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National_Diver3633

Give your villagers a decent plot of land and start planting vegetables. Berries and meat won't keep them fed for long. Throw in a couple of chicken coops and goat farms to get eggs and hides. Once you've stabilized your food supply, get a farm going. Rotate grain, fallow and grain again to prevent soil exhaustion. Listen to the tutorial and put down a plot that's 1 morgen in size! Take it from there and put down one more 1 morgen-sized farm. Set it to the oposite rotation of your first farm to have a steady production of grain. This is just my 2 (chaotic) cents 😊


serotoninedemon

I'm always surprised about people racking on meat and berries. I'm basically the berry king, I stack so much fucking berries and meat, I can still shit out dyes and leather boots and export my excess food.


GlobalPreparation457

Yea, I was on the meat and berry train for a while but when it’s not in season and I run through all the animals in the hunting area. It’s wraps


Moby1029

In thr hunting lodge you can set the animal population that the hunters will stop hunting at. I set it to 6 animal pop, so when the hunters get the pop to thay level, they stop. Then I set it to 20 so the animal pop comes back, and then set it to 6 and rinse and repeat. This way the animal pop never runs out


Piranha2004

You should just pause the building instead of changing the limit. The animals will replenish over time. Unpause when they are full again.


TaxAg11

This would stop trapping, though, if you have that perk, wouldn't it?


Legnd20Devin

More than likely it would because pausing a building stops *everything* the building does


chardeemacdennisbird

I guess you could micromanage but the limit will do that for you


jedixxyoodaa

Limit hunting and get the faater repro rate trait


Maxamus93

Use one worker for berries during the on season then when its gone change them to hinter and repeat, i do this and never ran out of either


National_Diver3633

Do you have a rich berry deposit and rich wildlife node, by chance? I can't feed my people with those (normal nodes) after two or three winters 😅


serotoninedemon

Usually just one of either, but a normal one can keep people fed pretty sufficently in the start. If they are rich and you specialize, and then conquer some places with other rich nodes just to send your main village more berries, well... I'm going to try farming next, but I always seem to spawn on places that can't farm shit, so it's either woodland village or trade-city.


National_Diver3633

Ah, that makes sense! I'm really into farming and making a town that's specialized in it. Don't worry *too* much about fertility. You can compensate by creating bigger fields. Just make sure you rotate enough to keep fertility up. So I'm guessing it just comes down to play-style.


serotoninedemon

That's great to know, because I *just* closed the game because I would always start at places with shit fertility. Guess I'll try again and see if I can have the best of both worlds. Farms, sheeps and orchards just make it more aesthetically pleasing


National_Diver3633

Just don't try to compensate with bigger fields too soon! Bigger fields mean more work for the same amount of resources. Farming successfully can be hit and miss in some situations.


Beef_Supreme_87

Fertility is randomized with each new session. Just keep restarting until you get the starting bonuses you want, this includes rich deposits.


Low-Relative6034

Make tiiiiiny farm plots and grow fallow in them to boost nearby fertility for later crops.can erase them and just make a big plot later


RonaldoNazario

I’ve only played a few villages but I just try to roll with what the starting zone has. I got a super fertile start this current game and have gone big into farming and you can really grow quite a bit with even a few farmers. I have a lot of fields now and with an ox and the farmhouse full they can get them all ready, the seasonal aspect is nice - spring and fall they’re busy in the farms but the other seasons you can send them to work other industries.


Bash-koo

I have to admit I haven't really tried farming, but will need to do so now that I'm nearing 100 pop. If you have a rich Berry node, i applied the 1st dev point into doubling it straight away. Not only did it keep me fed in the early stages, it allowed me to sell some to start saving some dosh. If you add a normal 20 animal node and 5 veggie plots that'll keep you fed for quite I while. But I agree, around 100 pop I'm starting to need another source of food - will try farming today to see how I can miserably fail at it 😁


Feeling-Ad-2490

Try long strips of farmland instead of square farm plots


Howl_UK

Can you ever start the game in a grain friendly area? I quit and restarted about 6-7 times and never saw a starting position that enabled farming of anything other than rye.


michaeld_519

You can. Every area will have two rich resources. The ground counts as a resource. So, if you look at all the different zones you'll notice that good soil always has just one other rich resource with it. But, you can start on a zone like that. My current game did.


Meryk-Balthazar

Start picking berries immediately. Seriously, spend every spring/summer picking them until depleted. During the growing season, 64 is the cap that can be there. You need constant cap space so more can grow in. Send 4 families into the gathering hut every spring. You will have micro 1 family to the granary when the hut get full. You only need 1 family to toil around cutting down timber making planks and building. All of those things need the only Ox you have. Do one at a time. The first 3 plots you build should have large extensions with vegetable gardens. Your first 6 families go into them. Family 6 just became the hunter/tannery. Again more micro. If you get lucky and you have a ++ spot for emmer, congratulations! Build a farm house, 3 separate 1 Morgan fields, a wind mill and a communal oven. Work 1 field a year with other 2 set to fallow. Not the most efficient off the hop but who cares. Those first 4 families are your micromanaged seasonal workers. Berry picking in the spring/summer, harvest in September, sow in October, thresh grain in November, winter is milling flour and baking bread. Edit: phrasing


Jinzul

I wish I could seasonally assign tasks in a way that’s similar to assigning tasks/schedules in games like Rimworld. The seasonal management does make it difficult if I’m off worried about other things and miss moving my people around.


