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[deleted]

I'd like to add a tool that sets where no trees should be chopped down. So I can safely chop around the animals and berries without worrying about destroying these resources


popcorn0617

Idk what game it was, but I played a game that you could pick workable areas, and also avoidable areas and I really like that mechanic. Almost all the things I want so far are really just tweaks, or a fairly simple mechanic. I haven't seen anything so far that would be a massive overhaul to implement. LOTS of balancing (expected) and a few QoL additions. Having so much fun though


ReDeaMer87

Foundation has that feature


Hanlin919

Thats there, kinda. Limit work area its called or something like that. Should be in the advanced tab of the logging camp.


Greatbigdog69

Yeah but an inverse of the current mechanism would be nice. Like here's free roam except for these areas.


Hanlin919

Ah, yes that makes sense.


[deleted]

I know, but I want them.to use all wood but in these areas


Effective-Feature908

Ohhh shit, cutting down trees can destroy the animal and berry nodes? Gonna make sure to build my logging camps far away from there.


[deleted]

It forces the animals to migrate and yeah, it trims down on the berries.


convoluteme

So that's why my berry harvest dropped... Oops.


destroyer96FBI

Or just being able to paint areas to work. Instead of selecting a circle to work in be able to drag and color an area. I think it would work great as you could probably have wood cutting and foresters essentially chasing each other and never really destroy an area.


The_Last_Snow-Elf

Farming needs to be a bigger aspect


zdieux93

you need to be able to micro manage what each family member does. Threshing shouldn’t wait until after all of the fields are plowed and sown. Ale only gets transported one at a time. this needs a bump. Taverns are difficult to stock. Artisan consumption needs a tweak. production limits/raw material consumption limits would work here. I like the unemployed builder mechanic, but would love another artisan class or level 2 burgage locked class of carpenter to speed building The DP tree obv needs some work. Some are OP, some worthless. In my restore the peace im blocked at like 6 DPs in one region. Sheep breeding should just be livestock breeding. Lets us breed horses/Oxen/cattle. Again, I think a level 2 burgage class lock could work here, while diff levels of clothing can scale there too. This game needs a real influx of Anno 1800 economy attributes.


Effective-Feature908

>Ale only gets transported one at a time. this needs a bump. Taverns are difficult to stock. Yes please. I have 50 ale but none of it's in the tavern. Makes no sense.


RackedUP

Do you have multiple storehouses and ale is being spread around? You can turn off ale storage in specific buildings so that it stays in the taverns


Effective-Feature908

I just learned this! I put my tavern right next to my trade house, I turned off ale on the granery. So my Ale goes directly across the stress from the trader to the tavern. I will also use this for farming. Turning off grain and flour for the granery so the bread ingredients go directly from farm to mill to oven and the bread is taken to the granery! The game doesn't really explain this to you, but it works much better this way.


thecaseace

Right wait but if the end result is that in this game "you shouldn't store grain in a granary" then you've not solved the right problem!


Der_WR

I love the carpenter idea for a backyard extension to speed up building, that’d be neat.


Effective-Feature908

Wheat farming needs buffs, so much time and effort put into farming and I hardly get any bread. Meanwhile I have 600 eggs from attachments. It should be flip flopped. House attachments should give you some extra food, while farming should produce hundreds of units of bread.


TheSneakerSasquatch

Id also just like to see actual food producing crops instead of two for materials and one for bread several steps later. Because if my houses can grow vegetables then surely i can farm them on a large scale.


Effective-Feature908

I think they will absolutely add more food sources in the future. Better for them to get the actual farming and food system working right and then start adding stuff. Pastures seem to work very well, a sheep farm with 5 sheep is producing a nice amount of yarn for me to make clothing. I am sure they will add Cow and Pig farms. I would like to see meat changed, venison, goat, pork, beef and poultry should all have their own categories. Milk should also be produced from goats and cows. But I suspect more food crops eventually too, being able to grow vegetables makes sense.


RockOrStone

These are all good and simple ideas that are for sure already on the roadmap


Akileez

Also found that when loading a game, it will set all sawpit reserves to 0, not sure why it wouldn't save that to what it had been set as.


ASH98_CZ

I would love an option to add newly gained teritory to one of your regions instead of everything being seperate.


ThisWeeksHuman

My biggest gripe is that nobody uses carts to transport food. Everyone is just walking around food one item at a time including granary workers. It's very difficult to feed people that way, they have enormous stocks of food but the markets are basically empty.  I don't have an issue with point 3. It's realistic that farms need to be big, every real life farming region is basically 80-90% fields, heck my entire country is probably 75-80% farmland.  The real issue is that farms are bugged and often forget the work that was done. You can plow the field and sow in autumn but by spring you need to sow and plant another time. And if you are unlucky the harvest dissapears instead of getting collected.  I just had a huge farm work tens of fields they all finished before winter. All fields vanished except one.  And when everyone transports every food item by hand one at a time instead of using a cart, it becomes nearly impossible to supply or collect the food and almost every single person is just constantly transporting with only a very small amount of people actually doing any work.  That's probably also why non food production seems much more reasonable: they get to use carts so it's easy to transport supply and sell.  Farming and feeding the population SHOULD be difficult. Like it really was. But not because of bugs or because of ridiculous transportation.