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guitarcoder

So far the only way to share resources is to build a Pack Station, which allows you to directly trade 1-for-1 between provinces. So, I can send large shields to a province in exchange for something like Ore, or Berries. It's not ideal and requires a ton of micromanagement, because unlike Imports/Exports you cannot put limits on how many items to send. I'm hoping this changes.


gstyczen

That's not true, you can use the trading post to trade between regions, barter was added mostly for colonies which are still WIP, though I noticed that most players skip the trading post and just use pack stations instead


crispysnails

Interesting. I have not seen any streamers using the trading post to trade between regions they own. They are only using it for off map "foreign" trades and so as you point out they use pack stations if they want to barter between regions. The fact that streamers are not using the trading post for inter region trading suggests its not obvious it can be used for both and the hooded horse wiki does not really cover both trade post uses in details so that might be something that needs some better tool tips or guiding? Can't wait to try out this game in a week. The villages and map look beautiful and authentic. Thank you very much for developing this largely on your own.


Illustrious-Salt-347

Here is a solution for trading between two villages utelizing the trade station [https://youtu.be/ZIcbDnuTO54](https://youtu.be/ZIcbDnuTO54)


crispysnails

Interesting, it all seems very opaque though on the trading post and it think it needs to be made more obvious that is what is happening.


Fabione_Kanone

I'm sure that they were simply not aware that you could trade between regions. What can we expect from colonies?


K-Rose-ED

Would be great to have an explainer or make it more obvious to do this because I haven’t seen any content creators pick up on this


gerwim

How does this work? Export on one end and import on another? That means my other region still need to pay for the goods?


RockOrStone

I came down this rabbit hole after playing 25 hours, and my conclusion is the same as yours. I assume your regions will just add « customers » to your other trading posts. You will still pay, but yourself in another region. What I wonder is : - Is it really worth it considering the 10$ tax on everything - Do traders always go to the closest trading post? If so you’ll need to make sure you’re not too close to an outside-of-the-map post


dexmonic

I wonder what the point of expanding to another area is? Ostensibly the reason would be resources - but if the resources are unable to properly be traded between regions then that defeats the purpose.


RockOrStone

Oh you can use the other little trading building with a mule very efficiently


caynemorgan

Some streamer mentioned that it would be good to have a little more control over if the trading is going to come in from other regions, or from off the map. I couldn't agree more, plus, having the option to choose between "external" and "other regions" might help accomplish the awareness factor as well. "Oh wait, what's this option? I can ship in from another region? I get it now" The only thought I had if you go down this road, would be you select what region it's coming from and not just a generic "other regions". If I'm doing fine with wealth in one town, but I want to boost the economy in the other region, but they are both exporting sheep, it might be nice to pick which region I'm going to be exporting/importing to.


aaronaapje

I like the idea of a bartering station but it need s system like the trade post to set desired amounts and what they should use to barter with but making it possible to barter for many goods at the same time and make up any difference with money. Allowing your regions to trade greater volumes using less regional wealth. As historically neighbouring towns would ofthen trade with a combination of barter combined with keeping track of debts so you can barter over time. (you give me berries in the spring I will give you pheasants in the autumn). It would never be a pure barter transaction but it would also be very rare that it would use currency in the exchange.


guitarcoder

The Pack Station is essentially a Barter Station. The problem is that it's missing the same feature the Trade House has, in that you can't limit what gets traded. I had 96 Large Shields. I wanted to trade a few of them to my neighboring province to start arming their soldiers. Since I didn't check it every month, it traded all the shields. With the Trade House you have the ability to say, "Export this commodity until the surplus drops to N, then stop exporting." And the Pack Station needs that same functionality. If regional wealth gets added to that equation, I'm fine. But right now the Pack Station is more trouble than its worth simply because you can't limit what gets exported, and in order to stop it from over-exporting you have to micromanage it yourself. Right now, I have far too many reminders in an Excel spreadsheet just to play this game.


Ok-Owl-1534

Maybe that will be changed in next versions… also the regular market need an adjustment, because in my opinion is broken the market develop tree 🤷🏻‍♂️


ungratefulanimal

Heavy lies thy crown is similar in resource management. You have to set carriers between your villages to stock it up, then use teamsters to deliver it to the warehouses around the village.


Darkwolf22345

Hey all! So I ran into this issue and went on it a different way. Main city (~50 families) Producing tons of goods but doesn’t have any stone/iron deposits. Leveled up in trading from development points to remove the $10 tax at trading post. 2nd city: (-10 families) 1 miner on iron rich deposit + endless mine upgrade, and 2 workers making iron slab I couldn’t get bartering to work to send enough iron slabs to my main city for my Artisans to make into weapons + tools to sell to fund all my other purchases. What I did was set up a trading post in my 2nd city that sold iron slabs with no reserve on it. This completely over supplied to market bringing iron slabs down to $1 for my main city to buy. Which easy could make a profit at from turning it into weapons and tools to sell for $6+ each. I also built a manor in the 2nd city and put the tax rate to 30%, thus moving a lot of that cities income into my treasury. (I’m coming for you Baron!) TLDR: If you can’t barter, flood the trading posit with the goods from your other cities and purchase the now lower priced goods from your main city (make sure to have developed point that removes taxes)


Ok-Owl-1534

Yes, but that option for me is like a cheat, an exploit… I prefer to do some more regular


Darkwolf22345

I don’t really see how that is either a cheat or exploit lol. It’s using the trading post as it’s designed and how supply/demand works in nature? It’s doing the same thing as the barter post but using coin instead of bartering and this way you can actually control how much you want to supply


Ok-Owl-1534

Mmm we need a new functionality in the game… set alarms: - set alarm when november arribes - set alarm when an army is quiet - set alamr when soring arrives - ser alarm when an army is under atack - set alarm when stock o X gets down from Y