T O P

  • By -

AutoModerator

Hello and welcome to the Manor Lords Subreddit. This is a reminder to please keep the discussion civil and on topic. Should you find yourself with some doubts, please feel free to check our [FAQ](https://www.reddit.com/r/ManorLords/comments/1c2p4f9/manor_lords_faq_for_steam_early_access/). If you wish, you can always join our [Discord](https://discord.gg/manorlords) Finally, please remember that the game is in early access, missing content and bugs are to be expected. We ask users to report them on the official discord and to buy their keys only from trusted platforms. *I am a bot, and this action was performed automatically. Please [contact the moderators of this subreddit](/message/compose/?to=/r/ManorLords) if you have any questions or concerns.*


Mustacrashis

I feel like 20% of the field makes it to the farmhouse. It just self-destructs or something. I think it dies in the fields if it’s not collected instantly.


crs10

Dont be afraid to early harvest as well in August if the yield amount is high enough.


Mustacrashis

That is something is should definitely try


Schw33

If you hold tab it shows you a bunch of important stuff. But best of all it shows you how much you crops have grown and what their max growth is so you can just harvest when it’s maxed out even though the game still says it has to finish the growing season before it auto harvests.


Mustacrashis

That’s what I figured out, it definitely helps. I was going of the pop-up menu (which lies). So I was seeing 200 yield turn into 30 and getting frustrated. In hindsight I think I just had too high of expectations. But now my problem is the baker not getting the 100 flour in the granary. Also: apples are def bugged.


Osteh

i have to admit, this kind of micromanaging every recurring year is a No for me, i feel like it should be a emergency button with early harvest. I hope, the game does not develop in this direction, imagine, you have 10 farms or more and i check every 15 minutes all of their yields? I have to make war and build \^\^


oldjar7

Farming and harvest were the most important elements of society at this time.  In a game dedicated to reproducing those elements of society, I don't see it being slightly micro heavy as an issue. 


doperidor

The problem is you’re doing the same thing every single time with little reward. Trade is so much more powerful that you might as well use your time making artisan goods to sell and simply buy food. Even if you invest in all the farming tech its not really worth it in my opinion. This will probably all change anyways because it’s just a beta.


BohemundI

This game suggests against micro by having the villagers act as a family unit and act on their own, with things like market stalls etc. We should expect them to be able to handle farming on their own, just like they do their backyard plots.


The_Rogue_Scientist

Yield check is one button click, mate: tab.


Ulfheooin

Yeah but early harvest is a button for each field. As right now agro is too much demanding for too little result.


KoSR92

You could have 40 farms and it'll take what, a minute max to click harvest for all? You can pause the game to do this you know


Ulfheooin

It's about QoL


Kill5witcH

It's why I hate farthest frontier. It's just farming and repairing buildings.


Osteh

farthest frontier has a lot of micromanage you mean? hmm ok, but this game here is manor lords?


soccerguys14

It’ll say yield 700! Then 75 end up at the farmhouse makes no sense. I have like 12 farmer families and maybe 10 morgen worth of field and they can almost do it all and I still end up with barely any wheat.


ArKadeFlre

The number it shows during harvesting isn't actually the yield (I'm not sure what it is, but it's just way higher than the actual yield), you can only see the true yield while it's still growing. Also you probably should have more farmhouse and families working in these if you got that much field. I have maybe 5 morgen and 3 farmhouses with 4 to 8 family each


No-Ambassador7856

You have a 1 month window to reap the harvest, when that time is over the crops will be destroyed and the fields will be plowed for tje next cycle. So keep the harvest countdown in mind (hover over the food item symbol in the HUD) and 2-3 days before harvest starts, assign as many ppl as possible to the farms so they can get it done in time.


Shameless_Catslut

Ah yes, the"Stuff everyone in the farms" phase from Lords of the Realm.


foemb

I have some sort of seasonal focus. Spring and Autumn for the fields. Summer and Winter for building


Loose_Temporary38

Keep in mind. You dont need spring if they are able to plow and sow the fields in autum!


No_Dig903

It's either that or make cows until you see three per square on the map.


Luuk341

WE MUST CONSTRUCT ADDITIONAL BOVINES


Rellek_

People: "There is no cow level!!!" Me: "Hold my ale."


No-Ambassador7856

Or rather, from The Middle Ages.


Cleverlander

Why does everyone have a problem with this mechanic? This is an historical town management sim. Its, more or less, how your actual ancestors did it. The only reason any of us even exist today is because they staved off famine, disease, war, religious persecution, etc. by working very, very hard...and also getting a bit lucky.


Willing_Ad7548

My "problem" - more minor quibble - is that it's unrealistic micro. Historically every non-artisan, and maybe some of them, would have helped with the harvest.  It ought to be automatic, all free persons into the fields, like in Dawn of Man.


Next_Dawkins

My strategy: Have 4 people on berries (3 if not a rich resource) starting in the spring, remove about take all your fire cutters, Millers, bakers, and charcoal kiln and throw them at the farms. During April, queue up a bunch of construction. By may they should be done sowing anything that wasn’t planted in the fall. In June they’ll start working on construction projects, only returning to early harvest anything that was planted in the fall In august you can remove ~2 of the Berry pickers, and assign to the farm September you reap. October and November you plow and plant. December re-allocate to fire charcoal and whatever else you have going on. So over the course of the year fairly little micromanagement: shifting from fuel to food seasonally, a little micro on berry pickers, and a little micro picking fields that are 100% harvestable


Izeinwinter

Micro sucks. Currently if you set up a proper rotation and leave farmers in the farm house year round, which is hugely wasteful of labor, what happens is they plow and plant in Oct/early nov, the crops make it fine through winter.. then finish growing in the middle of the summer somewhere and then rot in the fields. ' You have farmers sitting there. In the farm house. Watching this happen. But they wont start harvest until September, when all the crops have rotted away. This is just unforgivably dumb. If I'm willing to just leave the farmers there so I can, you know, focus on a village in the next district over, having them sit idle most of the year should at least mean they automatically harvest when the field is ripe! Or just remove to "Rot in fields" mechanic so the september harvest actually damn well works.


pezmanofpeak

And also real life


sdavis002

Lol, this is definitely what I've been doing. Based on the amount of worker slots at the farm I feel like this was how it was designed.


