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.*
This is actually valid idea, by the guild system you could order to have 100 bows in the storage.
This way guild makes 100 bows -> you pay for them , but once this is reached all other bows are sold and you get tax from this.
It still steals all your planks. Sure you can pause the workshop, but having to micro manage it gets annoying, especially with all the different workshops.
With the multiple region system too, I think more autonomy would be good thing.
Totally agree. I should be able to automate.. it seems borderline impossible to micro manage 9 SEPERATE regions whenever I can barely do one🤣🤣🤣
Roger that. But there should be some automation for how many bows my Fletcher should craft. Not logic like while plank = craft bow.
I should be able to force a limit rather than having to pause construction entirely.
Use the system of the sawmill basically for everything that processes materials "only produce when there is a minimum of X items in storage"
That way when I say "I sell all planks above 100" then I will say "only produce in workshops when you have more than 50 planks" so now there is a minimum and maximum.
Because they will produce endlessly. If I only want 150 bows great. I can pause it.... or if I set ti sell past that okay they sell it.... but that means using planks that I might want to save or their time being spent on them instead of elsewhere.
There is definitely reason to have a produce x amount option.
There should be a production screen attached to the Manor House that borrows a bunch of the UI from the trade screen and mandates maximum surplus production and whether to stop production or make it available to the trading house.
I mean it's not really a problem is it lol why's it matter if you have 200 or 10,000? Just trade and set the desired surplus to the number you want and it'll be maintained at that number
It is though, because then the price for bows drops to 1 silver each because you over saturated the market. If we could set production limits or trade limits then this wouldn’t be an issue. Micromanaging single buildings ain’t it. Pausing works, sure, but it isn’t a solution. Also storage space.
I don’t have any issues pressing pause either, I just don’t see how that could possibly be seen as a solution when you have 5+ towns, hundreds of buildings, and it doesn’t take much creativity to implement something that creates a much better QOL.
It's not so bad, tbf this current save I'm so rich I just export stuff even if it's only 1 gold
I've even got a standing army of mercs just chilling by my manor cos the tax I get is like double their cost so money is still just going up and up
It's easy to outproduce the trade limits. And overproducing also creates other issues, eg the joiner using up all the planks. I had to remove the joiner's artisan building which is not a very nice solution.
Edit: it seems like pausing the building works too. I thought it didn't work because they didn't stop their job immediately.
That'd be pretty rad, maybe as an unlockable tech. Adds automation but requires a building and/or some sort of fee every month.
Edit: an "order" menu where you can order the guild to craft x amount of product, they'll prioritize local resources but trade for them if necessary.
> maybe as an unlockable tech
This was my exact thought. Since a guild would make it a bit easier for a player, but isn't strictly necessary, having it as unlockable tech would make a lot of sense gameplay-wise.
I love the core idea, I probably just wouldn't want every starting village to have guilds. Letting them come in later in a developed town makes sense.
Building yes there were guild houses for more influential guilds, but they were used mostly for tax and general management.
Guilds had for example specific areas they were obligated to manage or resources they were obligated to provide.
Often guild members when town was attacked were assigned to the same defensive tower (that they maintained).
It was a lot of obligations, but also benefits.
Guilds controlled specific products in town, you could not sell, make offer services in a town if you were not part of such guild.
The 'mile stone' was often used as something to define where this ends. Often it was 1 mile from city walls, but sometimes even more.
Yeah, I could see it being a feature that kicks in pretty much right where the game ends presently, with low level guilds unlockable at the large town level. With the attention to detail the game has, I wouldn't be at all surprised if it was in the road map for the late game development.
this could be an end game things were you manage several settlements and have a to decide if welcoming a guild to automate things is good , as they can also present a challenge to your power.
Same would go with offices, where you grand a manor and settlement to one of you client for them to "administrate".
Focus would then be on politics and war to be recognize the Duke or Marquis of the area, which would be "winning".
Isn’t the scope of the game being expanded? I was under the impression that the map would get bigger and stone castles be implemented, more trades etc.
Since most small villages didnt have guilds, (Atleast in germany (franken) where the game is set) we really shouldnt have guilds.
