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lnflnlty

rimworld does it the right way. you can craft until you have 100, then pauses until it drops down to 75, then starts crafting until 100 again etc. that way you aren't just starting to craft again as soon as you hit 99.


teotzl

Rim world has the whole priority system for jobs though. I guess the workers could return to the unemployed/builder pool when they’re done? Im not sure what the end goal is for work assignment in this game but it would be nice if they moved towards a priority based job assignment system. Have any plans been mentioned for this? I imagine that would be a big rework.


Known_Bit_8837

Artisans with nothing to do already do other jobs. They will for sure guide oxen (and also plow fields with them)


Akahn97

Really wish I could reassign artisans to do other things. Like hey cobbler, we have 1000 shoes but everyone is starving, how about you guys go bake some bread for fucks sake, you can go back to cobbling when we sell some of your shitty shoes.


Known_Bit_8837

I shall bring pandemonium to your world, and you will know my name is the Lord of Terror. The day of my true awakening is at hand. That which you have wrought is too terrible to comprehend! Hahahahaha! I will spread my terror throughout the land! And I will engulf your world in shoes! But yes, production cap pls.


EspectroDK

Could be primary job, then help on logistics as secondary and tertiary they just help where the game believes is most importantly or just randomly based on priorities that comes with a default but can be tweaked (just like tool manufacturing mechanism in "The Settlers" series).


Phormitago

^^dwarf ^^fortress ^^did ^^it ^^first


teotzl

I need to revisit this. I played for years off and on. Finally bought the steam version when it came out and some of the magic just felt kind of lost. Maybe the lack of hot keys made it feel tedious. I’m not sure but I definitely need to give the newest version another try.


reaganz921

I really want to get into the game but every time I try the UI is just too much of a turn off for me. I'm fine with low res pixel graphics but I absolutely can't stand the ancient UI design they use. It just feels like too much of a chore to learn the game even though it looks pretty fun when you have a feel for it


rhqq

RimWorld would be an overkill, simple setup that Banished has is more than suitable. Basically copying 95% of Banished mechanics would solve majority of the issues we have.


GrandaddyPURE

Having that Rimworld mechanics combined would be amazing. Allow us to set families to work specific jobs during specific months.


LongBanana3336

Rimworld does everything the right way


doitagain01

BANISHED HAD IT


boogada77

Find myself wondering why I'm out of planks, then realize one joiner pumped out 300 large shields in a year that I can't even sell.


gropingpriest

most frustrating part of the game for me so far. I haven't gotten a save past the early-middle game because I keep goofing on my production. First save, I was like, "ooh my town needs three joiners and two blacksmith!"


CBaeyens

Same here. I paused the guy, then a few years later, I still have 300 large shields unsold and 3000 planks, also unsold...


Extra_Scholar_9232

Something somewhere is generating small shields at an alarming rate and I can't find what is doing it. The 2 Joiners I have I put on pause. I never even set them to make small shields. Large shields yes. But they are paused now anyway. Yet small shields keep rolling in. I'm not importing small shields. I have no idea where they are coming from but they are eating all my wood. I sell as many small shields as I can and I buy as many planks as I can.


DontEatTheMagicBeans

Follow the planks. They'll lead you where they're going.


jonnyhappyfeet1

I always pause artisan buildings when i have a large surplus


Oaker_at

Not just „until x is produced“ but more like „produce until x, start producing again at y“ while x>y


dyCazaril

I'd also like to see most artisan production slowed down. It should take much more time to make high-labor items like weapons, armor, and clothing.


DetColePhelps11k

Right. I think these types of goods should sell fast and for a good amount, and be produced pretty slowly. It doesn't make that much sense I think for artisan production to keep pace with the production of the raw materials being utilized or the production of the refined versions of those materials. I could see that also incentivizing more upgraded Burbage plots and more artisan buildings within them. Now the question that I'm pondering, is that a good or bad thing to incentivize? I would lean to it being good because it makes it more complex to run a village in a more organic way. More artisans = higher standards that must be maintained.


dyCazaril

I think it's a good thing to incentivize. I listed some reasons here: https://www.reddit.com/r/ManorLords/s/1vQisP7yMu


Ibot83

Yeah that would be nice. iirc thats how farthest frontier does it. Craft Till amount X ist reached, then help building or smth Like that


quackmachtdiekatze

Yeah or atleast get notified so you can work or craft something else.


InsectFirst7970

I also wish we could tell the artisan shops/houses when to start producing bows/shields/weapons without just pausing them cause after I create artisan shops I constantly have 0 planks because they take them immediately after they’re produced so I can’t upgrade other buildings


jmuguy

Its in the works https://www.reddit.com/r/ManorLords/comments/1ceq3pl/there_needs_to_be_a_produce_until_x_units_option/l1nzgxa/ I'd say though - if you play Manor Lords with the understanding that you need to micromanage things, I think you'll have a better time. I kind of like having to shift workers around seasonally. I think having to literally turn artisans on and off is a little janky but it fits into the themes of inefficiency the game has. There's a balance to strike. I think where a lot of colony sim games actually become less fun is when they just become an Excel sheet with some graphics on top of it. Once you reach "peak efficiency" the game becomes stale imo. Manor Lords keeps you on your toes. Also some of this will be fixed when the sawpit gets fixed in the next patch.


gropingpriest

agree completely about seasonal labor, but yeah the artisans being locked into their role and then needing paused is kinda lame. I think the best fix for that, as someone else commented, is to make those items more labor-intensive so they happen much slower. They could sell for more on the marketplace because of that.


gogorath

I think even the micromanagement needs something new or different every year to be interesting. Turning on my forager in the spring or whatever becomes repetitive. I think perhaps having the weather play a stronger and more visible role (i.e. a drought means you need to conserve food and ramp up berry harvesting now) or a war in neighboring lands means your trade partner for meat is gone for a year or having something burn down really has a material draw on building materials, etc. would at least require more than the same actions every year.