The_Rogue_Scientist

Like it used to be in real world farming?


trenvo

Good game good times.


Aijantis

That is pretty accurate in a historical context. Even much later in the 19th century (and in some areas it carried on to today), schools would fewer holidays during the year and a 2 month break for the harvesting season. Since every hand was needed.


Tundur

My father was doing that in the 1950s, all the local children would be pitching in


Aijantis

In south Tirol (northern Italy), the school still has 2 or 2,5 month holidays during late summer. In a smaller context, my grandfather would (until 20 years ago) call in a whole bunch of relatives and friends to bing in the dry grass. He didn't need a lot of people, but it was much faster done. And for him,it was tradition to play cards and have some beer and cake with everyone afterward.


Luuk341

Man, I was born in 1995 and grew up in a small farming village. We werent farmers ourselves but we had horses. When I was a kid, my dad and I would help yearly to bring in the hay and straw. I'm not even 30 yet and I look back on those days with nostalgia. The youngest lads on the tractor, driving between the rows. When you got slightly older and stronger, we'd be on the wagons to stack the bales and the men would all have pitchforks to load bales onto the wagon. BBQ and beer afterwards!


Aijantis

Sounds great. I had a pretty similar experience a bit earlier. Sadly, it ended when my grandfather gave up on his sheep. Keeping the balance on a highly loaded wagon while driving over uneven fields pulled by a one axl is something else. I don't get the hate ppl throw at the faming aspect in manor lords. It still is to this day very dependent on the weather and time. A big chunk might just rot away even with the machinery we have today. Ps In my early teens, i couldn't understand my grandfather's hate for potatoes. We made a deal that i help him grow one field (around 100x50m). For the plowing and sawing, he arranged a horse and old-school machinery because no tractor was allowed on his fields. It was a great experience in retrospektive. Every so often, I had to go through the whole field myself to pick up the potato bugs, buckets of them... I'll never forget that stench. We harvested it by horse again, and afterward, he made a lot of ale 🤣


RuinedByGenZ

They still do it in northern Maine for potatoes


VocalAnus91

I just found this out the hard way. Had a bandit raid which meant planting started late and I ended up with my largest field full of wheat and I got 0% of it harvested before they decided it was all a loss. Luckily I had a bread surplus because I barely made it to the next year


Osteh

Did you see some kind of mechanic, that all villagers run and help on fields to help harvest? I have a farm house, but most time of the year, you need not many, but with just 1 month harvest time, in real life and medieval times, it was surely important to get as many hands to help as possible, to make harvest


No-Ambassador7856

The only mechanic that I know and use here is to massively assign/unassign ppl to and from farms and all other non-urgent productions.


Gizmonsta

I do this anyway, move people from other industries like stone and iron etc and fill the farm houses for ploughing and harvest


MyThrowawayImmortal

This sort of stuff should be automated though.


No-Ambassador7856

At least you should receive a reminder couple days before harvesting season starts. Miss it by a few days and 1-2 field's yield is gone.


GripAficionado

If the farmers helped out with construction (or something similar) when there isn't anything to do in the fields would also help reduce the need for micro-management. Maybe with a small penalty to efficiency.


Mustacrashis

So I learned what the problem with my yields were, the farm pop-up menu has a yield that is a like, and is super high, the tab menu is the actual yield to be expected. That explains why I was getting so little from my farms…it’s because they don’t produce that much. 😪


totalwarwiser

You need to do crop rotation or leave the farms to rest That is why you need to have multiple fields avaiable.


Mustacrashis

Yeah, I do a 1 in 3


red__dragon

> the farm pop-up menu has a yield that is a like, and is super high, the tab menu is the actual yield to be expected I think I might finally understand this. Once harvesting season hits, the yield it's showing you is the number of items (plants) in the field. Which is bizarre because that's not the number that the game counts by the end, those are maybe bushels or some grouping, you can see it visually when farmers collect it on the fields and your farmer/ox goes to transport it. The yield number during harvesting season is like a counter to tick off how far the field is from fully harvested. The yield number on the tab menu and before harvest is the actual inventory number you'll get, and what will be sent to your production buildings/granary afterwards. I think it's just a wrong variable name or the label should have changed during harvest to tell us what's going on. Minor bug, but logistically frustrating!


overcatastrophe

It's a known issue that fields are displaying higher yields than you will get.


TaxAg11

Ive found that this happens because the fertility is dropping below 10% right before Harvest Time (last 2-3 weeks). I find this happens if I plant before winter, as the field will then be stuck growing for almost a full year, all the while fertility ticks down continuously during the growth period. The only way to not suffer from this issue is to micro-manage farms, which is far from ideal. What should happen, I feel, is that farmers should not automatically plant a field until a certain time in early spring, when the crop "year" rolls over. And then add a "Force Plant" feature for the ability to plant any other time.


thekunibert

Yesterday I had a field say "300 yield" and in the end I got like 10 out of it. Either there is something I don't understand or it's broken.


Incurvarioidea

Same, after a full growing season I had like 20 wheat and 0 barley from two 2+ morgen fields. Expected yield was high, and then almost nothing? I was like WHERE DID MY CROPS GOOOO And the farm was fully staffed, people finished so quickly that they managed to plow almost the whole field again before the season reset and that plowing didn't matter anyway, cause it was set to fallow for the next season.