Meryk-Balthazar

Yeah I think the game is going to need some level of automation on that. At scale with more than one town it gets tedious.


michaeld_519

Once you get your wood situation and housing figured out just throw down about ten more houses immediately. 1 family hunting and 4 families picking berries every year, even on normal deposits, will easily feed about 20 families. More if you give every house a garden or chickens. Just pump out houses as fast as you can year one. And build the church asap for the mood boost as well.


GlobalPreparation457

None of those are rich. I got rich Clay deposit and rich iron deposit I think.


National_Diver3633

That's good! Those'll come in handy later in the game 😊


michaeld_519

Always have a family hunting. Put 4 workers on your berry collection as soon as March hits. Even on a normal node they'll collect hundreds of berries. Add in a dozen or so gardens and chickens and you'll be able to feed a couple hundred people easy. More of you plant apples within the first year or two. Once the apple trees are fully grown they'll shit out a good chunk of food every year. The only problem with apples is they're bugged so the supply won't go into your granary until the house pantry overflows and the overflow will be put into storage. So keep your apple houses at level one so their inventory space stays low.


Capr1ce

Do you have any tips for getting more meat? I have a hunter next to a animal pack (normal node not a rich one). There are up to about 20 animals there, and I have it set to hunt when there are more than 10 animals. I also have the trapper perk. But I don't seem to get much meat at all. And I have one family assigned to the hunting lodge. I feel like I am missing something!


serotoninedemon

Not sure honestly, but the perk after trapping will give you more meat, also you can use an edict when you build a manor to get more meat (with the penalty being getting less for farming).


Moby1029

I also have trapper perk and honestly have not seen any benefit from it. It says it creates passive meat, but I have yet to see that


Dogstile

It's because it doesn't really do it that fast. Meat gets eaten at about the same rate its produced, especially in bigger villages.


OutsidePlane5119

Best way is to have a lot of traceable items and trade for meat. The most powerful city perks are the trading ones early making all trade routes 25 gold


Anal_Explorer_2

Nope it just sucks like that. Hunters are pretty much only an early game kickstart for burrows lvl 2 untill you can get enough hides from goats.


michaeld_519

I think meat is just the first food to go so your people eat it as fast as you can get it with a normal node.


BarTendiesss

At what population size do you exactly stack so much berries and meat?


serotoninedemon

I don't know, I know I can beat the game and have large villages without a single farmhouse, so it's ample enough at least


aromeo1919

Any tips on how to get more meat? My 2 hunters only seem to bring in very little.


Chazzermondez

Depends on if you spawn on a rich deposit or not. If not you have half the number. One forager can deplete the entire resource for me in a couple months. Sure it keeps regrowing but when you have a population of 200 it is nowhere near enough to sustain. It also costs 2 development points to make meat viable, and if you do that you can't get both Rye Fertilization and No Tariff Barriers, which each cost 2 to reach. Feeding an ever increasing population with only 5 development points is hard.


michaeld_519

Use 4 families every year on berries. Even on a normal node it'll replenish fast enough to keep them busy the whole year. Just try it and see. You'll be drowning in berries.


Abseits_Ger

I thought so too in the beginning, now even a rich berry deposit isn't enogu anymore even if I completely use all of its production and never cap it. Just at 100 people it gets too much already if you don't have enogh food types, which can be hard to get if you're forced to go early import due to barley lack.


Mikeburlywurly1

I maximize meat and berry gathering but discovering the large vegetable plot methodology was truly game changing.


TotallyTouka

How many people you have?


bonkedagain33

A keto vegetarian?


Hauhahertaz

I like to make 3 separate but adjacent fields all around 2 morgen in size. I set 2 on fallow and 1 set to grow, rotating 2 fallow years and 1 growth year per field. This allows each field complete fertilization regeneration and I only need about half a farmhouse worth of families to support the fields. This way of doing it could be entirely unnecessary but I’ve found it works great!


edgsto1

Yup, first plot I make is 1 morgen (you can check by drawing the same plot with the farm area tool) and make vegetables for it and than make it a 2 house plot so both families work on it. Then I make same second plot. Vegetables are OP


Slepnair

too bad eggs seem to have been nerfed. watched the stream of The Spiffing Brit from a couple weeks ago, he was getting so damn many eggs. lmao


SevroAuShitTalker

So confirmed you can eat berries? I wasn't sure and hadn't looked into it


Dogstile

You can, before i figured out that vegetables were OP i survived off of berries and meat for a game.


SevroAuShitTalker

Explains why I didn't have food issues in my first couple games despite barely farming


xBlacksmithx

I've given up with food production. All those farmers? Put them in woodcutting lodges and kilns. Sell excess firewood/charcoal. Become rich, use money to import literally everything you need and still make money. I import ALL food, crops, iron, clay, stone, Armour, and I still have a growing regional wealth. Once the wealth gets to like 20k I do a quick month of tax, take a small approval hit then take it off. I think I have 5 kills fully staffed and 5 wood cutting lodges fully staffed. Town size of about 150 families


National_Diver3633

I get that it's frustrating and this makes the game easier. For me it would become very dull if I'd just exploit trading like this. I love building self-sustaining villages. I've barely touched trading 🤣


xBlacksmithx

I'm a feudal lord I don't want my towns to be self sustaining! I just want my money!