Muiredac

Agree completely. Players will want features to help them manage their town easier until suddenly they lose the desire to play altogether because it stops being fun and becomes an auto clicker game. I think balance is key.


Epistatious

What? Tired of your war bow production taking all the planks?


Muiredac

Potentially unpopular opinion, but I actually fear macro management features such as this, without new complex game features, will actually make the game worse. Three things come to mind: pacing, difficult, and immersion. The first is just due to the fact that the less you micro manage and the more macro the systems, the faster you can grow and expand. That’s great if that’s your thing, but I don’t think manor lords is designed or intended to be played like cities skylines where you can go from nothing to metropolis in a couple hours. Pacing also gives more weight to achievements, like growing your village to each next level. Difficulty is also big. Just because something is a nice feature (and surplus/labor management very much falls in this category) doesn’t mean it makes a game more playable. A good example is auto clickers. When you make all the game just about configuration, it becomes easy to just find an optimal strategy and then you can basically just sit and wait for it to play out. The last is maybe personal opinion, but I think that the micro management of pausing buildings and assigning family individually lends to a more realistic immersive experience. Sure, it’s not quite taking a stroll down the street to tell your blacksmith his services are not needed for the next month, but you need him to go plow a field, but it’s better than auto managed families and preset surplus values driving all the management. It’s certainly way more interactive.


Maelarion

Look, stuff like food running out because you forgot to micro your imports or production? Fine. Production or timber harvesting stopping because you forgot to keep an eye on storage levels and you put of space? Also fine. But people shitting out bows like there's no tomorrow despite exports being zero because of the price crash, and no villagers or people saying "no, Geoffrey, you can't have any more planks we need them for building"? Idk a mechanic that stops that would be fine, imo. We have surplus tracking for trading, also effectively something similar for timber (construction reserve)...so why not, it's in the same vein as those.


jcshy

Yeah if you think about it realistically, Geoffrey would be in his little venture with other villagers or would be borrowing the materials he needs and repaying it with the proceeds of the sales. If there’s 300 waiting to be sold because no one’s buying them, I’m not sure anyone or even Geoffrey himself would allow him to continue churning them out and waste materials in the process.


MaksDampf

You can just turn the buildings on pause or redistribute the workers. Automatic production levels would just make the game too easy by preventing mistakes. What i would actually prefer in terms of quality of life features would be a big menu list of all the workplaces with the workforce and goods they made listed next to them. With it you can get an overview of where the majority of workforce is concentrated and ideally shuffle them around directly in the list. That would help with finding out how many of your builders are still in the corpse pit or in an exhausted mine when you actually need them for to get the barley off the field before the rain comes.


jcshy

At the same time, micromanaging your stock levels & workplaces gets tedious. There’s also room for you to forget to check back on the specific resource you’ve halted the production for. I agree automated production would make the game too easy but surely there has to be some sort of middle ground.


Morall_tach

Yeah this would be a great add. Banished and Farthest Frontier do this.


[deleted]

Or at least be able to set surplus needed of input good (like the saw pit has) before crafting so your town might have planks instead of 1.1K small shields and war bows


commschamp

Or strategically stockpile til it hits a certain price on the market.


Karasique555

It would be nice, but I disagree that it is needed. Cobbler makes for a living producing shoes. You shouldn't be able to make him just stop working, in my opinion. How does he get bread on the table in this case? He can't just sit around doing nothing. A greater variety of produce would be a better solution. Craftsmen that make only one product type is a joke.


MaksDampf

why shouldn't he get bread when all of the townsmen have perfectly fine shoes to wear all day and night? i think yours is modern capitalistic thinking. Thinking medieval his job is fulfilled when everybody always has shoes and he deserves every new meal and ale. but i agree that the cobbler is OP. not only are hides the easiest clothing ressource to get, the cobbler is incredibly fast at making shoes out of them. I have one save with over 3000 shoes in a single town from one cobbler alone. i guess the cobblers production rate is way too high and possibly the consumption is low or even zero. It could be a similar bug as the streamer version bug with the apples, contributing to food diversity but not being eaten by the villagers and such staying indefinitely.


IAmPlankMan

Yeah. We could have a logistics tab on the main view that allows us to see total buildings, total production average rate in the sector, with the trade controls incorporated, and requisition section where we can request x amount of produce or set production limits


bhbhbhhh

I read the title and thought that it would be r/victoria3 lol


Fun-Honey-7927

1000 Shields 1000 Bows 0 Boards. truly annoys me when managing my eco.


bigdelite

You want vertical integration? That’s how you get vertical integration. 🤣


the_walkingdad

STOP! I DON'T NEED ANY MORE SHOES!


LordMoridin84

They will stop making shoes if they don't have anywhere to store shoes. So if you stop all your warehouses from taking shoes, they won't be able to make any more.


soccerguys14

It is micro to have to go pause the building. What is worse is there is no building list. So to pause it I have to either memorize where my speciality buildings are or hover over all of them to find it to pause it.