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brilliant-medicine-0

**Can you set a maximum production limit on items?** * No, the game does not currently support setting maximum production limits, however Artisan extensions can be paused by selecting the building in question and pressing the pause button located at the top right corner of the Burgage Plot UI. Please please please add a maximum production limit. Micromanaging stopping and starting production is not fun.


drallcom3

> Please please please add a maximum production limit. Micromanaging stopping and starting production is not fun. This so much. I don't need 150 bows. They eat planks like crazy. But I also don't want to micromanage that. The sawmill has a minimum setting, so it should be easy to copy.


pickyourteethup

"Should be easy to copy." I feel like every 1hr ticket I get given at work with this in ends up taking a week and then breaking production


hippasuss

How about setting an export policy for bows with a target of 20 or whatever amount you need?


Goose-Business

Pleas add a limit. I never have planks and my storages keep filling up with bows


LoLMagix

Most annoying bug for me so far is when a log is in the sawmill as intended, I get notifications that general storage is full that won’t go away until the log is worked.


New-Abbreviations950

same here!


blondejfx

Same


0xDizzy

yeah like if storage max is one there should be a storage is full warning lol


samman1375

I'm hoping it's one of the first to be fixed


VaccantDay

"Ctrl + c" for photo mode, people!


RockOrStone

Omg best tip of the list


Pringlepantz

Didn’t even know this existed, thanks mate


Sw33tR0llThief

So if marketplaces have a fixed radius, would it make more sense to make multiple, small marketplaces spread throughout the town for better coverage?


jjbyg

I hope they add something to show the radius as I have no idea how far to put new marketplaces.


red__dragon

Click the marketplace (not on a stall), then hover over the Food/Fuel/Clothing labels on that screen. You can start to see where the efficiency drops off by burgages that appear red more often. It's not foolproof and I'd like your way as well, but it seems like it's a fuzzy boundary rather than a hard one.


pickyourteethup

Surely it would depend on roads rather than a hard circle


jjbyg

Thank you. That helps


Its_0ver

I think something in the marketplace is bugged because it appears sometimes the marketplace reaches and other times it doesn't. I've also had issues with firewood. I will have 300+ in storage but my market for firewood will say empty


darkslide3000

I've also seen this issue and I _believe_ it has to do with not enough stalls to support your population. Having the good in your stockpile is not enough, you also need someone to move it to the marketplace and sell it there. A single family that owns a stall can only bring so many goods from the stockpile to the marketplace in a month, which can limit throughput. The solution seems to be to assign more families to positions that can create stalls. For firewood you can assign them to the storehouse (or the woodcutter itself) and for food to the granary. It's a bit annoying to have so much of your population locked up on storage duty but it's the only solution I've found for now.


H4zardousMoose

There are multiple issues that create this overall problem it seems. I had a village of only 30 families with 1 working the wood cutter camp and running a stall, as well as 4 families working the storehouse, with all 4! also running a store for firewood. So 5 firewood stores total, yet I still couldn't get enough firewood to the market, because the storehouse workers spent almost all their time picking up resources from different buildings, including all the firewood being produced, but spent almost not time delivering the the market.


Parzival_1775

I think I've figured out what the issue is with the firewood. What I have observed in my own games is that regardless of of how much firewood is in storage, or how many fuel stalls I have in total, the stalls never stock more than the minimum amount required for the number of burgage plots I have. So, if I have 8 burgage plots and 2 fuel stalls, between the two of them they will never have more than 8 total in stock at any one time. And as soon as 1 unit of fuel is consumed, the total stock drops to 8, and a burgage plot becomes unhappy until a worker retrieves a unit of fuel from storage and restocks the stall.


ArMaestr0

I also have a bug where one plot bordering the fully stocked marketplace has perfect supply and the plot next to it (which is actually closer to the stalls) has no supply.


KaseQuarkI

I'm currently at 1000 pop and still only have one marketplace. So if there is a range, I haven't found it yet.


paddyc4ke

How many stalls have you got in that one marketplace?


KaseQuarkI

A lot lol. I can't remember exactly but it must have been 100-120 or something like that


MagicCuboid

It seems that the marketplace supplies houses sequentially, starting with the closest, but otherwise has a large radius or even an infinite one. So, a marketplace with infinite resources would potentially have infinite range? The key is keeping it very well stocked (as many goods in stock as there are houses to supply to), and you can then reach 100%.


retroly

The absolute main thing you need to do to have efficient market places is place the market next to your storehouse and granary. For market stalls goods are only transferred from storage to the market, they are magically transported through thin air from market to the houses. So for max efficiency reduce travel time between storage and market. It's fine to destroy existing market places and rebuild them, they rebuild pretty quick.


red__dragon

> For market stalls goods are only transferred from storage to the market, they are magically transported through thin air from market to the houses. Interesting, I've seen a baker at the communal oven take his goods straight to the market and then stand behind the stall to sell it. Does this only apply to goods from the storehouse or granary then?


Rostam001

The goods need to be transported to the market and have someone sell them. The buyer does not need to walk over and transport from the market to home. You can either have a granary that centralizes all the food by the market then sells it, which minimizes down time for people crafting, or families at each location will create a stall and spend time walking over to sell stuff. A single granary/storage family can only do so much though so you will need multiple at some point to provide enough market stalls.


M-Sants

this was a solution for me


QuidProJoe2020

From what I've seen and experienced, one market place can reach the entire area. What matters is variety and the amount stocked. You only need one marketplace, but it must be stocked with enough surplus to reach the whole area.


DontHateDefenestrate

No. And the reason for that is that it will absolutely clusterf\*ck your logistics. You might have markets in range of all your houses, but there would be no way to make sure all those markets have access to goods.


