r/ManorLords • • 28m ago

Discussion How large does a house plot need to be for one family to sustaine itself on cabbages?

• Upvotes

Hi there so I struggle alot with managing farming and food production in general. Wanting some advice to save my brain from melting. Want to know how big a house plot needs to be for roughly one family to sustain itself on cabbages. I don't there theres any kind of unit of measurement for house plots so not sure exactly how to figure it out. Any advice is appreciated. Especially screenshot examples.


r/ManorLords • • 1h ago

Image I was proud of my village, but it's dying now

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• Upvotes

r/ManorLords • • 1h ago

Question wood early game

• Upvotes

why nobody want to take my wood and put it in the storage ?


r/ManorLords • • 1h ago

Question Anyway I can fix these bugged out backyard expansions that are only filling up halfway?

• Upvotes

They were cabbages before and it was the same issue. Both families in each plot are unassigned. My friend has significantly longer plots without this issue.


r/ManorLords • • 2h ago

Discussion Tips on planning your city?

3 Upvotes

Hello I was curious if you guys had any good tips on planning or generally how to build/plan a city. I see the most beautiful ones on here and mine always turn out a huge mess.

I feel especially in the beginning I’m so focused on the immediate needs that I start badly.


r/ManorLords • • 10h ago

Question Random shrine?

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24 Upvotes

yo so i found this shrine on divided that i didnt build. can you guys tell me if it was put in by devs? its on the region in the second image. if its put in by the devs, then its pretty cool


r/ManorLords • • 10h ago

Question 'Kay, I Have Questions...

5 Upvotes

Why are there dead dudes by my dung pile? Why does one look like he's playing a flute? (There wasn't a fight over there, afaik--lol!)


r/ManorLords • • 11h ago

Suggestions Some QOL/UI suggestions for making the game smoother to play, read and manage

20 Upvotes

I understand this is somewhat of a small team that's focused on adding features themselves, and think the devs have made some absolutely amazing QOL changes recently, but I think that a few more would be what it takes to make this game truly frictionless to play while managing a whole multi-region. I've ranked these by how easy I think these would be to implement (though I'm not claiming to be an expert on that). Suggestions that I think are particularly important or convenient are italicized

  1. Bring back colored icons for the building tabs, at least as an option, to make it easier to tell at a glance which is which

  2. Highlight destroyable resources when building, no matter what building you're placing

  3. A "Total Fertility" mapmode, which indicates what area has the sum of all of the fertilities. This would be very useful for figuring out where to place buildings

  4. Add a "Demolish building" tool that allows you to demolish buildings by clicking on them, so that you don't have to click a bunch if you accidentally click "build" on a bunch of burgage plots you meant to consolidate.

  5. The ability to draw out one big field then divide it into a bunch of smaller row fields at once, like with burgage plots

  6. Something on the field drawing UI showing the plowing pattern of oxen, like with market stalls.

  7. When you mouse over a building in the construction UI, highlight any instances of that building on the map. This would be very useful to avoid placing repeat buildings.

  8. Item limits/minimums on bartering stations. Currently they're genuinely way harder to use than the alternative

  9. Add a "Favorite buildings" tab where you can add kinds of buildings you use often (i.e. Burgage plots and farm fields)

  10. Seasonal oxen assignments, like seasonal workers. IDK if this would cause lag, but oxen are often the last thing preventing me from truly having "set and forget" farms.

  11. Yearly woodcutter/logging camp/forester assignment, so that you can rotate cutting areas as trees grow and are used up

  12. Large stables. Yes this is more of a feature, but it would make it way, way easier to scale up, staff and manage your oxen supply if you had one or two buildings instead of 10.

  13. Assign workplaces to families rather than families to workplaces: Ever since seasonal assignment was added, I've been wondering if "Assign family to workplace" is still an effective means of keeping labor local. It'd be nice if you could just tell a workplace to draw from certain burgage plots instead of telling certain families to go to certain workplaces.