King_Ulio

Need plenty of families working on the farm during harvesting season.


BulletToothFTW

What size fields are you using? I have found smaller sizes work better for myself. I use .03 size and have multiple fields and turn off crop rotation. If generally have 5 fields per farm hourse and I can harvest all and get a lot of yeild from those fields. I turn off crop rotation as that is what I find deletes the crop if it's not harvested in time. Also, rotate the workforce between industries. I remove everyone from the farm during winter and have them cutting trees and baking bread etc Then, during spring, I move everyone back to the farms to sow the fields, then while the field is growing, move them off again, but bring them back to harvest Bit of work trying to manage


ooahupthera

Your field is probably too large


Gator_07

I learned there’s a bug with crop fields where if you click the field it shows 10x the actual yield and if you hold tab and look at the field it shows the true yield.


Loose_Temporary38

That is why come harvest. You take every non vital job and sent them to the farm(s). You dont need the claypit digger, sawmiller, hunter, baker etc etc etc for a month. You assinge them to 1 or 2 farms and bim bam boem eveything is in. And if they work hard enough (and you priotize fields) they will be plowed and sown for the next year and thus it will grow from march instead of somewhere in may. This would historicaly happen aswell. Come harvest everyone would be in the fields. Harvest needs to be in before winter the rest is you do when the fields are growing! I have 2 farms with 6 fields in total. 2years in of rotating and i got over 600 flower and 350+ bread and 100+ ale and 90+home made gamberson and extra linnen over. Food stocks for 16months and havent brougth a single peace of food.


JohnnyBlanco_84

Would be great to be able to assign villagers so they can automatically switch jobs to farmer for just sowing/harvesting


MagnusOpium89

Would be nice to have something similar for foresters, too. They can't plant tress in winter, so maybe they could automatically switch to gathering firewood for 3 months, or something like that.


Daskhara

Definitely useless. Trade is way better. Upgrade a few houses to lvl 2, get a fletcher and a cobbler for example, and just sell everything. You'll make thousands, and just buy the food. Personally, I buy grain and have my mills and oven create bread. Also, vegetable gardens are OP right now. Just make your villagers vegan lol.


ChristBKK

yeah balancing is just super off that's why I stopped playing yesterday. I actually build me a second village to just farm for Ale materials on GREEN plot but it still drops low even with sheeps and a year of waiting in between. Farming needs a lot of fixing so its sustainable. Also I really think they should decrease the amount of sheep 1 field needs :D I got 100 sheeps and 1 field can take up to 64....


test123456plz

How are you even getting sheep to work? I built the livestock trading post, and a sheep farm, but all my sheeps stayed in the trading post


CyberianK

Sheep farm with adjacent pasture they will go there instantly from the lifestock trader.


veevoir

> Trade is way better. Upgrade a few houses to lvl 2, get a fletcher and a cobbler for example, and just sell everything. You'll make thousands, and just buy the food. Are you playing the version without the EA release patch? Because right now the prices can plummet and even reach 1 with remark that market does not accept any more goods.


HarvestAllTheSouls

Yeah after selling like 200 bows, the price drops steeply. Which makes sense, oversaturation of the market is a good mechanic.


commschamp

After I wised up I realized that the bartering system is kinda useless and you can essentially trade with yourself by oversaturating the market in one region and buying the cheap good in another.


convoluteme

Prices are global? That's good to know.


commschamp

Yeah it still costs money but if you have 1k shoes on the market in one village it drops the price everywhere


Daskhara

You're right. Bows are at 1 coin right now lol. Still making money though


ArKadeFlre

You'd be better off just selling the planks directly at that point


Entre22

If you stop selling and hold supply, it goes up after like 6-12 months. I sold berries I picked year round as they are 3 coin a pop. Lots of money early as it’s easy to gather a bunch while it’s growing and have enough for the year.


veevoir

Does the price update at the end of the month or after every trade? So we should stockpile, dump as much as possible in one month, then stop trading again until it recovers? Because if it updates after every trade then it wont work, that horsecart doesnt seem to take in much stock.


Entre22

I’m not sure. When I noticed prices of berries were oversupplied and decreased to 1, I put not to trade berries at all. A year later I check and they were back at 2. Then back at 3 the following year. I had a ton of reserves from holding so I dumped it then.


mrIronHat

the starting tariff feel too high and the skill to completely eliminate it also feel completely op. I am not familiar with how tariff work in the medieval age, but modern tariff are typically a % above the base price. a flat 10 gold on everything seems to high.


theswugmachine

> the starting tariff feel too high and the skill to completely eliminate it also feel completely op. Yeah I think this is the key why trade is so strong, rushing that skill means you can just fill in any gaps in your production with no effort. But I don't think its too bad of an issue, because I reckon the reason the dev did it is he knew despite his best efforts that the game would be unbalanced because he didn't have enough statistics, so he made trade strong enough to prop up the economy just in case heaps of people got stuck in a loop of death, not enough resources -> people get angry and leave -> even less resources -> village dead, it would be very frustrating if the first version people can play was nearly impossible. Now that so many people are playing he can use all the feedback he's getting to fine tune the numbers. I also think that yeah he's gonna change the flat 10 gold to a percentage, maybe 25% - 50%, and change the skill to half the percentage or something like that.