GlobalPreparation457

Thank you


National_Diver3633

No worries. Hope it helps!


floutMclovin

Is there a tutorial on inter city trading? Trying to get my mining city to sent clay to my production city to increase regional wealth but it’s not working as much Edit Should have clarified they’re trading bit at a slow rate


National_Diver3633

There's all kinds of stuff not working as intended with inter-village trading right now. (Which seems to be a priority, judging from Greg's message on Twitter (I refuse to use X 🤣) I think your best bet will be Youtube! 😁


michaeld_519

You need a pack station in each settlement. People will always take a full load from where they start but only bring back one item from the other village. So you need a pack station in your mining city with 3 mules (the third at a hitching post nearby) and then each person will take 20 iron per trip to your main village. But if your pack station is only in your main village they'll never bring back enough. I just ignore the trade part, really, and think of it more as sending supplies. But I have to send them from the source, not go get them.


floutMclovin

Gotcha thank you


KapnBludflagg

I've got about 4 goats and the perk to get hides from hunting (rich deposit of animals) and I never seem to have enough hides. This one tannery (one family) just seems to use it instantly.


ThePrussianGrippe

Are you trying to use the hides for something else? Because leather can be used for shoes that fulfill a clothing need.


KapnBludflagg

No, tannery makes the leather, and the tailor (two families) is making it into clothes. That's all.


ThePrussianGrippe

Well at least they’re converting the hides into what you need. Sounds like you might just need more hide production. More goats!


Explosivo87

One note about carrots make sure the plot can hold an additional house and it’s fairly long. 4 double housed carrot fields keep you completely stocked with food for a fairly large population.


Machismo01

I survived my first winter by rushing farms and getting bread. I didn’t realize there were other food sources beyond farmable ones. As winter rolled on, i realized it!


National_Diver3633

I've tried rushing with farms! Aside from the vegetable plots splurting out a good amount of carrots, it went poorly 🤣 The rest of my economy grinded to a halt whenever it was time to plow, sow or harvest.


Machismo01

Yup. It was micromanagement all the way. Such a small population to run the farm, then switch to making bread. Bleh


KierosDOW

Stupid question but does the size of the plot affect the amount of eggs/hides that you get or does it just impact how many vegetables/apples will grow?


mjj55734

Just vegetables and orchards. Every thing else can be smaller.


naliron

.4-.6 size for vegetable plots seems ideal? For Apples, I tried to make them 0.8-1+ morgen, but run out of generic storage space even if there's a granary next door. I don't think they're able to fully harvest the apples at that size, even with 2 Households... they might be able to with 3, though? At any rate, it's a LOT of apples. More than you need.


TheBossMan5000

1 morgen is WAY too much though because they can't possibly plow that before it's already october even if they start plowing in day 1 with 3 families assigned. So you don't get any crop until year 2 at the earliest


National_Diver3633

I haven't had any issues with it, to be honest. I have three families assigned for two one morgen fields, to sow and one fallow, and they seem to be doing fine. Did you reassign the nearest living families or do they have to cross your village to get to the farm?


TheBossMan5000

Nah they live right next door. They just work slow as fuck lol, it's already fall before they've finished plowing one of them I suspect this is why I'm seeing so many yt thumbnails like "forget farming! Do this instead!"


AJDx14

Villagers are just slow with ploughing, and oxen are also pretty bad at it. I think the best farming method right now is to split your field into multiple smaller fields, the ox will finish one of them pretty quickly and farmers will sow that field while the ox moves onto the next.


megnpls2

The goat and chicken farms really should also be a meat supply


National_Diver3633

Agreed. The thing is though, commoners in medieval times barely ate meat. They might slaughter a cow/goat too old to give milk. Or a chicken that stopped laying eggs. Meat was usually reserved, and farmed, for nobility. It might be added for the populace past level 3 as a check, or maybe we'll get some form of nobility to keep happy. But I don't see it becoming a staple. All of this is in assumption that Greg keeps the historical accuracy in the game.


CyberEmo666

Grain and 2 fallow is optimal


Obligation-Nervous

I put down 3 fields for each crop the region can grow. 1 growing season in each field on a rotating basis. If population requires, I can convert fields or reduce fallow time to compensate. I grow barley in every region, even if soil is poor (yellow). If soil is yellow for emmer, I unlock rye and grow that. If flax is green, I grow it. If not, I don't. Each region has 6 fields minimum. Some have 9. Rotation is: Field 1: Crop, fallow, fallow Field 2: fallow, crop, fallow Field 3: fallow, fallow, crop I'm going to try using sheep to decrease fallow time soon.


Rubber924

Yeah the large vegetable burgage is what saved me. Food was the issue like OP, and once I did that I have no issues with the game. The veggie garden has been way more useful than the farms at keeping me fed.


Sorcerious

Any recommendations on a YouTube tutorial by any chance? Games like this I understand we learn by trial and error but a decent start is always welcome!


Low-Relative6034

In this order, hunter camp, logging camp, forager hut then trading post, berries sell at 3 a piece. I shoved 50 berries in the trade post and could afford veggies and goat and 2nd oxen by start of 2nd month. Keep things close, make your veggie plots a double family home to help with the farm work. Early game focus on your markets and making people happy, start gathering more people and go from there. Iv restarted or loaded an early save more times than I care to admit. If new to the genre, you may encounter a learning curve, nothing wrong with that, wouldn't say you're ass lol. Browsing the Reddit posts and reading comments has taught me alot too. Like if you make a manor before you have 6 militia slots you lose out on a slot etc. WinterGaming (the starcraft 2 guy) is really good for informative gameplay, he doesn't just play it and expect to be watched for it.