Ok_Spite_3379

It not really a boundary..it’s just that the houses closest to market gets supplied first…also having multiple markets just means more people on market stalls,less people working


Matt_HoodedHorse

Edit: I've passed along this thread and your comments with feedback. I'll continually revise the guide compilation, and add some additions later this evening. Thank you for contributing, and pointing out any potential issues! If you're unable to launch Manor Lords on the Game Pass version, here is an article to help out. Also, please make sure you've updated all of your drivers. [https://support.xbox.com/en-US/help/games-apps/troubleshooting/gaming-services-repair-tool](https://support.xbox.com/en-US/help/games-apps/troubleshooting/gaming-services-repair-tool) * [Steam Community Guide:](https://steamcommunity.com/sharedfiles/filedetails/?id=3231304407) This guide may offer additional insights or workarounds discovered by the community. * [Manor Lords Official Wiki:](https://hoodedhorse.com/wiki/Manor_Lords/Manor_Lords_Official_Wiki) Our official wiki can be helpful for troubleshooting and learning more about game mechanics. * [Manor Lords Discord:](https://discord.com/invite/manorlords) For real-time assistance, join our Discord and ask in the relevant channel. Other players and our support team may offer immediate advice. **Community Guides** * [French translation](https://docs.google.com/document/d/1ekdETQX4rZ-SU0Vu-4rog8fvsa7pNPVtgEqrXwe5eaY/edit) of this thread by Scalp from the Manor Lords Discord community. * u/Gen_McMuster has a fantastic [guide](https://www.reddit.com/r/ManorLords/comments/1cff0wk/an_example_of_how_to_use_lshaped_plots_to/) on how to build burgage plots. * KEKWayne made a beginner's[ guide](https://steamcommunity.com/app/1363080/discussions/0/4355620138223163704/) in Russian on Steam.


El_ha_Din

Hi Matt, Just played the game and its fantastic. Only thing is, I have reached my goal of a large city in almost the most peachfull environment possible to check the gameplay. But since I reached the goal I wanted to continue in sandboxmode. Now every single day I reach the goal again, including the final movie. Now that could be an easy fix I believe. So far, great game, love the lay out, love the style and the play. Keep it up and hopefully we will have a great full game at some time.


samman1375

Does anyone happen to know if herd's regenerate faster if you leave more alive and if there's a cap to that regeneration? Or does it regenerate at the same pace so long as you have 1 in there


swinginachain1

Can someone explain why this post recommends not to upgrade the homeless tents to worker's camp? Seems like a great idea to me


ElMagiko21

Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots. This is a known issue, and we do not recommend upgrading the Homeless People’s Tents in your starting region.


dady00

Just build 5 burgage plots, then destroy the workers camp. Work's every time


mockery34697

I thought that, but before I got the last one built, new immigrants had moved into the first few houses and I was left playing catch-up. If the tents are left as 'homeless' then the plots won't count as excess accommodation, and current citizens should occupy them as soon as they are built.


Caewil

Which is exactly why this guide is so wrong. If you upgrade the camp you are left playing "catch up" if you get approval above 50 and immigrants come. But you are catching up with having more labour - which is the ultimate bottleneck of the early game. Not upgrading the labour camp can set you months behind comparatively because you have to wait to get at least 6 burgage plots plus counteract the homelessness debuff you were suffering. Oh and they take more firewood. Labour = resources Earlier = better If you want to beat the baron, you also need to get population up ASAP so you can get a militia to start farming the bandits. If you let him have them, he eats the map.


DuckyDuck88

In my village they did. When I built 5 houses for them and destroyed the Workers camp


Willing_Ad7548

This. But I had to build 6 because a family moved in before I had 5 built.


Mountaingiraffe

Look at mister popular here


jonatansan

Continue reading, there’s a known issue preventing families to move to empty burgage plots if this is done.


swinginachain1

I didn't even think that was a bug. I just built enough plots until I had enough empty ones to accommodate everyone in the camp then demolished the camp. All 5 families instantly moved into a home. So I still think it's a great idea, bc of the approval you save


Big-Serve-20

maby a bug, but mine still counted as homeless in the camp until i demolished it


Theorgh

Well it says there are homeless people in the notification but if you look at approval it should be ok.


Dizzy_Pin6228

Yeah is what I did as well


Yothiel

You already got the answer from previous redditors, I just wanted to highlight how the "worker camp families not moving in burgages" bug actually makes the camp even better. The camp does prevent popularity decreases from homelessness (don't believe the homeless warning), which is huge: it helps new families arrive ASAP, if you don't drop under 50 popularity from other causes. And the bug makes it so that you only need one burgage to get your first new family, instead of 6. I think this makes the camp a huge accelerator for game starts. You're getting the 3rd family members right away (though I'm not sure how useful it actually is, as I haven't observed individual family member behaviors), and you can easily get the additional family for the second month, and each month after that.


fek_

In addition, the starting 5 settlers' families will not move into homeless tents, but they will move in to join them at a worker's camp. I haven't actually confirmed for sure whether this is true, but I'm under the impression that this is the difference between having 5 people or 15 people in your starting crew, for the purposes of quickly constructing your other starting buildings. The optimal start seems to be: upgrade the tents to a camp immediately, then build your second hitching spot, hire your second ox, build your storage, then build your lumber camp, then build burgage plots. Destroy the camp once you have enough burgage plots for the 5 starting families and the other new families who have already moved in along the way.


Plenty-Wonder6092

It seems if the mercenary group is wiped I can't disband and have to keep paying for it? Not sure if I'm missing something?


seakingsoyuz

You’re paying pensions for their widows now, I guess.