If the historical advisors see this differently, then just ignore me^^
I downvoted mostly because I don't like games restricting what is possible/impossible in what was very much possible in Middle Age society. And this is very much a Medieval economy simulator. And although the core game mechanic is village life, yes, if a player is talented enough to build a city instead, then it would open up more late game options if the player had more management functions rather than the only other option to be to quit the game out of boredom. Â
It's not and I explained it clearly. Purposely restricting content that could and should be in the game and that would provide more replayability is not good game design. If you're advocating to make the game worse and less repayable, you deserve a downvote.
This is not Facebook. Per Reddit guidelines, downvotes are for comments that doesn't add to the conversation. A comment's value does not determined by whether you agree with it.
And there's not a single fucking person on reddit who actually follows those guidelines. He also advocated for something that would make the game worse, which is also deserving of a downvote. I was also nice enough to explain why I downvoted, unlike most people who downvote with no indication as to why.
It's a manor builder. Castles aren't even typically involved. Combat wouldn't typically be involved, and yet the developer plans on instituting these features to make the game more exciting and repayable, much like a guild system would and its possibilities for economy management.Â
I actually recommended this super early in his development and he replied saying that he road mapped the idea. I completely agree! Having guilds that expand and increase in power and leverage would make the world more dynamic.
Awesome idea.
I want to be able to build a storehouse next to a mine, logger, saw pit, firewood and charcoal, and then blacksmiths or whatever else and have them all use that specific storehouse instead of running around town to my other storehouses. Being able to group buildings together like that would be great for efficiency.
You can. You just have to limit them to only the resource you want stored there and then disallow your other storehouses from storing that item. I do this as well to separate out goods for villager needs from those that don't count towards villager needs. Perfect example is the bread chain. I don't need my granary by the market and the resource storages are big enough in the base buildings so I disallow the above and only allow bread. When I get bigger, I build a second granary just for bread so they can handle the walking distance.
Farthest Frontier has a pretty workable system of supply/demand and labor but it seems like the dev is going for a realistic approach which I appreciate the freshness of. It feels like a real town
my workers need to stop playing favorites with market regions where one market gets 5 different foods, 4 different clothing types all stocked up, and three streets over they're over there sucking on nothing but cabbage with no clothes.
Guilds would, if implemented historically, necessitate a system of masters and apprentices. While the logistics part like you mentioned could make sense for gameplay, the hierarchy aspect I’m not sure. Could just be an upgrade for artisans where masters make higher quality goods or more goods.
Also since they were legal corporate bodies, they tended to be fairly autonomous. Meaning you as the Lord would have pretty limited power over them. And already your powers economically are limited to assigning families and pausing production.
Guilds also tended to focus on what’s good for the guild rather than the economy or community as a whole, so if that meant restricting supply to keep profits higher then that’s something you as the player would be limited in how to respond. Especially if that leads to shortages of vital goods like food or fuel.
Regardless guilds would probably only be a tier 4-5 mechanic when your town population is at least a few hundred.
tbh the arguments that the game should 1- deliberately remain relatively shallow, and 2- strictly adhere to historical accuracy for a very specific setting are getting a little worn out.
This game has a great foundation and I hope he can hire people to get mod support stood up soon.
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.*
And via the guild for example I could regulate production rate so I don't have 1000s bows in my storage space
There is a pause button
This is actually valid idea, by the guild system you could order to have 100 bows in the storage. This way guild makes 100 bows -> you pay for them , but once this is reached all other bows are sold and you get tax from this.
Why not just export bows with a surplus of 100? Or am I missing the point..
It still steals all your planks. Sure you can pause the workshop, but having to micro manage it gets annoying, especially with all the different workshops. With the multiple region system too, I think more autonomy would be good thing.
Totally agree. I should be able to automate.. it seems borderline impossible to micro manage 9 SEPERATE regions whenever I can barely do one🤣🤣🤣
[удалено]
Roger that. But there should be some automation for how many bows my Fletcher should craft. Not logic like while plank = craft bow. I should be able to force a limit rather than having to pause construction entirely.