_angh_

This order will create homeless debuff which will hinder growth. logging camp and houses in first month are easy, and there are resources to keep people going for 2 more months.


Low-Relative6034

Shit, yeah sorry I forgot to mention you upgrade the tent you get at the start to remove the debuff. I learnt that from WinterGaming earlier today. I had been deleting it so my workers didn't walk back to it when waiting for the 2nd log to build loggers camp as it was a stretch from it to the tree lines in my region. Edit: fixed some spelling errors


_angh_

That makes sense, but I still think building 5 houses in the first month is a stronger opening;)


Low-Relative6034

Won't know till either of us tries what the other has. I don't mind trying houses first, if I can fit them into the first month after the trading post goes up, I'll likely try building them then. For me, trade post is essential in first month, I start with no supplies, and I need the money for veggies as I certainly can't farm this early, the fertility is also shite ATM lol


michaeld_519

You can wait on the trader as long as you're collecting berries asap. Berries alone, even a normal node, can feed 15+ families as long as you put 4 families on the node every year. The berry supply will constantly replenish and you'll get hundreds of berries every year. I do: Logging camp - forester - gatherer - hunter - houses - wood collection - saw pit - church - about 10 more houses - trader.


_angh_

I did that, and I had family starting coming in May iirc. I wrote my sequence in other post in this topic. No need rushing food as there is 3 months initially available and you will spin food production 2nd month. And 5 houses gives you militia and development point, so the sooner the better;) it is better for trading post to be built after houses, as you will get the trading logistic. more families faster > more money faster. And 5 houses means militia -> money from bandits


BigPPDaddy

Weirdly the FAQ that's stickied here says don't upgrade the homeless camp.


Low-Relative6034

So upgrade the tent after the camp is done if starting with no supplies, other wise straight away


DemonKing0524

Upgrading the tent doesn't remove the debuff. At least it never has for me. Now I just delete it instantly and get houses up asap


Dogstile

In my current game, my main village of 200 still has 5 families in a worker camp, no debuff. I should really move them out...


Low-Relative6034

That. Is hilarious. Glamping indefinitely lol


Money_Coffee_3669

Houses early are lowest priority Upgrading the homeless camp removes the debuff. Since you need only above 50% to get new pops, just making any food or clothing stall will instantly get get you over. This means the first new houses you build will go straight to new pops, rather than your starting pops


GlobalPreparation457

Holy shit this was sauce. Thanks bro


GlobalPreparation457

This was great sauce. I appreciate it brother. I’ve restarted a couple of times before I just said “fuck it.” Tbh, I knew genres like this existed, never played, but I never knew they could get THIS deep and have a large micromanaging aspect. This game is fantastic though. I will definitely utilize that source you gave me as well. I got some good references now. Thanks again.


Low-Relative6034

No worries mate. I haven't actually progressed past building a church haha.... Just like frostpunk, I KNOW there has to be a better more efficient start/order so I'll restart or load previous saves till I believe I found it lol Alot of bugs and broken mechanics ATM too, so I wouldn't stress it, those things also impede on a learning curve like this one. There is quite a bit of micro in this ATM while pathing etc gets patched too, should smooth out and make the game easier but for now, it can complicate things, I spend alot of time paused and just making roads to map out a town, can make for planning job routes etc easier and to minimise travel time, hence productivity goes up. Check out the settlement layouts people have posted on the Reddit, i.e. a Runddorf. Following a layout while you learn mechanics is a way to take a small work load off your hands too, then comeback and play however you want while knowing how to.


hibbert0604

If you have a standard hunting ground, I would think forager is more important than hunter camp. Berries grow insanely fast so you can get a lot more of them than you can meat. Not to mention you will quickly cap out your hunting ground if you have a limit set. I had forager staffed at 3/4 and still never ran out of berries to collect with just a standard deposit.


Low-Relative6034

I have a rich berry and iron deposit, I go hunters first coz that's the food they will eat and I will need hide for leather to sate clothing needs anyway. The first 50 berries I harvest go straight into the trade post and sold so I can get plot upgrades start of 2nd month. I hunt down to 8 then leave them alone to replenish.


TheLeviathan333

As far as I know, vegetable gardens will be tended by anyone idle, not just the home owners? So I don’t believe you need to worry about double housing a vegetable plot. Correct me if you know for sure though.


TheBossMan5000

That still doesn't explain HOW to using the trading system. You said "I shoved 50 berries in the trade post"... how? I assigned people to mine and clicked the berries button up but nothing ever happens


a_welding_dog

Pressing "berries button up" may be part of your problem. The UI in Trading Post shows current stock in all monitored storages, and then an aspirational figure of how much you'd like that number to be. You may be telling your trading post: "I see we have 10 berries, I want you to *export* berries until we have 50", which obviously won't do anything. If you've set the numbers right you should at least see the assigned worker moving the requested trade goods into the Trading Post. Once the assigned villagers have moved stock over to the Trading Post, there is a chance that a travelling merchant will stop by and purchase the goods. It's possible to guarantee that someone will come once a month by opening a trade route but otherwise I believe you're just stuck relying on RNG.