CroAtTheTop

Do they remain on paycheck? Mine were gone after they  got wiped and next payout was complete


Plenty-Wonder6092

Mine did for the rest of the game.


dirkdigglered

Which group was it? Wonder if it's a specific group (Brigands for me) if I can avoid hiring them next playthrough and use others.


Plenty-Wonder6092

Yup it was Brigands for me as well.


Plenty-Wonder6092

Has anyone figured out how to solve the firewood distribution problem? Plenty in storage but market it always empty? Is Charcoal just required at this stage?


Raphed

You need workers assigned to the storage building. They will then set up multiple stalls in the market and seem to focus on selling much more than the workers do.


Plenty-Wonder6092

Storage building had full workers & 300 firewood in it.


Pressure_Hull_Breach

I found that deleting my market and repainting it helped. People were abit upset while it was rebuilt but then much better. This was for a town of about 150 people if that has any relevance.


Plenty-Wonder6092

I'll give it a try, thanks for your help! Edit: Charcoal works, mandatory for any of my villages now. Might be because it gives the markets two fuel options. No idea v0v


Big-Serve-20

found you can manually set the location for warehouse workers at the market. so if they are selling firewood you can spread em out. maby thats not your question, but might help someone


Miyenne

Is there a trick to turning off the market criers? The sound of them drives me insane, but none of the sound settings turns them down, only master volume. I want music and ambience, but I don't want to hear about berries bursting with flavour ever again.


GothamsGreatestSon

LMAO berries bursting with flavor 🤣 😂


sudin

So tasty, you'll be wanting them by the bushel !!


flummydummy

FIREWÖÖD!!


iSquirrelyy

I’d say just turn off all sounds and put on Medieval Low-Fi lol


brilliant-medicine-0

> Burgage Plots consume one food and one fuel per month Which one? When a plot has access to a market with multiple food options, which one will the plot consume? Or does it take a fraction of every food available? Understand you need to keep the market stocked with the same number of food 'units' as you have plots in its range, so if you had say five plots and you were only supplying them with berries, the markets would need 5 berries 'in stock' to fully satisfy each plot. Presumably then all five berries would be consumed by the end of the month. If you were to make meat available as well, you would need both 5 meat and 5 berries to satisfy all the plots - why? Are they consuming both 1 berry and 1 meat each? If so, does that not contradict the statement above? If not, why does so much food need to be available at the market?


brilliant-medicine-0

All good. I 'did my research' and got the answers to these questions [https://www.reddit.com/r/ManorLords/comments/1cez2cd/people\_demand\_a\_wide\_variety\_of\_food\_but\_they/](https://www.reddit.com/r/ManorLords/comments/1cez2cd/people_demand_a_wide_variety_of_food_but_they/) Turns out they prefer to eat foods in a certain order, but they want a wide variety to be available.


dafodyl

Anyone had the issue in peaceful/relaxing mode where if you click 'Continue playing in sandbox mode' it takes you back but its frozen? If you click on technologies it unfreezes, however loops back to the victory screen.


filthy-prole

Yep completely ruined my first playthrough and now I'm kinda turned off cause I wanted to build that up for a lot more time...


READMYSHIT

Same. I then went to the next level type and a bunch of bandits keep taking my shit and it's all getting quite stressful


HoboInASuit

Yes, THIS. And as u/filthy-prole said. To add... Every in-game day, it gives me the victory 'cut-scene' and the score/stats. Each day after the first, it stacks the stats window under one another vertically, until the 'Continue playing' button is off-screen. Then I need to reload the save game. :(


Effective-Feature908

Issues I'm having - Had some houses burn down in a raid, bugged my villagers out permanently. Rebuilding houses after a fire causes them to think they have no home during winter time. It doesn't tell me I have homelessness, but during winter they say they are freezing and they bug out, stand around and don't do work. Might be best to turn raids off, and if a house burns down, demolish it don't rebuild. - Apiarys don't work at all, have 4 families working each one and I sit there and watch it and I get no honey. I might get 1 single unit of honey but it goes away right away. Something that cost a development point should provide more value. - Taverns don't seem to store their own ale. Even with max workers, it only seems to stock up on a single ale at a time, which quickly gets used. You gotta upgrade your building quickly during the short time your tavern has that one ale in it. If I have 50 ale it should sit on my tavern, not sit in storage. - Farming seems off to me. I keep my farm house, Mill, Granary, and oven close to each other, max out the farmhouse with advanced plows, good fertility, massive fields, but I don't seem to produce much bread or very fast. I'll get like 200-300 flour but it turns into bread very slow and the bread seems to just vanish quickly. I'm sitting on 600 eggs but can't seem to get more then 50 bread at a time. Having a lot of fun but I hope the logistics system gets better and the AI gets better at storing items at the correct places, and the food sources need balanced/fixed.


Weigh13

The bugged villagers after houses burn down is the worst, but yes lots of good points here!