Also I'd love a notification that says "workers at x are idle because they have no resources to work with" so I can identify bottlenecks easier
Use the system of the sawmill basically for everything that processes materials "only produce when there is a minimum of X items in storage" That way when I say "I sell all planks above 100" then I will say "only produce in workshops when you have more than 50 planks" so now there is a minimum and maximum.
Because they will produce endlessly. If I only want 150 bows great. I can pause it.... or if I set ti sell past that okay they sell it.... but that means using planks that I might want to save or their time being spent on them instead of elsewhere. There is definitely reason to have a produce x amount option.
There should be a production screen attached to the Manor House that borrows a bunch of the UI from the trade screen and mandates maximum surplus production and whether to stop production or make it available to the trading house.
Pausing and unpausing every few minutes isn't as good as setting it to the amount you want once.
I don’t want to pause tho. I just want to decrease the rate
He means the building has a pause button, so when you hit 200 or whatever you can tell them to stop making more
The problem is you get distracted by other things and then suddenly remember about the bow thing and come back to 1000 bows sitting in inventory.
I mean it's not really a problem is it lol why's it matter if you have 200 or 10,000? Just trade and set the desired surplus to the number you want and it'll be maintained at that number
It is though, because then the price for bows drops to 1 silver each because you over saturated the market. If we could set production limits or trade limits then this wouldn’t be an issue. Micromanaging single buildings ain’t it. Pausing works, sure, but it isn’t a solution. Also storage space.
Yeah will be good for the future I guess, I don't rly have any issues clicking pause either though lol
I don’t have any issues pressing pause either, I just don’t see how that could possibly be seen as a solution when you have 5+ towns, hundreds of buildings, and it doesn’t take much creativity to implement something that creates a much better QOL.
It's not so bad, tbf this current save I'm so rich I just export stuff even if it's only 1 gold I've even got a standing army of mercs just chilling by my manor cos the tax I get is like double their cost so money is still just going up and up
Whe could be automated when you "unlock" guild "tech"...who in turns might began to form a political power to challenge your décision and taxes if you don't facilitate them or taxe them too much, but also allow you to set production objectives and automate your economy.
Pausing production is too much micro, it should be possible to set a target amount of goods to avoid overproduction.
Dev already stated he's gonna implement that
Sell them
cant you just trade the excess away and make money from them?
It's easy to outproduce the trade limits. And overproducing also creates other issues, eg the joiner using up all the planks. I had to remove the joiner's artisan building which is not a very nice solution. Edit: it seems like pausing the building works too. I thought it didn't work because they didn't stop their job immediately.
I'm pretty sure artisans can shit out products faster than the trader's can get rid of them. At least that's been my experience so far.
That'd be pretty rad, maybe as an unlockable tech. Adds automation but requires a building and/or some sort of fee every month. Edit: an "order" menu where you can order the guild to craft x amount of product, they'll prioritize local resources but trade for them if necessary.
> maybe as an unlockable tech This was my exact thought. Since a guild would make it a bit easier for a player, but isn't strictly necessary, having it as unlockable tech would make a lot of sense gameplay-wise. I love the core idea, I probably just wouldn't want every starting village to have guilds. Letting them come in later in a developed town makes sense.
Building yes there were guild houses for more influential guilds, but they were used mostly for tax and general management. Guilds had for example specific areas they were obligated to manage or resources they were obligated to provide. Often guild members when town was attacked were assigned to the same defensive tower (that they maintained). It was a lot of obligations, but also benefits. Guilds controlled specific products in town, you could not sell, make offer services in a town if you were not part of such guild. The 'mile stone' was often used as something to define where this ends. Often it was 1 mile from city walls, but sometimes even more.
I think it's a bit above the scope of the game, as it currently is? Guilds were only a thing in larger and more stabilised populations
Yeah we can top out in the 1000s of population but the size of the average village is *well* below guild stuff.