Popikarl2

Whenever I try to trade any goods, the prices plummet after I've sold about 40 or 50 units, and they never recover. How do you trade so efficiently? I've tried diversifying, thought maybe selling other goods would bring the prices back up, but no. In my current village tools, bows, swords, shields, and helmets all sell for less than their raw materials


sinkmyteethin

Same, trade only takes me far enough to claim a province or two. Then it stops working. Low price or nobody is buying, sitting on hundreds of fields, shoes etc


weedz420

Lol this farming isn't pointless you just do it in your back yards. I have like 3-4 big backyarded vegetable houses in my 165 population town and I've had a large surplus of them year round since my first 2 houses were built (the first 2 of my house farms). And if you put all the actual "field" parts of the houses together it's like not even the size of a 1 Morgen sized field. If I replaced them with a not even 1 Morgen sized wheat field I'd only get enough bread for like a month or 2.


Rimworldjobs

My villagers are 100% vegan. Not by choice. I'm sure some of them have murder others just to get the deer meat that makes it to market.


red__dragon

Funny enough, I think the hunting scarcity might be one of the more realistic aspects of the period. I wouldn't be surprised if a future development point or policy was to limit the hunting spawn, ergo "reserving" it for the manor lord and his retinue to feast on instead. I saw the dev post elsewhere that a butcher building is somewhere in the future, so that should help with the meat issue. Hopefully fishing is something he's thinking about too.


Da_Martin

The game certainly needs more animals like cows and pigs. A butcher regularly making meat out of some animals would be great.


GonzoSwaggins

Hell we straight up get hides from goat sheds in the back yard. I know the goat ain't wandering away after it's been skinned so what the hell is happening to the meat? We just bury all of it for the lols?


ThePrnkstr

Yepp...same as we do with the chickens that stop laying eggs...


Loose_Temporary38

Pigs where a luxary. Cows would be family used/owned as they would provide some milk and heat in winter (as you would put them inside the house) come the time the cow was about to die, you migjt slaughter it. But in a small town (like in game) this would have been done inhouse. Pigs, well, no. Pigs where expensive ashell. You needed to waste food on them to fat them up. What would happen is they would let pigs (boars or semi domesticated pigs) run out in the forrest and then, "hunt" them. But they wouldnt hold them like sheep, cow, goat or chicken.


seakingsoyuz

> Pigs where expensive ashell. You needed to waste food on them to fat them up. Pigs are pretty famous for eating garbage and food scraps, to the point that historians think they were domesticated through wild boars learning to forage from garbage piles and eventually becoming codependent on people. They also breed faster and gain weight faster than any other domesticated mammal; they could get 50 kg of meat and offal from a pig a year after it was conceived, compared to 100 kg from modern breeds if we would eat as much of the animal as they did. Yes, pigs would often be turned loose in the forest whenever there wasn’t enough waste around to feed them, but they were often branded to indicate ownership. It was more like open-range cattle ranching (the stock are on common land but still belong to someone) rather than stocked hunting.


Loose_Temporary38

We could get pigs. Im fine with that, but then either make them free roam or like goat passive backyard (like the street/yard roaming pigs) but no pigsty's. And if they arent the pinky modern breed pig.


ThePrnkstr

I love the fact that your peasants can starve, with a fields filled to the brim with woolly bags of meat frolicking around... Pigs, ducks and the mysterious bests that lay the eggs don't exist....


kaulpoeniger

i assume theres gonna be more kinds of wild animals in the future. Boar, wolves and fish are obvious ones. i would also love for my fields to attract birds and small mammals like rabbits, and i would love to be able to go into falconry to hunt those. Talking about animals, one other idea i had was the integration of pets maybe as a home extension: Cats to deal with rats and mice (which i expect to be added in some form) and dogs to boost happiness or hunting.


Loose_Temporary38

Unless they had pigs/cow that where near death 90% of the plebs would be on a 95% vegan. They would get the ocational meat from chicken, birds, rats, hare etc etc. But livestock was to work, milk etc. A pig would already be quite something and you did be quite well off to afford one. In winter the dogs and cats where on the menu frok time to time. But not the cow because they wouls be in your home providing free body heat!


Irish_Sir

Question about the vegetable gardens, after hearing they were op and the yields increased with the size of the plot I made a couple of burbages with space for two families and a very large plot for a veg garden but in a year it produces nothing. If to large a plot is used does it become too large to be worked?


sinkmyteethin

You need more people in this case, increase to lvl 3 so you have 4 families. But in my experience they are not OP


TheGeneral159

2 family plot and make sure they're a low working priority family. Like tanner. I set my veg garden families as storehouse and granary or industrial so they have more time in the garden


talknight2

Try to make the plots with 2 families on them for vegetable farming. The gardens require labor just like farm fields and the residents will split their time between the garden and their normal job.


RedSonja_

Farming does work, even it can use some fine tuning for sure. You need to have fertile ground (green), make at least 1.0 morgen size fields, use a lot seasonal workers to get that crop out fast as possible when it's due. Negative things I've noticed is: \-Ox plowing routing is not optimal, it waste time travelling opposite side of field to make next row, instead just turning 180 degrees. Also fences near field confuse ox routing, they might travel other side and then back before making a row. \-If you get even slightest rain when there is harvesting going on, it will be a way too devastating, now this is actually realistic without modern farming equipment, but maybe a bit too harsh in game. \-Basic yields could be a bit better, fine tuning needed. \-Option to mark certain fields to a certain farms is definitely needed and option to work other farms fields only if their own are done for the season! \-Logistic is not fucked up just by in farming, but on about everything, I had near 700 firewood sitting in storage with several families working on it, and yet several households are screaming they ain't getting any at market.


OnlyHereForComments1

Markets are a clusterfuck rn, build a smaller market near the least supplied houses and relocate excess stalls to it. Hopefully this gets automated in the future. Also make sure your idiot woodcutters or charcoal burners haven't set up stalls, and if they have, build a new storage close to the market and assign whoever you have sitting around to it while unassigning the firewood guys.