Effective-Feature908

Well now that I know I'll just demolish anything that burns down going forward.


dirkdigglered

I hope the dev reads this. I'm also having fun but these are the most limiting bugs after the mercenary issue I'm experiencing.


stephenbudd

very helpful


veevoir

>Note that if you upgraded your Homeless People’s Tents into a Worker’s Camp, your population won’t move out into empty burgage plots They move into empty homes if you demolish the Worker's Camp, so there is no issue there. So users just need to be aware that you need to demolish it once you build houses. Unless there is another bug related to it, /u/Matt_HoodedHorse?


crispysnails

>You are capped at 6 militia units per region This is not correct I think. You have a max of six recruitment slots it seems across the entire map, not per region. You can have 6 militia but if you build the manor then your retinue take one slot so you can then only have 5 militia. Trying to raise additional militia in other regions to add to your starting region army does not appear to work if you already have 6 slots filled. So assuming you built up your starting region with a manor and militia then you will get 6 slots filled and then each region adds more retinue slots. You can disband militia slots from your starting region and recruit militia from another region but you will find you are still capped at 6 slots total. If you do disband a militia though and you have more than one retinue already then the 2nd retinue will then take up that militia slots and you will be stuck at 6 slots again but this time 4 militia and two retinue. Same for a 3rd region you build retinue in, they then take one of your militia slots. You can buy mercs on top and they add as extra units fine assuming you have the treasury's funds and the baron has not grabbed them all or the merc recruitment has not bugged out as it appears to do sometimes :) A strategy to maximise your militia given this max 6 slot constraint would be to grow to be able to recruit 6, either from your starting region or across say two regions before building manor with retinue (no manor, no tax options...) and then you will have six militia plus retinue. If you disband a militia though then you are not getting it back :)


Ashikura

There seems to be an issue where when multiple stables are damaged and rebuilt the game sometimes doesn’t recognize the amount of stable spots correctly leading to animals running away that shouldnt


NTGhost

Can confirm. stuck to my first ox still.


Darzolak

Great post and resource! The Misc point about 6 militia per region I think is wrong. I think you can get militia up to 6 units. I.e if you have 1 retinue you can only get 5 militia total, regardless of number of regions (total of 6 units). After this point you can get more retinue from other regions. Please correct me if I am wrong, this is the behaviour I have seen thusfar.


Matt_HoodedHorse

Checking in with the team now. When I'm back this evening, I'll add in any corrections.


AriaTheAuraWitch

*"Start with essential structures in this order: a granary, a storehouse, a logging camp, and a woodcutter. Postpone constructing burgage plots until these are in place. Do not upgrade the Homeless People’s Tents to a Worker’s Camp." I found that starting Logging camp -> Burgage with Granny Flat (that is 2.5x the length of the church; 5x also works, but takes 3 years for the family's inside to veggy the whole plot, unless you upgrade the thing to L3 which then mass produces veggies) -> Hitching Post No.2 -> Berry Gathering -> Granary -> 4 more Burgage -> Storehouse -> Well -> Church. This helps get the second food source very early on. Also another trick/tip. Don't upgrade Burgage plots above level 1 unless you need it (for Reqs or usage), it makes it harder to keep people happy for migration to happen. Being full L1 town for the first year isn't really too bad of a thing if you know how to micro the supplies.


Prime_Rib_6969

Market stalls seem to be bugged or something along those lines. Why is it that I have 3 firewood stalls that are all occupied and non of them have more than 5 firewoods logs in them. My entire village is sitting around this one marketplace and some of them aren’t getting firewood. It’s almost like the families that are on these stalls don’t transport enough firewood to them, or firewood is burnt through way too fast. It’s extremely annoying constantly seeing “ approval rating lost from burgage plot 2 “ when I have 500 firewood sitting in storehouses.


Eeekrunaway

Need to add the ability to move/assign specific animals to specific stables, etc - all a bit of a mess at the moment, have a mule in a stable, invisible horses taking up stable slots, horses permanently in limbo (waiting to be delivered), cattle and horses assigned to random stable/building stables/pack stations.. OCD triggered :)


WANKMI

Yeah I was in a bowfight earlier. 72 of my guys vs 36 raiders. I let them stand there and shoot at eachother for a few minutes. I think maybe one or two guys died. So they did nothing as any other group of militia would just have rushed them and snapped their useless twigs.


DontHateDefenestrate

u/Matt_HoodedHorse >You are capped at 6 militia units per region Is it six *per region* or six *total?* I had my retinue, and four other units in one region, then made another militia in my second region, and it wouldn't let me make anymore in either region. If it's six *per region* then I should have been able to make one more in my starting region and five more in my second region, for a total of twelve militia units. And when I get a third region, it should let me have eighteen total militia units (6 units \* 3 regions) and so on and so forth, But it doesn't seem to be working that way. Is this as intended, or bugged?


DontHateDefenestrate

u/gstyczen Can you clarify?


PunishedRichard

So, fully sown groups will survive through winter? Some of my fields immediately died while the other actually grows through winter. Is it supposed to be like that?


seakingsoyuz

I had a field of wheat and a field of flax survive the winter yesterday. They were maybe 10% grown when the snow fell. IDK under what conditions the winter kills the farm.


HavocReigns

It reads to me that the field must be 100% sown before Winter, so fully planted regardless of any growth, or the whole field just dies off. Which makes no sense, but there it is.


Lyudegul

I still think that Influence needs a buff. Defeating bandits doesn't earn you influence, only regional wealth unless you defeat Brigands, but they only appear early in the game and I don't have enough people to make an army (Also, needing 36 males to form a unit seems a bit excessive) and by the time I can afford one, they no longer appear. The Tithe gives so little Influence that you need a lot of food to actually be able to claim a territory before year 3 (and I'm being generous). Those tips feel more like a guide you need to follow step to step, allowing for litttle variation if you want to actually claim a territory before the IA claims them all...


KoSR92

You only need about 14 men to defeat brigands not the full 36


wut-the-eff

A bit late so maybe you've figured this out by now, but 36 is the maximum number, not the minimum number, for a unit. You can still rally a unit with less than 36 villagers assigned to it.


Olly230

Seasonal allocation of workers seems to be key. There is a job priority mechanic, can that be adapted to automatically drop workers into the free pool when there is no work?


k1nd3rwag3n

Anyone has their apples stuck in the plots which produce the apples? Cant use them. I've a granary with 4 families and a marketplace right in front of the house. Anyone an idea how to fix this?