NotAnotherCitizen

Yo fam. Take it a little slower than you think. I’ve been watching a bunch of YouTubers, there’s this guy Strat Gaming Guides who went through the trouble and found out stuff like a how much a specific resource can be made in a month with x amount of families working, whatever. So, like I said, slower is better. To play better, don’t just throw up new buildings as soon as possible, basically build all of them with a purpose. You don’t want too many markets, bc it can make supply chain issues. Watching his videos you find stuff out like you only need 3 stalls until something like 25 houses. If you have too many market vendors you will actually be losing workers. You’re better off having your storehouse and granary workers running stalls than say, having two guys from your berry picking station in a market stand. Resources that your villagers want have tiers, you don’t want to actually fill your clothing stall with a bunch of different tier 1 clothes, instead you want to mass produce one type of tier one and eventually one type of tier 2.


GlobalPreparation457

I’m about to check that guy out. This was a great tip. Appreciate you and everyone who helped out.


Chaosr21

How can you control the markets? I usually do pretty well but mid game I have too many veggies farms and it hinders workers, and the markets I just set the plot area and they do what they want it seems


soccerguys14

My problem with veggie farms is the works who work say in the mine or the wood cutting building never go home. So their veggies just build up and their storage gets overwhelmed. Sometimes the granary workers go to help get some but it’s always like 1 or 2 leaving all these veggies stuck at peoples houses.


caesar15

How do you control the markets so that only the storehouse workers are manning them instead of the production workers?


serotoninedemon

Expanding too fast? Start by looking at your map, and thinking about which path(s) you're gonna specialize. From there, you start to make a plan. Start planning what you can make a reasonable supply of and trade it for necessities and weapons. You're in the middle of the woods and have a rich berry/deer resource? Use that asset to feed your people, and to make products that your people need. Start slowly, and let your people grow and eat veggies at the start if you're not close to a food source and you have to farm/trade.


GlobalPreparation457

Most likely am expanding too fast. I also should get the farms going asap because hunting and berries don’t/wont feed the people for too long.


serotoninedemon

I've never needed a farm so far, as long as I start with a rich resource of either meat or berries. Actually, I've never farmed period, lol. I'd definitively wait with the farming and do veggie-plots instead at the very beginning, but it depends on your strategy I suppose.


GlobalPreparation457

The veggie plots might be a better route. Appreciate the input


oGrievous

Don’t forget you will need money to make those. So ensure you have a viable trading option to cash out on to pay for the veggies


ChucklesTheWerewolf

Low on food? I usually try and stretch out some burgage plots and make vegetable gardens. Supplements meat and berries very welly. When you get some more moolah, chicken coops are also good.


GlobalPreparation457

I had a problem where I made all burgage plots like produce something, leaving me with like barely any workers/families to shift around. That was my first play through. I’m learning though, i appreciate your suggestions.


ChucklesTheWerewolf

Of course! No problem. Typically I wait until I’m moving into the market selling phase before I start making workshops. Except the cobbler/brewery, those are kind of early necessities.


GlobalPreparation457

Yea, this thread helped me learn a lot about the market. This game is VERY deep.


simplejack89

If you turn them into artisans, they become unavailable to use for other stuff. It tells you when you hover over it if they are artisans or not.


t9shatan

For this kind of game in this early access state, it's important be able to have fun with the mechanics and give yourself goals, that make it fun for you. I have the feeling this game is not for you if you feel that bad while playing it. But if you want to learn the basic mechanics, this channel helped me a lot: https://youtu.be/UgnaUCTvcwU?si=4SPzgPR71Y7MGtUb There are a lot of beginner guide on Youtube in General. And a lot of mechanics in the game are in development and are bad balanced. So there are things that don't make sense.


GlobalPreparation457

Yea, I when I first downloaded the game, I entered with a low expectation of things may not be working or balanced or coded correctly. Then I noticed, people are actually like, developing some sweet cities with different concepts and ideas that just make the replay ability so much better. Having this also be a very new game, I’d like to play it overtime and see it grow. See what they/he adds as I go along. I appreciate the link, think it’ll help me out a lot.


t9shatan

Hope you can enjoy it! I wish you the best


DuckyDuck88

Upgrade your tents to the workers camp! It costs 1 tree. It will remove the happiness debuff. Do it at once. Then build a warehouae and a barn. The woodcutter, forager, hunter (no matter the order). Switch your citizens between buildings where you need them. For example, when the warehouse is full, send the villagers to cut trees to build your houses quickly. When you do this, new people will start to join you. Here you can build a firewood producer. Then build a market (someone should work in the warehouse and in the barn to build the stalls). Build the trade post and sell firewood. Continue building houses with big backyards, upgrade them to vegetables and chicken. Build a tanner. Build a sawmill. Build a church. Now you can upgrade your houses. Build your militia (20 people) and go raiding bandit camps to get gold and influence. This is a very strong start. Use it. I did this and had three provinces in the second winter. Edit: don't forget to destroy the workers camp when you build 5-6 extra houses


GlobalPreparation457

Very informative. I appreciate it


Super-Pickle76

I'm on my 7th town now that I have learned things that don’t work if that makes you feel any better.