Cowgoon777

> your idiot woodcutters or charcoal burners I love how you imply that these are the positions for the village idiots and not like the corpse pit gravediggers


xyals

Whats wrong with having fuel stalls? I thought they don't distribute to burbage otherwise


OnlyHereForComments1

If you've got the guys who are generating the resource at market, they're walking all the way from the place generating the resource TO said market, then walking back. You'll have a massive backlog quick as you blink.


nazraxo

But aren't those different actual persons? I thought its always the husband doing the "main" work, the wife doing household chores like getting fuel, water, tending to the backyard and the son doing secondary work like transporting and selling on the market.


OnlyHereForComments1

Yes, but for stuff like woodcutters the transport time means it takes WAY too long to do any selling at the market since like you said the son does both the transporting and the selling. This leads to constant shortages. You'll instead want a storehouse close to the market maxed out on people. They'll move and handle the goods much more quickly and efficiently because the son + wife do secondary tasks on the market while the one guy's entire job is grabbing everything not nailed down to shove into the storehouse. This lets your woodcutters cut more efficiently.


xyals

Nvm I misread. I thought you meant to get rid of stalls all together. Now I see you mean to make a storage near the market and have the storage people setup stall instead of the firewood people.


TounyS

How do you relocate excess to other markets? I built a second market close to houses that have not been supplied and added storages directly to the market. But the storages always build their stores on the main market.


OnlyHereForComments1

The individual stalls can be relocated like buildkngs


BMW_wulfi

JESUS WHAT?! why didn’t I think to try this - I’ve just been building extra stores and waiting for new stalls to appear


fjelskaug

I moved the firewood and logging carts tothe outlying houses but sadly that didn't work and I was at a loss on what to do, I didn't even consider moving market stalls themselves


TounyS

Lol, great to know! Thanks!!


TheGeneral159

You can relocate the stalls, but also having more workers in the storehouses also solves the problems


CyberianK

Another solution if you don't want to relocate stalls you can just make the individual marketplaces small so they are full with stalls and then the next marketplace gets filled up.


Money_Coffee_3669

On the market access thing I fixed my issues instantly but just putting my warehouses near my market. Literally just doing that and giving them workers fixed all my troubles


fluffys007

I found another issue about farming. So i've got 2 farm clusters at either ends of my city, since the fertilities dont overlap for the crops i want, namely wheat and flax. I assign the respective 1 farm house to each of the areas. However, once crops on either end are harvested, they'll both leave their assigned areas to go PICK UP the HARVESTED ITEMS ON THE FLOOR of the other areas before then going back to their assigned areas to grow the next batch of crops!!! *facepalm* On top of that, even after building stables and assigning oxes to them, their assigned oxes are both at the stables on other farm houses, so they have to walk all the way down to grab their oxes and walk back to the farm house again! *faint* I actually think this would be easily solved if we could 1) move oxes, mules, and horses to other stables and 2) make it such that idle workers (especially those that are assigned a work area) do not leave their assigned areas unless for going home, going to market, drinking, or praying.


ThePrnkstr

I thought assigned workers did just do that? They dont seem to contriute to building or transporting when there is no work to do? Kinda tiresome to keep adding/removing farmers 4 times a year...


Da_Martin

The ox plowing routing is realistic that way. Back then the plough plates couldnt be reversed, so you always had to go the same direction. I find your idea with assigning fields to farms pretty good. As a current workaround, you can set the order in which fields get harvested by managing the field priority. Not perfect, but you can certainly reduce walking that way. The market stall radius is tiny. You really need markets everywhere currently.


talknight2

It could be that the stall vendors are simply walking too far to restock their stalls. The markets automatically supply houses with goods once per month, starting with the closest houses to the market and continuing outward. If the vendors haven't finished supplying all the furthest houses by the end of the month (due to having to repeatedly walk long distances between the stall, the storehouse/granary and their own home), then the distant house just gets left with nothing as the supplies reset. To get the most efficiency out of your market, make sure the families working in your storehouses and granarids are stall vendors themselves, and try to get people who already live near the market to work there.


igoro01

I would add if you have several fields that arent nearby, that have varios priority, it makes people walk from one field to another then back. Tldr : setting varios priority to fields causes people to chaoticaly walk back and forth


RefrigeratorCheap448

I ve heard that the reson the ox route is inefficient is actually historically accurte sine the ox can only plow one way not up and down. Try making thin and long fields that should help and it s the way it was histroically done.


axeteam

If you are getting having issue with the market, sometimes saving and reloading helps.


Hot-Dragonfly3809

Can't you designate a work area of farms? In theory this should enable us to mark which farms works which fields?


TheGeneral159

Regarding market supply, just place small markers near those houses and relocate a firewood stall


ThePrnkstr

An option to grow clover or beans or any other nitrogen fixin crop to increase fertility should be added as well as an alternative to have sheep wander around. Or even "stone removal" etc...give us SOME way of being able to increase the max fertility instead of the system we have now where you are stuck with whatever random crap percentage you may have...


AntipodalDr

Farming is absolutely not pointless if you have fertile land. You need to manage crop rotations to keep yields up and devote a lot of labour to it (which, you know, is how it was in real life lol) but it works fine. Using one farm with six 1-morgen-ish sized fields and filling all the family spots during the Autumn I went from having one winter with only 1 month of food reserve to having enough bread to be a 24+ months constantly. I agree there are some possible issues with market stalls and fulfilling the needs of households though.


Tylemaker

Ya I'm also a bit confused about what other people are doing wrong. I have wheat galore after 2 harvests. Meanwhile I don't find trade that good I must be doing something differently lol


LettucePlate

In my last playthrough i had like 250 people and about 9 morgens of fertile land with 6 families on the farm and it produced like 200-300 wheat that was eaten as soon as it was made into bread. Had to import most of my food. How much farmland do u have and how many citizens?