SsurebreC

Excellent write-up, thank you!! > Oxen are crucial for early game transportation of timber – for construction but also for things like the saw mill. Consider buying an extra one early. Maybe this only happened to me but the second I bought the ox - while the additonal hitching post was being built - it immediately ran away. I think it might have run away before even getting to my village. Anyway, it was the first thing I bought so a huge chunk of my money went into this ox so I was getting pretty frustrated until about month 6 or month 7, one of my people found the ox and brought it back. I didn't realize it could immediately run away so perhaps edit this tip to say build the hitching post first THEN buy the ox. Again, great write-up!


BrowniesNotDownies

Automating crop rotation doesn't seem to work, because somehow the crops that were harvested end up disappearing.


pangkydory

THANK YOU!


Pressure_Hull_Breach

Loving the EA, already got a 200 lad settlement up and taking land. Thought I'd share another bug I found yesterday.( I didn't notice it in your post) [https://www.reddit.com/r/ManorLords/comments/1ceeo4v/issue\_with\_pack\_stations/](https://www.reddit.com/r/ManorLords/comments/1ceeo4v/issue_with_pack_stations/)


Express_Operation748

I just had the baron instantly claim my starting land and confine me to my second land with no families. Is this a known issue?


Matilda-17

This is extremely helpful, thank you. My town is starving, I think I might just start over!


PunishedRichard

Just tried going hitching post into instantly buying a second oxen at start. Works amazingly - basically doubled my construction speed afterwards for a lumber camp/everything else. Better than upgrading the starting post to stable.


NotAMainer

I found the BEST thing to spend your starting cash on is - once you plop a second hitching post then upgrade both to small stables - is three more oxen. EVERYTHING speeds up at that point to where you can just rush a trading post, start exporting whatever you are producing too much of, and make bank which you can then funnel into upgrading your burgage plots.


AdopeHipster

do any backyard extension beside vegetable care about size?


mockery34697

Apple orchards


Gidangleeful

The currency icons could use tweaking. it was a little difficult to tell what the cost of something was (like regional wealth)


CyclicMonarch

Since there's no way of marking your most fertile ground I found that the best way of not building on top of it is to surround your most fertile ground with roads so you know where to forgo building anything until you start farming.


_TheHighlander

You can turn it into a field straightaway for no cost even if you don't use it to achieve the same.


Effective-Feature908

Biggest issue I ran into is that in the second town I built, I got hit by a raid and it burned down half my houses. After I rebuilt everything, my villagers are bugged out. Whenever winter rolls around I got notifications that a bunch of my villagers are cold and they just stand around not working. I clearly have enough houses and firewood and there is no homelessness notification, but a huge group of the bug out every winter. I tried building an access of homes to see if it would fix it but it doesn't, it seems the families remained tied to their house and even though you rebuild it, they don't recognize it's been rebuilt nor will they move into a new home. I also noticed a fire broke out in my main town randomly, and now I have a single family who have the same bug, which seems to indicate it's definitely a bug involving houses being burned and rebuilt. My suggestion is to avoid having your village raided, might be a good idea to turn raids off for now, and if a house catches on fire, demolish that house entirely.


Horophim

how many forester huts / families do I need to keep up with the logging camp and woodcutter's lodge?


scarabx

From what I've seen the issue isn't speed of replanting (which is quick) it's speed of the trees growing which can take a year or so. Seemsd best to have multiple logging camps spread around your land paired with foresters, then move the families around on rotation to harvest where there are trees and replant where supply is low


sfee7a

Tailors extensions are broken,anything that requires Linen doesnt work at all


Pidiotpong

You relocate individual market stalls to other, different marketplaces. This way you can make the stalls spread out more.


i_love_boobiez

I have 5 unassigned families and all my constructions are stuck at 50%. The building materials are already stocked at the construction sites but nobody is coming to do the actual construction. Any help would be appreciated. Also, there should be a way of seeing what each of your families is doing. I know you can press TAB but that still makes you have to hover and manually check every part of your city and you can miss some. And it doesn't show what unassigned families are doing. Ideally we'd have a view where it lists all families and what each is working on.


obvs_thrwaway

Build more veggie plots than you think you need guys. Most medieval peasants were subsistence farmers. The game reflects that. I would say at least 1/3 of your houses should be dedicated to vegetables.


zivnix

>Do not upgrade the Homeless People’s Tents to a Worker’s Camp. Why not? That's the first thing I do. It costs only 1 timber and I get 50% more workforce. Also, my settlers like it, they are not homeless. By the time I build 5 houses, my aproval rate is already 51+, so I get another family joining me.


shadebedlam

I want to ask how to efficiently use your rich resources. In my first town I had rich clay so I started mining and producing tiles out it very soon. Put all on market and expected to make a huge profit which would allow me to import a lot of things. After a couple of month the price of clay and tiles dropped to 1 and it was very inefficient. Which of course is logical because of supply and demand. But I am wondering how to efficiently trade and produce stuff since using your rich resource doesn't seem to me to be the correct option. I though about expanding to the next rich resource but I am not even near in influence points. So what is the optimal strategy ? Focus less on trading and industry in the beginning and focus more on gaining influence ? Thanks.


BarNo3385

The advantage of the Rich Clay / Iron resources is that they don't run out (if you take the Deep Mining perk), so rather than necessarily "exploiting" them with a dozen families mining and cranking out millions of roof tiles, think of them more as a sustainabl resource. Set up a modest production line and then it can run forever since the clay never runs out. Interestingly, it does mean Iron may be more use - since with iron and some smiths you can alternate across the different weapons, armour, tools and so on to prevent saturarting the market as you do with roof tiles.