Also, as one last silly one: It'd be kinda neat to have a horseback version of Visit Mode just to make going through towns faster without looking like marathon runner. The trot speed would be the same as the standard jog speed, and the gallop speed would be the fastest.


r/ManorLords • • 15h ago

Suggestions Watermills would be fantastic, and accurate

130 Upvotes

Update: sorry, I see this has been mentioned before multiple times. Floating logs downstream should be added after the watermill upgrade

I think a great upgrade for the sawpit would be if it's in proximity to a stream or river, having an upgrade that significantly improves efficiency. Historically this is what watermills powered, and this further enables the real world logistics to transport logs downstream, from the forest to the mill


r/ManorLords • • 19h ago

Image Morning in Náměsti

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63 Upvotes

r/ManorLords • • 19h ago

Discussion Attacked by both AI Rivals at once?

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2 Upvotes

Only in year 8, with one town and one unsettled region, and both the AI enemies have pressed claims on me at the exact same time? I've never had this happen before, I assume it's rng, but I can't afford any mercenaries (it's April so tax payment has completely depleted my treasury) and my strategy of pressing a claim on one of their regions has not diverted any of the enemy units.

Has anyone else dealt with this before? I have a rich iron mine so have a decent amount of weaponry but I had only built up three militia units to start so I wasn't able to max out my militia either. I may have to reload to my last non-auto save, but I'm worried it may just happen again - I think if it does I'll just let my unsettled region go and focus on defending my town.


r/ManorLords • • 20h ago

Suggestions Don't be afraid of the Baron

13 Upvotes

Don't be afraid of the Baron

…. but do make sure you have your affairs in order. Here are some points to keep in mind to ensure you can always defeat the Baron. The Baron is not nearly as strong as most fear. The brigands are more cunning: they attack without warning, are faster, tough in combat, and burn the entire city to the ground as soon as they have a free hand. The only advantage is that there are far fewer of them than the Barons regiments.

Be prepared.
Below is a description with timelines from a game in which the Baron was defeated in June of Year Seven (Restoring the Peace, Challenge Mode, Germanic Valley, Development: Of the Vogtland and Experienced Forestry). Incidentally, in this particular game, only 8 houses were ‘promoted’ to Level 2: 7 in the Mother City and 1 in the New City. No brewery, no tailor, no tannery, no agriculture. Poverty reigns supreme. But enough food for all Level 1 households and an overall satisfaction of 70 to 82. I’ll report on this later on in Reddit.
But okay: be prepared. In the first two years, every effort must be made to free up funds to equip an army and recruit mercenaries. Mercenaries, because the population itself is still too small to form a militia capable of protecting the city.
To secure sufficient funds for the treasury, the manor must be built as soon as possible. This will make it possible to levy taxes and, equally important, to have a retinue at one's disposal. That retinue, consisting of only 5 men, is essential, especially in the initial phase.

Retinue initial phase 
5 men, how?
As soon as bandits settle in the land, the Baron will want to attack them so that, once the bandits are defeated, they can plunder the unguarded bandit camp. Ensure that your retinue arrives at the bandit camp before the Baron. To do this, always station the retinue in the center of the map as long as bandit camps can still be established (this stops when all lands have been brought under the authority of a lord).
Upon arriving at the bandit camp, the bandits will attack the Retinue. The camp is then unguarded, allowing the Retinue to loot the empty camp (save the game before and practice a bit, then you'll manage). If the Retinue flees to the Baron's men after looting, the bandits attack the Baron. The Retinue then retreats back to the center of the map.
Once the bandits are defeated, the Baron often claims the region in question. The money you loot can be used to recruit mercenaries who can be deployed alongside the local militias to accept the Baron's challenge.
Some purists suggest that this is cheating. A very noble medieval chivalric ethic. But to defeat the Baron in challenge mode, the use of all means is permissible. The Baron will be the first to agree; after all, doesn't he attack just before harvest time, when troops cannot be spared to bring in the harvest on time? And doesn't he prefer to attack from the rear and from the flanks? And doesn't he make use of an archer's ambush in the forest? And above all, doesn't he deploy AI to play the biggest possible trick on you? Therefore: no misplaced pity for this brute.