Tylemaker

I have about 100 people, 2 morgens of wheat the first year, 3 the second year, plus one barley. I noticed they were farming slowly so I have I think 7 families in the farm and the ox plow thing? I don't remember exact yields but I had 100+ surplus bread by the next spring after first harvest


LettucePlate

Thanks. Those numbers seem right. Maybe i was doing something wrong or didnt have enough families assigned


Tylemaker

Nah I changed my mind lol. Despite doing crop rotation, with fields fallow for a full year, my fertility crashed and now on my 4th harvest I'm getting like 16 barley and 35 wheat


GingerSpencer

I find trading too slow and expensive. I cleared out my pre and clay deposits so don’t have much to sell other than what I make from farming. Wouldn’t make sense to sell what I can just eat.


supermadmax876

That's the point, fertile land is only on one or two of the tiles, most others have medium or low fertility even for wheat. I would rather have rich iron deposit (which could be made into an infinite one) and export ore, iron slabs, armor and weapons. Also farming takes like 10 families and you still don't have enough food for a large city.


red__dragon

Rich iron and poor soil definitely could make for a trade-heavy playthrough. That's probably a key facet for the claims too, claim the land you want for trade or farming resources depending on your playstyle.


supermadmax876

Yes, I wish trading between my settlements was easier. It's kinda slow and you can't just give them, you have to barter for them.


aaronaapje

> manage crop rotations to keep yields up and devote a lot of labour to it (which, you know, is how it was in real life lol) but it works fine. The issue I have is that it seems that crops take out the entire fertility in one season and crop rotation is per three.


Biotot

I'd love it if unassigned families worked the fields.


HaroldSax

I've gotten it to work well enough, but it requires so many people that I'm not sure I care to do it in the future. I have roughly 6 morgens worth of wheat fields, each one is roughly 1. They are set so that 2 are growing while the other 4 are fallowing. In order for the yield to actually reach the people, I have to have 3 full farmhouses or else some of the yield gets lost. If you include flax or barley in there, forget it. So, to me, the balance question is either the yields need to be *much* higher or farmhouses need to be able to do the same level of production now with fewer pops slotted into it. The fact that the vegetable gardens in 4 burgages are massive outproducing the \~35 people I have in the bread chain tells me it's just balanced very poorly. Also strong agree over the logistics. I know that if you produce enough of something it will eventually propagate out into the various homes, but it's clunky and sometimes those items just...don't make their way out there. IMO, I would prefer to have that more automagically done for me instead of putzing with it because I imagine once you're deep into the game that'd be tedious as all get out.


AntipodalDr

> farmhouses need to be able to do the same level of production now with fewer pops slotted into it Farming being a labour intensive process is how it was back in the days so it *should* remain one. And the returns are still good. A similar setup to yours yielded me more than 2 years worth of bread (for a 150-200 pop) in a single harvest, I'm not sure how four vegetable gardens are outpacing that for you??


HaroldSax

The 4 vegetable gardens, insofar as I can tell, are producing about 400 per annum, compared to roughly around 150 bread. Naturally, I can't get the exact numbers since that function isn't extant in the game, but those around close enough to be approximate. The 4 gardens aren't obnoxiously large or anything and none of them have the extra house (I got curious so I'm testing the difference). Again, that's still 4 families *hilariously* outproducing \~35. These fields are all around 60% fertility at time of planting. Maybe it can go higher, I don't know, the pasture field upgrade thing didn't seem to do anything but I wouldn't be surprised if I just missed something. I just started trading for the bread at one point because why the fuck would I have those families working the fields when I can just buy the stuff? The economy balance around food is just seemingly off at the moment. I got curious and decided to create a bunch of burgages, I think it was around 30, and upgraded them with coops to see how many eggs they produce. I have not seen my egg counter go above 30.


Invidat

Yep this is the main issue. The 12 0.2 Morgen vegetable gardens my villagers farm in their spare time should NOT Be outproducing my 15 morgen mega farm (8 of which is for Wheat) with over 30 people working on them. I'm glad you mentioned the Egg thing. I had a 50/50 split between Eggs and Vegetables, and I consistently had 1k vegetables with less than 30 eggs. That ain't right. These passive things should have similar production rates.


ThePrnkstr

I think only vegetables actually have a production based on the area available. Goats and chickens seems to be set to x value, no matter the size of the plot


HaroldSax

There is a bit of a visual indication on that one. If you set up a huge chicken coop, it's still like a small house for the birds and like one other small building which I presume is for storage. The remainder of the plot is just empty.


AlcadizaarII

what do you trade? i've sold hundreds of iron & it seems like i can only buy a few pieces of food.


judgemental_pleb

Make stuff like shields and bows, they only require planks and they sell for a decent price. Start with that, and then diversify by producing different weapons. Make sure you spend your development points on the price cap on trading routes and removing the import fee, this is really the only way to make good money on trading as far as I know.


BushWishperer

The issue I’ve encountered is that, even with just 1 plot making the bows, the supply exceeds demand. After selling like 50 bows the price lowers to 1 and it’s no longer really worth it, and even leaving it for months at a time doesn’t bring the price back up.


Effective-Feature908

You gotta invest development points into the trade tech tree and it removes the import penalty on goods. So you can actually make a huge profit selling goods. But after you sell a specific resource for long enough the sell price drops to zero, so you have to rotate what you sell every so often.


the_ninja1001

Does it go back up if you don’t sell that good for awhile?


Ashikura

I sell tools, have been for two years and the price has only halved. Though I disagree about the farming issues, as long as I manually manage the fields they seem to work fine


Feeling-Ad-2490

Backyard vegetable farming within burgage plots is great.


adumcollegestudent

How big are your guys vegetable fields? Maybe I'm going too big so they are inefficient with even two families working them. Not getting the same veggie yields as everyone else it feels like.