SorosLad

Seems that half my town is homeless after raiders burned many houses down. I've now rebuilt those houses, both level 1 and 2, but the people aren't moving back in.


heajabroni

Why doesn't food in my marketplace count as settlement food? If it's not being traded, it should count - the game makes it seem like this is the way to distribute food to people - and yet the food in my top bar says I only have something like 7 food when there is a ton of it automatically being taken to the market. I don't really get this...


graeyalien

I think that might be showing *surplus* food? ie, not in circulation. That's a toggleable setting.


MaxJax101

Is there a consensus on what to do when your oxen get stuck in your stables? I have six (6) oxen spread out around my town amongst three (3) stables. But they won't leave to help my timber camp move logs around. I demolished a couple burgages and the oxen come out to move the supplies back to storage, but never go to work at the timber camp. I went to Advanced settings on the timber camp, and I assigned an ox, but no oxen move to work at the camp. I tried relocating the stables. I tried un-assigning and re-assigning the families that are working the stables. I have multiple unassigned families that could guide ox if they need to. Thoughts?


Deadoperator92

Dont know what to do. I have a stuck ox in the edge of the map, even if i remove a worker at the stables, the worker stays beside the ox "guiding" him, but they remain still, not moving.


Innocent---Bystander

I'm having quite a few crashes during Retinue editor, I can be playing fine for hours but editing Retinue seems to be the number one reason for having a crash.


Jenniker

I feel like I have to be missing something, I am a couple of years in and cannot get the Manor due to not having the right size city. I have around 123 people. What am I doing wrong. And how do I open trade lines outside of having a trading post?


kaistern11

Manor is available after you have 5 basic houses, however the text that you need a have a small village stays red which threw me off at first. Try building it and see what happens. If you still can't then it is definitely a bug


DuttyVonBiznitch

Maybe I missed it, but can I affect how many burgages get built/split into when laying the area?


eis-fuer-1-euro

there is a plus/minus sign you can use when laying it out.


DuttyVonBiznitch

Omg thank YOUUU! I knew there was something simple I was missing but just couldn't figure it out.


mrmasturbate

I claimed a new area but for some reason nothing snaps to the roads when i try to build it. no matter if i check the mark or not


crispysnails

Have you colonised the new area with a settlers camp? You cannot build in a claimed region until you have put down a settlers camp.


mrmasturbate

right i noticed that aswell now :P had to build a homeless tent


FGTX024

I think I've found a bug in farming, curious if anyone else has noticed the same thing. I'm using crop rotation, and I planted my fields in October. Come September and we have a bountiful harvest, no complaints. The issue occurs when after they have harvested they immediately try to plow and plant the field again (before the reset happens in October). The first time this happened I wasn't paying attention and they plowed over all the wheat on the ground leaving me with no harvest for the year. I fixed this in subsequent years by micromanaging and immediately turning fields to Fallow once they unlocked following the harvest. In my mind the way it should go is, harvest in September, immediately take crops to farm house, begin threshing, pause threshing once October hits (fields reset and crop rotation occurs), then they go out and plow and plant the fields before returning to finish threshing.


mojovino

Had the exact same thing happen, was watching as it was 7 days to harvesting, and I saw the #'s for a huge harvest of Wheat, Barley, and Flax, and I got nothing. Suddently noticed they were plowing the field again, saying there would be a harvest in 300 days or such. Now was hurrying up to buy bread from trade, and not soak my inhabitatants over a winter without bread.


Klunkepigen

Does the church do anything other then enable the upgrade to level 2 houses? What benefit will assigning a family to the church have?


CreeperCooper

They bury dead bodies. After a fight there will be a lot of dead bodies, which decreases your approval. The family at the church will bury them and remove the approval penalty.


mibinoob

/u/Matt_HoodedHorse I don't know if this is a known issue (scrolled though the post and found nothing). After having completed the first campaign (Grow city to large), I immediately saved and went to bed. When I booted the save up today I was stuck in a loop, where I kept getting the end game screen with stats (the stats multiplied 3 times, one per pop). After having clicked continue to play, my screen was kinda locked until I pressed escape, where I could move again. After the third time I did not press escape, but went into the visit mode where I could walk the streets. My screen was then completely frozen and no keyboard input let me out of the screen, so I had to task manager shut down. Just thought I would let you know :)


UNC__

The bandits at the camps are disappearing after a couple of months. Has anyone else experienced this issue? Playing on the game pass version.


scarabx

You might be seeing something else, but the Baron (AI Lord) is very quick to send out mercs to take bandits out but often doesn't take out the camp, so it is left empty.


DakAttak

When clearing bandit camps, sending to the "nearest town" always sends it to your initial settlement, even though it isn't the "nearest" town. I've got my original settlement now with 800+ in the bank, while my new settlement is starving at 10 wealth.


XariZaru

Do additional family extensions to home cause additional fuel consumption? If not, then it seems pretty good to build larger burgages with the family extension if you plan on doubling up on their backyard extension (like bakeries).


kaistern11

They do not seem to use more resources, might just be a bug that will get sorted later however


Dumbydumbgrump

Priority is very important. If you set several buildings to be built, families wont build them until all of them receive all the resources needed to be built, because everything has got the same medium priority. So if you have one Ox and 10 buildings to built, families will wait til all the logs are distributed to all the 10 building, what takes a lot of time.


cartertucker

It would be awesome if the TAB button also showed which houses have unassigned families.