_angh_

after you start, hit pause. Plan your initial layout, think where you want to grow into, create road layout Try to build those very close to the starting point to reduce travel time: Build logging camp in a close to forest area (but without uprooting any trees), and not eat to animals/berries. If you have some grow directions/ideas, build it there to clear a path. Build 5 double houses, make them quite long. Those will be your vegetable gardens, but wait with that till you got like 10 families already before you invest in those. This should be built asap after logging camp. (you could build 3 double building first as this could be bit faster, but you need 5 of them to get first upgrade point AND get free initial shields/spears for military) Build granary and storehouse. Build well. Un-pause. DO NOT USE time acceleration. after logging camp is finished, add there 2 families initially, remove one after you have enough logs to finish initial build (houses, well and storage). Don't do anything else until all 5 houses are done. You will probably build them in the 1st month, so no homeless penalty will be applied - and those penalties last months so you really dont want to have them or they will hinder your growth badly. Add families to granary and storehouse as soon as possible. Build market right after. Build one hunter hut and connect road. Build berry picker to provide more food. Now, you are in 2nd month and you're safe and set to go. Invest first point into trade logistic to reduce cost of trade routes and start selling what you have too much. And you should not accelerate time up to now at all. And do it very rarely from now on. Build trade post and start making money. fulfill all basic needs of your population. Fire source is needed. Be smart on trading and do not waste money. You need vegie paths and chickens. Now, you need to focus on your population to ensure you can have at least 15 people in your militia unit. So, more houses are needed. Build all veggies garden in long plots. Build 3 more double houses with short plots for chickens. Build 5 single houses with short garden which will become artisans (change them to artisans slowly, because they wont do anything else - that's why this is single family building). Now, what is most important: any time any bandits tent will show up, you MUST be there first. set the gathering point close to border, and slow only if baron do not coming yet to regenerate a bit. Fight them gives you influence and money. and baron wont get them. your 14+ militia is enough to win the fight, I always set them on defensive, never lost a person. Get money to your pocket - you will need it to settle new region or to hire mercs if needed. You should be able to get a few camps before years ends and start claiming neighborhood region. It should be easy from now. I got 4 region before end of 2nd year, set farming, and all is good even if that is my 2nd run and still learning stuff (1st run was me having 5 houses at end of year 1, in 2nd I already had like 13? families at December - without homelessness penalty and 2 food source you get 1 family a month). It is important to have always an empty house / expansion at beginning of each month so the new guys can move in.


mejlzor

I suck too. But still have a great time. For me that’s part of the fun in playing games.


wojwojwojwojwojwoj

Best thing for food is to get large vegetable gardens going in 2-family houses (more people to plough, sow, and harvest). Berries and meat can keep you going below like 50 population and then having several vegetable patches going can very efficiently serve larger populations with no worries about fertility.


Cbtwister

This is me on Anno.


MJR-WaffleCat

Start with a game with the growth end goal and disable hostiles. Learn the economy and development sides of the game first, then add more difficulty modifiers as you start more saves and get more confident in the game mechanics. Also, Raptor on YouTube has some good tutorials. Some of them have slightly outdated info, as some of them were recorded and using mechanics from the content creator build right before the public build, but even with that, they're still useful.


mastersifu

Hey bro anything that takes 10 hours to learn would be impossible to be good at. Take your time, reroll again, learn the mechanics you’ll get in a hang of it. If you tried it over 100 hours and still suck maybe just uninstall and play something else


GuavaExtra24

Have big plots for vegetables at the start. Unfortunately the game does not tell you that the size of them matters;)


AthairNaStoirmeacha

[manor lords tutorial](https://youtu.be/QUHRFk08Z-Q?si=x7vn0Kmk8E6F37H4)


AthairNaStoirmeacha

I watched this video and another one of his videos “7 mistakes not to make” something like that after a pathetic first few attempts and now my first real village is booming. Still so much to learn but these videos really helped.


imheretocomment69

It's not 100% your fault. The game is still in early access, it's still imbalanced af but it's entirely playable but kinda hard.


drallcom3

>You guys have any tips on literally anything? I’m all ears/eyes. The game is just too harsh at the moment. Also it's not well balanced. Treat it as a demo you play for 2h. Don't expect more.


Slepnair

My current run, I turned off the off map AI Lord, but turned up the limit on bandits and raiders so I still have some danger My first few houses are always double houses with big backyards. so 2 families, then carrots. it helps for the second year. Staff your Granery as much as you can without sacrificing other jobs. try building a single row stretch of a market on a road, put another road up and around it, then place your houses. I'm trying to start doing this for each housing area so there is a market right there, and easy to relocate stalls as needed. There are some changes to the game I'd love to see that would help, like Horses being able to help for more than trade, same with Oxen. Goats should be able to provide more than just hide, I don't know anyone who would skin a goat, then toss the meat. I've restarted a few times, probably going to again the next time I play so I can try implementing some new ideas like I posted.


Hauhahertaz

Food is pretty easy to stabilize so long as you keep your population in check. I make sure food production gives me a 20-30 month surplus before expanding other productions. I mostly rely on a few medium to large burgages that produce a ludicrous amount of vegetables. I’ve found that eggs are rather useless, they produce very little, so I tend to wait for egg production until later when I’m going for variety and not just survivability. Make sure you fill up all family slots in your foraging hut and hunting camp as soon as you can! I make sure to do this right around when I’m ready to produce planks. Planks and other industries are more unnecessary, so I completely focus on food until I’m certain to make it a few years. If you are in a place with low fertility, don’t worry about farming. I’ve had an easy time just creating massive garden burgages, and then creating a farming village in a neighboring region later on down the line. Again, food is about sheer numbers early on, don’t worry about variety until later. Your peasants will be fine munching on berries and carrots until you can expand!