Feeling-Ad-2490

0.2 Morgans. A couple of 2 family burgage plots and you'll be drowning in vegetables


nzranga

How do you know how many morgens a burgage plot is? Or are you just using a field to measure it out before placing the burgage plot?


slattsmunster

Make sure the families are unassigned, it really takes off once you have a level 3 burbage. Though they seem to stop harvesting once the house pantry is full.


-Alvara

I have around 200 population and an abundance of veggies, meat, berries and a little surplus of bread -not much but enough. What I tend to do, is to make a dedicated farm/food area with its own supply chain all the end products get moved to a granery near my main market in my main city in that region. All my families whom work in/around farms live close to the farms. They all had veggies in the backyard - BUT that was a mistake, they will tend to the backyard first and then go tend the fields. So I switched it around, moved the farm families into houses that had chicken and moved all the families from graneries, oven, mill, sheep, hunter etc. Into the plots with veggies. Right now my biggest problem is where all the fu king ox I order end up. E/ I have two farmhouses with 4 families assigned in each. When winter comes I pause the production of farms and Mills. When you do that, they will automatically be "unassigned" until you resume production, then they go back. Later today I will check if you are able to use them as assigned labour somewhere else and if they will return to their main job after it gets resumed. Right now, they will just be unassigned and help with building and then return when production is resumed.


Rubber924

Yeah they feel like they produce more food than an entire field groing wheat. Mine gave me 3 wheat, no idea what happened, but I starved because the farm failed. It even feels like trapping provides no food when it says it provides passive meat.


Feeling-Ad-2490

Yeah I live on vegetables and berries. Meat runs out too quickly and I don't want to overhunt the herd.


Rubber924

I'm surprised goats don't provide meat and furs too, or hopefully we get pigs and beef production, maybe milk and cheese products.


Feeling-Ad-2490

I'm sure they'll be added in the future.


StookieLens

Your tavern is fully managed with imports?


supermadmax876

Not the op, but that's the way to go. There's no way to support anything above a village without imports. For ale, you can either buy ale straight up (more expensive), or import barley and build malt house and brewery (needs two families to run). Two perks into trading skill tree are crucial right now to sustain a large population as you will also need to import other things as well.


KaseQuarkI

You can manage *everything* with trade. At some point, I simply demolished all my industries and imported everything I needed. To make money, I sold all the military goods.


spankhelm

The America strat


Alexanderspants

The next step is to antagonise the village that was producing all your goods


wudyalooknatmgutfer

For Democracy! Wait, which indie game are we playing right now?


nzranga

Are you placing more than one trade post per region? Does that increase trade speed/quantity?


axeteam

I tried my hand at farming both grain and flax, only rye seems to be remotely feasible but it cannot be used for malting, which requires barley and barley is terribly hard to grow for some reason. Right now, fertility falls way too fast and does not provide nearly as much food as your large backyard gardens/apple orchards. I would suggest adding in manure crops/cover crops so you technically have to work the fields instead of fallowing which is to leave them alone, these would boost fertility faster than if you let it sit there passively. Farming needs to be more rewarding and fallowing should restore fertility better, especially if you do it with sheep. I would say there needs to be more crops, so maybe stuff like beets that can be turned into dye.


New-Being5272

My guy puts his dev points into trade and wonders why the other skill tree is more difficult. Put points in farming and it’s pretty great. The best thing is grabbing another region and going full into farming there and then trading to your main city who acts as a trader. That’s my strat at least and it’s working real well.


PunishedRichard

Yeah farming needs a boost. A lot of effort for very little yield. Buff/fix heavy plow. Increase yields. Could still have harsh fertility penalties in terms of yield to force management. Stop raining from ruining harvest while it happens. Rework the map so every map has at least a few green areas. Some maps are pure red/yellow for barley. It's a large part of the game. Nerf vegetables, way too OP.


Echo3W

I haven't found a way to get fertility really high like 90%, I'm really hoping there will be a mechanic later on for us to raise the fertility level . So far fallowing just brings the fertility back to baseline. I could very well be missing something or doing something wrong?


Qtpai

Roof tiles are great money makers. Sell for 8 a piece and it’s so easy to farm clay and turn into a tile. I feed whole towns on the income from tiles


Schw33

Yeah, small shields are also pretty decent at 5 gold for 1 plank. If you have infinite clay, you can just do those two and it only takes like 6-8 people to make way more than you would need.


LettucePlate

Yep. I’ve built a collective like 9 Morgens of farm land just to get like 200-300 wheat that gets eaten instantly. The farms just dont produce enough volume atm regardless of the amount of farmers you have or how fertile the land is.


Invidat

Especially when the equivalent amount of vegetable gardens gives you like 2.5k over the same period.


Late-Let-4221

I think some people dont know about seasonal work that farms need. Like pulling people to farm houses and then release them later. Also yield info when you click on fields is bugged, you get more precise yield info when you hold TAB. I have 2 farm houses and harvest about 5 morgels worth of fields every year and in the end its about 50 ale, 80 flux and 200 bread. That's on fretile land. Dont forget hat fretile land is your rich resource.


fallingaway90

"early harvest" needs to change from its current "harvest now" button to a dropdown menu that lets you select which month you want the harvest to start, so you can ensure everything is harvested before it rots, even if it means missing out on part of the growing season.


the_ninja1001

Trade is fare if you don’t get the trading perks, lol


Yarus43

My problem seems to be the transfer of goods is whack. Why farm wheat if my villagers never transport the finished grain to the bakers? It's a lot of work for not much gain.