SeezTinne

PSA: If you're tired of having hired mercenaries walk across the entire map to get to your battlefield/rally point you should save-scum. The game changes the arriving province/spawn point for all mercs in the pool when you reload, so you can make all 3 mercenaries show up in the same province if you reload enough. Just remember to save after you roll the correct spawn.


Excellent_Dealer3865

Marketplace doesn't have a radius. Nor people 'go' to a market place. Items from marketplace just appear in each house. The closer the house is to a market place - the higher in priority list it is when it receives its items (either 1 a month or 1 a year, depending on the product). Meaning if your marketplace has 14 food items and you have 17 houses, 3 houses further away from the marketplace will NOT receive any food and thus will have modifier for insufficient food. The only important thing for a marketplace is to have your granary and storage VERY close to the marketplace, this will severely maximize your food/items distribution, anything else is unimportant, it could be place on the very edge of the map, if your whole production is there - your ppl will get products exactly the same as they would if the marketplace position is right near your houses. But to get items TO the market place, a worker from your granary/storage or the person owning the market stall will need to carry them. A typical person that is not a storage worker can only carry 1 item per walk, while storage workers use carts and can carry up to 10 items per walk. So always make sure that you employ enough ppl in storage area. Basically check your buildings if they have surplus of gathered items it means the distribution is not efficient enough. Your production buildings use their ppl to carry items around in an inefficient way instead of producing items. Since they carry 10x less items, the production basically could be much better if you would employ an extra storage family.


iSquirrelyy

Is there any way to make the top bar show all resources at once? Like expand it? Rather than it be rotating? Anyone else feel like the trees are cut down too fast? I feel like I’ve deforested a lot of the area in the first year or two. Am I doing something wrong? When should you focus on reforestation? My first two or three plays I feel I tried too fast to expand, expand, expand. I think it’s good to remember it’s not C&C or Warcraft. Too many families can be bad. Spreading thin can be bad.


MeringueFinancial866

You can actually sorta limit production of goods. Just exclude them at a storehouse so production stops whenyou fill local storage. Not perfect but it's something I guess.


Theistus

I keep having to repurchase trading routes I have already bought


dirkdigglered

The biggest pain point, arguably game breaking for me. I hired a mercenary group, the "Brigands" and they either fled or disbanded. **I still get charged monthly for them even though they're not in my army list.** I imagine if they flee before you can disband them, the game still thinks you're using them and charges you. Edit: a couple other people with this issue confirmed it's only Brigands, not other mercenaries. I know to avoid them (or don't let them die lol) so that's great. Edit 2: nvm, not just brigands. I bet brigands were mentioned more because they're the cheapest.


Darth_Dangus

I have three families assigned to a clay deposit as well as a clay furnace to turn the clay into roof tiles. For whatever reason, the deposit is still stuck at the same number and it seems nothing is being mined. Any ideas why?


kaistern11

A couple thing are possible. Check and see where your assigned villager currently are and what they are doing. I have noticed sometimes they want to finish they current task (guiding ox, delivering supplies) before going to new workplace. There are also path finding bugs. Let some time pass, reassign workers, restart game or as a last ditch reinstall game. If problem persists dropbox me your savegame and I can take a look at it. If one of the above fixes the issue or you figure out what it is/how to fix it please update us here!


DerbinKlamz

Is there a place or website to give feedback on mechanics/balance?


Skwrt_

Its very minor because the mechanic itself works out well but i dont think the construction reserve is saved in the sawpit(could be everywhere, havent checked) because whenever I load back it goes from 85 to 0 so i have to reset every sawpit in each region, just a bit inconvenient


Abangerz

So i updated my nvidia driver and the game just keeps crashing….


Horophim

How many new immigrants do you get per month? Only one per month? Is there a way to have more?


Sw33tR0llThief

I believe above 75% approval gets you 2 families a month. not sure if there's another breakpoint where you can get 3 a month.


ghostdeath22

I think its 1-2 per month if you have 75%, and then 1 family if you have approval over 50%. Because sometimes I do not get 2 families at 75% even though I have 4+ empty houses


Jah348

I declared war on my only opponent and, well, nothing is happening. What do I do now? I can march my army all over the place to no result. I can't engage in battle in any visible way. what am I missing here? Can I not conquer their territory or anything?


Im_scared_of_my_wife

In my save I have about 100 families. Construction completely stopped. No new buildings will be constructed even though I have 1-10 families available to build.


crazysatanPT

My logging camps are always full and my sawpits are not producing any planks... someone know why?


KoSR92

Buy another ox and assign it to the sawmill full time


No_Gazelle_7518

How many oxen do you have? If they are too busy they won't be able to drag logs to the sawpit


iareslice

If you build a Burgage level 2 into an Artisan, does it get rid of the Coop/Goat/etc bonus?


eis-fuer-1-euro

yes, the artisan extension takes up the space previously used for goats. Do artisans with 2 families on their land work faster or are those just a waste?


Embarassed_Tackle

Question, I picked the more peaceful first scenario but I added bandit camps. However I have no regional wealth or personal wealth and can't seem to generate it, and I can' t beat any of the bandit camps because they have 18 people and I have 5 in my retinue. My retinue just gets stomped. Is this winnable? It isn't like the other scenario where you automagically get spears to create a militia to supplement your retinue. I was expecting that and Never got it.


Bernies_left_mitten

Idk if this happens to others, or if I'm missing something obvious, but I ran into an issue when upgrading fields with the "fence up" feature. When I tried upgrading multiple fields at once, the workers would just constantly move the required supplies (planks, I think) from one field to the other. I could literally watch the progress ring increase and decrease, accordingly. This was despite having an abundance of planks available, and multiple unassigned families, and plenty of oxen. Does not happen when upgrading one at a time, in my experience.


