen captures. 39:38-39:44 The -Spice- Ale must flow.
I feel like your town is missing chickens and goats. Very atmospheric AND helps diversify the food supply. Feels like you haven't expanded food supply in a while (other than ale)
For the trading post, do you not need the route for every good type? Because some say route needed and some don’t though there is an option to make one (like with the berries and such)
24:50 “You’re starting to see where I’m going here, I hope, because I’ve described it almost entirely.” 😂 Is there a reason you’re not farming your own barley and malt, since you have all this underutilized fertile land?
I don't know if it is implementet in the future , but i would like the freedom to alter the units ...i would have liked 10 archers and 16 spear units instead..... in you 2nd ralley . i would have positioned myself far enough away and waited until the barons men once again engaged and then moved in ...
Quick questions: if you have an artisan home, will the adult men in that home be used for your military? Because I have like 24 families and only 12 of the homes will let me use them for the military.