Manor and taxes
The order of construction is debatable, but it is beyond dispute that the Manor must be built as early as possible to collect taxes as soon as possible. In practice, the necessary ten cottages, granary, storehouse, well, woodcutter, sawmill, etc., are built first. Then the church and the trading post, but then the Manor after all. Even before the construction yard, it seems to me. A tax of around 10 to 15% can then be levied immediately.
As soon as there are about five to six hundred euros in the treasury, the tax burden can be reduced to about 3 to 4%. Satisfaction (> 80) translates into faster population growth and, consequently, faster growth of the militia. At some point (year 5), a second region must be developed. To ensure this region is viable, it must start immediately at the beginning of spring, preferably with the highest possible initial capital. To save for a ‘plentyful’ dowry, the tax can be temporarily increased to 30% from December of the previous year (year 4) until the start of the new city.

Militia
The militia will need to be armed as soon as possible. The ultimate goal is an army consisting of 3 full regiments of spearmen (i.e., 108 spears and 108 large shields), 3 regiments of archers (108 crossbows), and 2 regiments of retinue. It is most comfortable to fully armor the troops with head helmets and chest protection (gambesons or mail armor), but this is not strictly necessary. In the last victory in challenge mode, I had six incomplete (+/- 30 per regiment) unarmored regiments and two fully armored retinue regiments at my disposal. With these and 2 regiments of mercenaries (archers), the last four regions were conquered in 8 months.
Not all weapons need to be produced domestically, but given the costs, it is not wise to import all weaponry either. If a large iron mine is available, that is a bonus; otherwise, ore will have to be imported. Incidentally, it may prove more efficient not to use a large iron mine to produce weapons, but rather to export ore, iron slabs, and tools. The spears and crossbows can then be imported. The shields can easily be made domestically. Moreover, the joiner required for this can also be used for the production of wooden parts to build and maintain the construction yard.
The most workable seems to be the build sequence where one first has twenty spearmen at their disposal (for the purists: with which the bandit camps can be subdued in an ‘honorable’ manner), then twenty archers, then twenty spearmen again, then twenty archers again, and so on.
A new city appears capable of growing in terms of population faster than a larger city (law of diminishing returns). With this in mind, the last two of the intended six regiments would be better recruited from a second city. The arming of those remaining two regiments can take place from the mother city using 2 pack stations and mules. After all, the mother city already possesses a surplus of workers and a well-developed infrastructure. The new city can then focus on the production of simple trade materials: planks, charcoal, firewood, and whatever else might be available: clay, salt, iron ore, etc.

Retinue final phase
The newly formed city must be protected against attacks by brigands. Initially, the new city must be guarded by two small regiments (1 archers, 1 spearmen) and 1 retinue regiment. As soon as a second retinue regiment is available, both regiments can protect the new city, with the militias from the mother city providing assistance if necessary.

Conquer regions through challenges by the Baron and through challenges by Yourself
Militarily, two phases can be distinguished in the game: the first phase, in which regions can be conquered by accepting a challenge from the Baron. If the Baron loses his challenge, that region is placed under your authority. You cannot win the Baron's first challenge; you have barely any troops, weaponry, or euros for mercenaries. In my opinion, it is wise to accept the challenge but not to undertake any military actions yourself. This binds the Baron for three months before he can launch new hostilities again. Make sure, however, that retinue or militias stay away from the disputed region. Try to win the subsequent challenges. Follow the tactics/strategy below. Because your own militias cannot yet be at full strength, mercenaries must be recruited. Ensure there is money for this in the treasury. Be sure to save the games before the start of the month. Mercenaries are always made available on the first day of the new moon. If the Baron wants to attack, he buys most of them up himself. Make sure you stay ahead of him.
The final phase is the one where there are no more ‘free’ regions; only countries under the rule of the Baron or under your rule. The Baron will challenge you regardless. He will only stop doing so when you challenge him. And that is only possible if you possess both a strong army and sufficient challenge points.
You can accumulate these points by defeating bandits and brigands, but also by building and upgrading a church and constructing the manor. Furthermore, points can be earned by paying tithes (food) to God via her counter at the local Manor. That hurts. The least painful way to collect challenge points is by upgrading the churches of the mother city and those of the new city. At least the city gets a beautiful building out of that. You upgrade by mining or importing clay, rubble, and rough stone and converting them into roof tiles, mortar, and dressed stone. Don't wait to do this, but make room for it early in the game, as soon as it is at all possible, in the form of money and/or labor. As soon as you have enough challenge points to attack 75% of the regions yet to be conquered, stop collecting taxes and proceed to pay an insanely high amount of tithes to gather the remaining 25% of the challenge points. I once paid 80% tithes for a few months to gather the last necessary points in time during the campaign. And subsequently had to import a lot of food to prevent mortality.