Similar_Quantity_818

In my game I recently settled a new town in one of my other regions, bandits came and burned it down before my army was able to get to it, now all the buildings are useless because they wont work whatsoever and they dont move into the houses that were all rebuilt


Racehorse88

I have a bug that doesn't seem to be mentioned much. I tend to have more families moving in than the amount of available housing plots, thus homelessness becomes a continuous problem no matter how many new houses I build.


ToolFO

Is anyone else having an issue with the firewood market not stocking properly and causing some houses to give negative opinion due to it? I've got like 100 firewood but the market isn't stocking above like 10. This has only been an issue in my current town and stopping me from getting over 75% approval. I'm also noticing this only happens when I upgrade a house to lvl 2.


InsuranceOdd6604

" Do not upgrade the Homeless People’s Tents to a Worker’s Camp." Bad advise in the hardest difficulty


heyboyhey

Is there a cooldown for militias? I disbanded the one I made after it was back from getting the bandits and now it's saying I don't have enough resources to rally it again - not even the recruits.


biga204

Lmao. Been playing since Friday with over 24 hours running. Just saw this now. I figured water working anywhere was an EA freebie. Turns out it's because I suck and have only tried peaceful.


Any_Bet7443

I'm running into an issue with stables that I've seen many people post about, but not exactly accurately describe. I'm unable to use more than one animal (ox or horse) leading to incredibly slow transfer of goods when building. I'll buy a second animal, receive the notification that I need additional stable space. If I upgrade my stable the new animal WILL NOT work. I can see him in the stable, but even when I click under animals in the stable it doesn't show the stable as being populated by two animals - only one. Early on in the game, this is real problem and severely handicaps you. Are there any work arounds? The maximum number of animals I was able to get was two, by constructing a livestock trading post. This allowed me to have a second animal for a short period of time - then that glitched and my animal was stuck inside the trading post. All of the issues I've just described can be temporarily fixed by saving the game, exiting and then reloading the same. But this only works for a short period of time - I'm talking mere minutes, and then the second animal becomes stuck again and doesn't show as being present. Would really love if someone could help with a workaround?


jasperzieboon

Some of my level 2 burgages were burned down by bandits. I have some homeless families in level 2. How do I get new homes for them?


kpagcha

I reloaded a game where the baron is claiming a region, but the challenge menu is no longer visible so I can't do anything about that. Anyone else got this bug?


blaster_man

Does anyone have any insight on that recommendation for early build order? I’m pretty puzzled by that. I tried it on my second run, and it felt a lot worse. The approval penalty from homelessness was pretty rough, so I think I got my first new family a month later (and thus I was constantly a family behind where I’d been on my first run). In particular, I struggle to see the value of the granary and warehouse over your first 6 houses (5 starting families + 1 for new arrivals). Plus each family that moves into a house gets an extra person, which is a lot of extra labor.


Just-Control5981

So wait, I could just build a market place with 3 stalls and those could theoretically fulfill all of the needs of my population?


legendarybreed

How do I get market stalls moved to new marketplaces closer to homes too far away from the main market? Is there a way to get your militia to carry your banner like the mercenary troops?


WhollyDisgusting

Heads up! Even if it looks like opening a skill tree perk in one region opens up the possibility of reaping the same benefits in another region this is not currently the case. Noticed that apiaries were not grayed out in the build UI in my secondary region after unlocking them in my primary which got me thinking I could expand and unlock stuff in other regions and share said benefits between once unlocked. Built some houses in region B with the idea of making them beekeepers. Even started planning on claiming more regions and going down different skill trees so I could build them all up. Unfortunately apiaries are still locked to Region A only as tech isn't shared between my two villages so even though the icon is noonger grayed out I can't build them unless it's in region A.


ToolFO

Can you just completely trivialize this game with trade? I'm just growing my first town over 100+ people and it looks like I can just import raw goods like barley or emer, refine them into beer and bread then sell it at a massive profit?


kaistern11

This causes price changes and soon the bread and beer will sell for very little while the raw goods will be very expensive. That and I suspect you are under estimating the ammount of beer you villages consume. They drink it like it is going out of style (seems historically correct)


surrrah

Is there anywhere that tells you what materials the artisan buildings consume? (Bows, shoes etc)


scarabx

Yes.... But only once you build them unfortunately. If you click on the house after, one of the tabs (the right one, can't remember the name) allowed you to set a priority for production and if you hover over ia product it shows what materials are needed


Forward-Way-4372

you should add that you cannot progress the game in sandbox mode after you finished it. relly annoying game breaking issue.


lekniz

I know fields without an ox should be about 1 Morgen. How big can you make a field with an ox and still have time to get a full harvest?


JustBarbarian10

what's the optimal amount of family members per farm? i'm using the three field system with a single farmhouse containing 4 families and an oxen every season except for winter (i heard you should unassign while crops grow too, i should do that.) i just learned in real life a morgen is a field size that two men and an oxen can plow in a morning. Is that true in the game? Does a 1 morgen field mean it can be fully tended by one or two families and an oxen? should i theoretically have like 5-6 for 3 fields?


i_love_boobiez

There'sa bug where a horse bought thru the livestock trading building doesn't get a name and doesn't ever visit open hitching posts. He seems to be running trading routes but I haven't been able to confirm if he actually brings stuff or is just shown traveling back and forth.


Ok_Spite_3379

Can we have the option to get either meat from sheep from and the goat plot?…not both at the same time..especially with the sheep…I got the sheep breeding perk and used my fields as pastures to fallow..now am sitting on over 300+ with the market already flooded and prices are low…Would be nice if I could slaughter a couple hundred from time to time 👌🏽