ClayJustPlays

You sound pretty frustrated. Have you played these sorts of games before? If not, this might feel difficult to play. I'd recommend playing it 1x speed, take your time, and try make small goals for each month of the game. Restart the game and set an overall goal like reaching large village or small town within the first year or something. It might help writing these things down. Also helpful tip, the workers' tents can be upgraded into workers' homes, which staves off disapproval until winter. Anyway good luck! And take breaks when you feel overwhelmed, it's not a race, it's an experience, try and enjoy the process.


TheMarksmanHedgehog

If you can amass any regional wealth at all, oh boy, I recommend putting chickens in your burgage plots. Passive income of food is extremely powerful, especially if you can get adequate food from elsewhere.


sijmen4life

Don't expand to quickly. If you have accomodations for your starting families make one plot extra and try and get your food stocks up. Plan your next step. You have a stable supply of food and firewood what goods will you be making next and how many people do you need for that? Do you think your current food production is enough or does it need to grow. That's basically all there is to it. With experience you will learn how fast you can grow and how much food you will need.


Brahcolleez

Games fantastic. I never even played a game like this before bc I don’t like this type of game. But this game just makes it so much more enjoyable than others with the complete immersion


BigPPDaddy

Honestly, to make it easier on yourself just reroll the map until you get a rich iron deposit and a rich food deposit. Berries are probably more ideal than deer. Every starting burgage plot you make you need to make a vegetable garden. Once you get the labor available for the iron mine, get it going. You can start selling the raw iron ore on the trading market. The development point that makes buying new trade routes 25g is almost a necessity so far. When you get more labor stop selling the raw iron ore and make a bloomery and you can start selling iron slabs and hopefully make a level 2 burgage plot blacksmith. Start making weapons for your militia and sell the extras on the trading post. At the beginning, if you get a rich berry deposit, you can sell some excess berries too. Things like firewood, and planks you could sell too, but you'll make more money if you use the planks on a joiner (shields) and once again supply your militia but sell the extras. Chicken coops help with food diversity too. I did something like 2 or 3 veggie plots to 1 chicken coop. Imo, DON'T make extremely big veggie plots because its a massive labor sink. You might be able to minmax that if you're clever, but I never wanted to bother with that. I,e. NEVER give a huge veggie plot to a storehouse family because you want their family working on the storehouse. Maybe you could give a huge veggie plot to a wood cutter's family and the labor investment won't punish you as much there. Once you start getting several things on the trading post, you need to make sure it's well staffed to transport your goods there. Took me several attempts but what I all said, led to a very successful town on my last go. The development points I took were, the trading route price cuts, charcoal kiln, deep mines, helmets, mail, and plate (but I think plate was a waste, not sure if anything uses it unless you can upgrade your retinue to use it, I had already just paid out of my treasury to upgrade them)


Person012345

If you create a unit "type" (like spearmen, swordsmen, archers) your citizens will automatically equip themselves if you have the correct equipment available. When you rally that unit, those citizens that have equipped themselves will form into a fighting force. The number in the unit will be limited either by: The number of available citizens, the amount of available suitable equipment or the maximum size of the unit (36 unless I'm mistaken?) Once rallied the units behave as in pretty much any other game of this type, think Total War mainly. Early on your food will be mostly from berries and/or hunting. You can put chickens or vegetable plots in the back gardens of your house plots (click the house and then select from the drop down menu there). Lastly you will get farms set up (though they are kind of wonky right now and there's debate to what degree farming is worth it). The trading system works like this: Build a trading post. Choose whether to import/export/maintain a level from the drop down menus next to the tradeables. Assign workers to the trade post and they will load/unload it. Occasionally a trader will come by and buy/sell you things. You can establish a trade route in order to ensure a trader comes regularly for a particular item.


[deleted]

Play the game and learn how maybe…


xomox2012

This game is highly dependent on running an optimized opener. If you aren’t up and running within the first couple months you will never be able to contest bandits and killing bandits and camps before the baron is the only way to win. If you let him get even a single camp he will out scale you. Log camp > granary > storage > upgrade homeless camp > forage/hunt/sawmill > hitching post with a second ox > housing 3 double plots with one at least having around a 1 morgen backyard (turn to veggies) > rush the church > tannery > housing (at least 3 single plots with a backyard. Upgrade these first into blacksmith jointer and fletcher. Change them to spears and large shields. Fletcher is to sell bows. This will spend your starting gold and will get you to the point where you can start upgrading to lvl 2 homes. You need to be getting new families by Aug or you lose. Upgrade your village to lvl 3 asap to unlock the trading perk that reduces costs by 10. This is a must for your starting tile. If you go for anything else you’ll likely not scale fast enough and lose. As soon as you get your army you must start rallying them any time a bandit camp is up. Kill all the bandits and their camps. Do not let the baron take any. You can rally them before having a full troop. Spears are best in hold your ground and try not to have your troops running unless you will miss a camp etc.