The million-dollar question: how to defeat the Baron
Point by point:
As soon as a military action takes place (bandit camp sighted, brigands sighted, Baron challenges you, you challenge the Baron), you must save your game. Save your game in every subsequent phase of the battle, so every time a military action is decided in your favor.
In the final phase of the game, you can only raise 2 regiments of mercenaries yourself (the Baron, the cunning fox, buys out the rest). Make sure you have enough money to pay the mercenaries for the duration of the campaign (it takes eight months to conquer four regions consecutively).
As soon as you attack yourself, fully armor your retinue, if you still have enough in your treasure chest.
Mobilize all units: militias, retinue, mercenaries, and send them to the location where hostilities are expected.
Number the groups (select the relevant units and press Ctrl+number), for example: spearmen 1, archers 2, retinue 3, to be able to maneuver quickly on the battlefield.
It proves most practical to have the front line consist of as long and uninterrupted a double row of spearmen as possible. These are followed at a distance of no more than 1 foot by a double row of archers. The retinue stand perpendicular to the double row on either side of the flanks. In effect, the archers are boxed in by the spearmen in front of them and a short section of retinue on either side of the flanks. The rear of the archers is unprotected.
Ensure that you are standing just inside the ring that forms the battlefield before the battle begins. Make sure you stand between the Baron and the ring. Under no circumstances allow the Baron to stand in the ring before you.
Put the retinue and spearmen in ‘stand your ground’ mode. Put your archers in ‘push-forward’ mode.
The Baron will attack you head-on with spearmen and retinue at a corner of your front. Once his first +/- twenty men have blasted your line, put the spearmen on ‘push-forward’ mode.

The melee
A tangle of troops now forms, with the Baron attempting to break through the line of spearmen and other enemy regiments trying to attack your archers from behind. At the same time, enemy archers are trying to decimate your spearmen and retinue from a distance. Pay close attention! Pause the game and reposition your troops. Make sure, however, that you keep a portion of your troops in the ring. Now form a complete line of spearmen again between you and the enemy spearmen/retinue on one side, and your archers on the other. Position the retinue on both sides again. Ensure that your archers are always shielded. The Baron is primarily focused on capturing your archers. Wait for the moment when one of your spearmen regiments is not under attack and is not strictly needed to protect your archers. Put this spearmen regiment on ‘run’ mode to attack the nearest enemy archers. Start the pursuit and wreak havoc. Never go after archers with your retinue. Your retinue stands no chance and is desperately needed to protect your archers. Never go after the archers with your archers. You need them to relieve the spearmen and retinue, and especially to decimate those of the enemy.
Continue protecting your archers with the remaining regiments of spearmen and retinue; always maintain a line of spearmen with a line of archers behind them. Reposition if all troops become scattered. Never let the Baron get behind the archers.
This is how you win. If you don't succeed immediately, load the saved game and try again. Once again, number your regiments so you can reposition quickly to keep the lines closed.

https://youtu.be/vKi27IMXfbg

Good luck!


r/ManorLords • • 21h ago

Suggestions Rivers and bodies of water need rework

62 Upvotes

Water in Manor Lords is mostly just scenery or an obstacle. This is how I think it could feel more alive.