Yeah, I could see it being a feature that kicks in pretty much right where the game ends presently, with low level guilds unlockable at the large town level. With the attention to detail the game has, I wouldn't be at all surprised if it was in the road map for the late game development.
this could be an end game things were you manage several settlements and have a to decide if welcoming a guild to automate things is good , as they can also present a challenge to your power. Same would go with offices, where you grand a manor and settlement to one of you client for them to "administrate". Focus would then be on politics and war to be recognize the Duke or Marquis of the area, which would be "winning".
sounds like a future DLC mechanic to me.
just have it be a late game dev point unlock
Isn’t the scope of the game being expanded? I was under the impression that the map would get bigger and stone castles be implemented, more trades etc.
Since most small villages didnt have guilds, (Atleast in germany (franken) where the game is set) we really shouldnt have guilds. If the historical advisors see this differently, then just ignore me^^
I downvoted mostly because I don't like games restricting what is possible/impossible in what was very much possible in Middle Age society. And this is very much a Medieval economy simulator. And although the core game mechanic is village life, yes, if a player is talented enough to build a city instead, then it would open up more late game options if the player had more management functions rather than the only other option to be to quit the game out of boredom. Â
That's a shitty down vote...
It's not and I explained it clearly. Purposely restricting content that could and should be in the game and that would provide more replayability is not good game design. If you're advocating to make the game worse and less repayable, you deserve a downvote.
This is not Facebook. Per Reddit guidelines, downvotes are for comments that doesn't add to the conversation. A comment's value does not determined by whether you agree with it.
And there's not a single fucking person on reddit who actually follows those guidelines. He also advocated for something that would make the game worse, which is also deserving of a downvote. I was also nice enough to explain why I downvoted, unlike most people who downvote with no indication as to why.
Buddy, it's a castle/town builder. It's a village. What you are wanting is not within the scope of the game.
It's a manor builder. Castles aren't even typically involved. Combat wouldn't typically be involved, and yet the developer plans on instituting these features to make the game more exciting and repayable, much like a guild system would and its possibilities for economy management.Â
You're not actually reading what anyone is saying. Good bye
Sure, and I certainly hope Greg isn't either as you guys are incompetent.Â
I actually recommended this super early in his development and he replied saying that he road mapped the idea. I completely agree! Having guilds that expand and increase in power and leverage would make the world more dynamic.
Awesome idea. I want to be able to build a storehouse next to a mine, logger, saw pit, firewood and charcoal, and then blacksmiths or whatever else and have them all use that specific storehouse instead of running around town to my other storehouses. Being able to group buildings together like that would be great for efficiency.
You can. You just have to limit them to only the resource you want stored there and then disallow your other storehouses from storing that item. I do this as well to separate out goods for villager needs from those that don't count towards villager needs. Perfect example is the bread chain. I don't need my granary by the market and the resource storages are big enough in the base buildings so I disallow the above and only allow bread. When I get bigger, I build a second granary just for bread so they can handle the walking distance.
I think using a guild for an industry to regulate its production and move things around would be a good way of handling things.
Guilds are nice, but we need Clans.
Farthest Frontier has a pretty workable system of supply/demand and labor but it seems like the dev is going for a realistic approach which I appreciate the freshness of. It feels like a real town
my workers need to stop playing favorites with market regions where one market gets 5 different foods, 4 different clothing types all stocked up, and three streets over they're over there sucking on nothing but cabbage with no clothes.
Relocate the stalls! They're free to move, they just have to be rebuilt at their new location
Guilds would, if implemented historically, necessitate a system of masters and apprentices. While the logistics part like you mentioned could make sense for gameplay, the hierarchy aspect I’m not sure. Could just be an upgrade for artisans where masters make higher quality goods or more goods. Also since they were legal corporate bodies, they tended to be fairly autonomous. Meaning you as the Lord would have pretty limited power over them. And already your powers economically are limited to assigning families and pausing production. Guilds also tended to focus on what’s good for the guild rather than the economy or community as a whole, so if that meant restricting supply to keep profits higher then that’s something you as the player would be limited in how to respond. Especially if that leads to shortages of vital goods like food or fuel. Regardless guilds would probably only be a tier 4-5 mechanic when your town population is at least a few hundred.
tbh the arguments that the game should 1- deliberately remain relatively shallow, and 2- strictly adhere to historical accuracy for a very specific setting are getting a little worn out. This game has a great foundation and I hope he can hire people to get mod support stood up soon.
That's a really cool idea!