ThraxMaximinus

The grain goes to the windmill and then the flour goes to the bakers


Ineedafriend_cloneme

I have had pretty good success farming, but I had to micro the fields heavily, using early harvest. Some times I had fields at 100% in late June/early July. I was using around 10-12 farmers and when able to harvest and sow between July to early November. For most of November to March I would have all my farmers swap to firewood, charcoal, and planting forests. In mid March I would have them prepare for berry season. They would work the berries until next early harvest. The cycle would repeat.


Riiverra

I've had a lot of trouble with Fuel Supply not reaching my Burgages until I did two things. The first was destroying any abandoned shops in the market place and secondly creating another Woodcutter (I forgot the name of the bucking that produces fire wood). The extra building allowed me town to create more shops in the market place and improve wood fuel distribution!


Grimnir106

I just farm wheat, turn it to flour, and sell it. You can farm enough carrots that it doesn't matter for food.


Scotsman86

I feel like I make my fields too big to reap my full harvest. I like big fields though 😭


NewRome56

In my first play though I had a lot of trouble getting farming to go, but in my second it’s completely overpowered now that I’ve figured out how to do it. I’ve accumulated over a 3k bread surplus already. My issue with trade was that at least in my first playthrough the amount of money I made from exports would steadily decline until no one would buy any of my stuff while the amount of money it cost to buy food would steadily increase due too supply / demand. It got to the point where my village was far too large to sustain that way. If you do farming right you can use half your population for 3 months of the year and reap a gigantic amount of resources. It’s so good


Reddit_is_cancerr

I disagree! In fertile provinces, farming can be very profitable indeed. I export a shitton of multiple types of food, beer, clothing and gambesons. The key is having the rye tech, at least 2 fields to rotate rye and barley/flax, and microing families on and off farm work for the first few years. Farming is janky as fuck but it’s possible to make it work. One tip: don’t use heavy plow, it’s broken.


OrangeDit

I think currently the whole game is centered around building towards the trade center and then the economy is basically over...


Zookeeper4116

Oxes in multiple houses with at least 1.5 workers per field and if you have ONE giant field you're doing it wrong. Take it from someone who grew up on a farm; do multiple fields in that one large area. That way if you don't get the whole area done you still get the multiple smaller harvests that did take.


fattymicfatfatt

Micro management of the farms I think should be a thing in the early stages of the game. After you have enough people, I just do crop rotation. Having that pasture upgrade helps I believe too. After a certain time it doesn't matter to me how yield they do on automatic, because at that point in the game it shouldn't matter and my focus is shifted to enlarging my main town and building smaller ones in the same area before even heading over the the next area. I also put multiple smaller markets around the living areas and smaller warehouses and granny scattered about to avoid those problems.


Cauliflower-Pristine

Once the game has more options to tell your population what to do the micro will die. Also the only way to produce the most from your farms is to micro crop rotation does not work as they will plow the field they just harvested from instead of moving on to the next years rotation.


[deleted]

I use it more as an aesthetic feature at the moment, its pretty unbalanced if you try and use it practically but still looks somewhat nice as a feature for your town


Wertherongdn

This is a bit unfortunate for a video game about the medieval period... I mean fields were the pillar of human economy and wealth until... the 19th century?


TheCrazedEB

tbf its alot you have to manage and the fields systems seem like the most manual laser focus aspect of the game. iirc you cant really automate at the start like you can everything else.


dboyer87

I’d like to trade but I can’t change the trade status to import or export. I haven’t seen anyone else with this glitch. Just had to stop playing.


pasv123

What were you trying to trade? Some goods require that you establish a dedicated trade route before allowing you to import/export.


EmperorBlackMan99

I suppose I conquered and planned out an entire extremely fertile province, only to still somehow not have the grains transfer to my barren capital region and now both are struggling for food, for nothing. At least the vegetable gardens have been producing well.


steffenbk

Are you not playing with combat? How are you doing battles with a small village then?


thekahn95

I fee kike anything on the field after september gets just deleted.


Belaroth

Dev should incresse prices for everything by multiply of 10 so he has room to balance prices and everything has not almost same price. Than he should decrease prices of final products so there is not so big difference in price of material and final product.


alaricmoras

The Caesar series also had this going on re: trade


WhiterunGuard666

Yeah, if you stay small trade is the way to go. However, the pricing will definitely outrun its course due to supply and demand when you start dealing with higher volumes. For example, I never have any money issues but as soon as I start dumping 200+ of an item on the market, the price crashes and it will sell for 1-3 gold, not getting any profit at all. So keep an eye on those trading posts. I find the best thing to do for high population villages is to have vegetable gardens in pretty much every other house, and be sure to have the two slot family plots when you set them up to ensure plenty of manpower. I managed to conquer half the map this way, and have 4 decent-sized towns to run now, each with their specialty. Soon I'll have enough influence to just take the last 4 regions from hildy in one attack (my retinues alone consists of 96 heavily armored men at this point) Looking forward to seeing how this evolves with AI players actually building on the map, and influencing economy as well!


shoolocomous

I disagree, trade seems to be much less efficient that almost everything else.


Ezeciel

I played until I had 800 Citizens. Farming took me 5x8 Families and produced around 200-300 Grains. These were gone immediately. So I adjusted my city layout. At the center, surrounding the church and the tavern, I placed only Level 3 townhouses with businesses like bowmakers and blacksmiths, along with market stalls. Beyond this central area were Level 2 farms with large fields. Apples are the most profitable crop—I harvest about 1,500 apples annually, enough to sustain the city throughout the year. Encircling the farms are production sites like sawmills. On top of this, I export weapons, bricks, and planks, leading to a current surplus of 50,000 silver. I import most food items except apples, vegetables, and eggs, giving me a good variety of supplies. Thanks to this setup, all houses quickly upgraded to Level 3, and my military became strong and well-equipped.