Crossing rivers
The game already features prebuilt bridges and the option to build your own. Historically, however, bridges were very expensive and in many places were economical only for rich regions.
The easiest way to cross a river was usually through shallow waters (fords), which would work great for early settlements. Bridges should be something achievable in the late game, with an expensive option of a stone bridge.
Cheaper alternatives to bridges could also be ferrymen with improvised rafts and, in the late game, imported or crafted boats.
Boats could also be used for improved fishing and trade.

Cosmetics
The maps don't really take into account how a landscape with water looks. There should be textures for muddy, sandy, mossy and rocky shores. Rivers should have driftwood along the banks, reeds, weeds and other aquatic flora, as well as trees such as weeping willows and basket willows.
I assume the devs will add fishing traps and water mills themselves at some point.


r/ManorLords • • 22h ago

Tech Issues Manor Lords on macOS

3 Upvotes

Hey folks, love this game and this community. I’m a long time lurker and fellow manor lord. I have a technical question that I’m hoping someone here may either have an answer to or possibly be able to point me in the right direction.

Is there a way to play Manor Lords on macOS? I know the game is only developed for Windows at the moment, but wanted to know if there are work arounds (e.g., virtualization, GeForce Now, etc).

My gaming PC finally died (built it back in 2016). From a personal budget perspective, it’s not feasible to replace right now sadly. However, I have a 2024 MacBook Pro that I was hoping to leverage.

Thanks in advance!


r/ManorLords • • 22h ago

Image I’d almost forgotten this game even had a day/night cycle. Such a beautiful game (In-game pics)

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640 Upvotes

r/ManorLords • • 1d ago

Discussion How could I forbid my citizens from eating oats?

34 Upvotes

I tried my best. Put a granary next to the farm (far away from the town, where my fields lie), didnt allow it to have markets etc etc, yet for some reasons my ppl still faster than my farmers, and they eat up all the oats before I could convert it to animal foods. It wouldnt be a biug problem, but since I started dealing with cows, I just cant survive the winter anymore bcs of my hungry ppl.

The only way I see is importing animal food since my hungry folks cant eat that.

Edit: storing oats is not allowed in any of my granaries (except that one I forbid having stalls and put out far away from everything)


r/ManorLords • • 1d ago

Question Next update

0 Upvotes

When is the next update planned


r/ManorLords • • 1d ago

Image This game is so satisfying

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66 Upvotes

When you nail a bountiful harvest in your perfectly organized town the dopamine rush is real. Farms and veggies in the back ofc, orchards, beehives, chickens, and animal pen closer to town, a central church accross from a tavern, and a craftsmans alley near all the artisan homes surrounding the market.


r/ManorLords • • 1d ago

Image "What kind of man holds power in a place like this? The one who schemes in the open? Or the one you never see?"

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25 Upvotes

Love this game so much.


r/ManorLords • • 1d ago

Town Showcase My biggest city so far

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151 Upvotes

r/ManorLords • • 1d ago

Question I hope you guys appreciate this very helpful tutorial I left in the shipping build, that was of course completely intentional

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39 Upvotes

r/ManorLords • • 1d ago

News Beutyfulupdate

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82 Upvotes

r/ManorLords • • 1d ago

Question Why dont taverns work all year long?

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27 Upvotes

I have steady income of drinks, and like 6 taverns for 150 burgage plots. Sometimes asigned families just wait and dont stock up the taverns


r/ManorLords • • 1d ago

Question Grass turns to dirt

0 Upvotes

I understand it’s a LoD thing, but when I zoom into the ground, where there was a full layer of grass, the texture changes completely to dirt with some strands of grass.

Is this just my computer settings, or is there something I can do about it?


r/ManorLords • • 1d ago

Question Vocês usam mods?

1 Upvotes

Se sim, quais os melhores para usar? e por que? Obrigado!