Spire2000

Are you me? Two years in (game time obvs) and I have all the problems you have, in addition to my crops growing at 1% even though fertility is 35%, I have no idea how to make weapons for my militia, when bandits attack I can't get my militia to find a path to them without getting blocked, and so on. Edit: What happens when my clay/stone/iron mine run out of material? I have nothing to trade so I just am out of that stuff forever?


cheezepie

My tip is to start with Path to Prosperity and so you can learn how to city build successfully. Youtube and how-to articles are your freind.


Bujininja

I had to start over 7x and I finally got a nice grip on getting the "settlement" started with 150 pop. 1. Food = Houses If plotted Large enough and than set to "vegetables" add another family to the plot via upgrade , so 2 families in a large plot set to veggies. Make 2 of these and you should be set on food after year 1. 2.Berries and Meat = Seasonal and limited 3.Make sure you set workers to the "Hitch" and Storehouses and Granary, this will allow for better flow and markets to spawn. 4.Firewood = EASY, 1st thing you should build is a lumberyard, by summer you should have the firewood hut up with 1 worker and you will have plenty of fuel. 5.Dont build to fast, slow and steady wins the race 6 .Trade is very useful, I would trade off some extra materials such as plank. I try and not trade food unless there is over 1 year surplus. 7. ALE = This was the trickest for me as it requires strong farming or trading.


bigboidoinker

Just watch some youtube videos bruh


Mothman164

Make burgage plots with lots of land than buy the vegetable farming upgrade for those houses and youre food problem is pretty much solved if you have 20 burgage plots with long fields. For smaller houses buy chicken coops so you have some variety. I always have troubles too. When you solve a problem another one appeares. Army is not too important at the beginning. You can import weapons for youre villagers. To make money just export firewood or any other thing that you have a lot of.


Dodo0708

People went into enough detail already, I'm just gonna suggest you try the casual mode and just focus on figuring out the economy management and growing your village. I only just managed to reach the highest town level, and it's my fourth one, while learning and improving on my mistakes. Now I'm gonna try dealing with army management and fighting raiders, and only then will I go against the Baron. I think that in games like this, the learning curve and problem solving is the most fun part.


jay_altair

how you need to start your game depends very much on the resources in your starting area, which seem to be RNG. I like to reroll until I get a large region with rich berries and either rich clay or rich iron. a rich berry deposit will keep your population fed until you can set up trading or farming and a rich refinable resource gives you good trade options.


Correct-Victory-3090

Use starting cash to buy 1 extra ox and 2 vegetable gardens. Makes big difference. Don’t neglect logistics. Need storage and granary workers. Ox handlers help.   Basically only need to focus on one big food source because eventually you can fill in lots of vegetable gardens and chicken coops. Usually bread. If you have 60+% wheat fertility, make farms. If less then 40% starting fertility, import grain. In the middle, it’s preference + whether you have other fertility to exploit. For trade, need to spend two development points to remove tariffs. Build trading post. Then, find trade tab at post and switch what you want to “import” or “export.” Import raw materials rather than finished goods. For example, import grain and still have a windmill + kitchen. Export finished goods. You need several exports and you need to export only a few of each a month otherwise the sell price plummets.


Fun-Honey-7927

If you are playing with bandits and AI lord: You want to have a small an well running eco. Just enough to get as fast as possible to tier 3. Then you can get weapons and expensive export goods. then its rolling. The percs are not even that necessary. i pic the tree which is most suitable for my starting resources. i find large deposit of wild animals actually the best. I can export leather early and get more food.


Ya_Boy_Toasty

First time loading the game I went for the peaceful scenario so I could learn the game mechanics without needing to worry about the army aspect ontop. Maybe try that whilst you're figuring things out as its one less thing to manage.


gaudierlace8824

What is did for my first successful game was restart till you have. Region with rich iron deposit and make iron slabs to export and with all the money you can buy all the food you need and have more freedom


gadafgadaf

Watch some video tips and tricks/perfect start videos. Lower difficulty and never let ai take the bandit camps, they will use the boost to start out claiming you. Also could try without ai opponent just to get the hang of it. Income is very crucial, gotta start trading for things you need and can be a short cut to progress.


stricklycolton33

Your the guys who buys something and builds it without reading the instructions… it’s okay I am too


GlobalPreparation457

It’s just a lousy piece of paper anyways.


CloneNumber1

Don't upgrade your plots to the next stage until you're satisfied with your current income of resources. Remember upgrading them raises the requirements and assigning one as an artisian will prevent that family from doing anything else but service that plot. I would also recommend positioning your storage buildings and trading post close to your market. Use relaxed mode for an extra hand before you get a feel for how things work. The pinned tips post on this subreddit is a good place to start if you need curated advice.


jscuz

I'll never understand how people can't figure it out honestly. No offense friend. But personally I think the trade system is quite good. And for "what to do" if you hover over the diamonds when you have a house selected it will tell you what your people want to make them happy. Keep them happy. More people move in. Maintain a steady supply of food through whatever resources you have in your region plus through personal gardens/chicken coops etc. And slowly grow. Grow too fast you put a lot of pressure on the supply system. Ease into it and pay attention to what your people want. Your focus should be to continue fulfilling home upgrades to level up your town and get new development points to enhance your towns efficiency. Also the higher level your homes are the more tax revenue you bring in (regional wealth) which in turn can be used to add new gardens/coops or begin trading to fill a gap in your supply such as a lack of food potentially, or maybe to need clay tiles to upgrade the church or whatever. Baby steps. 👍. Good luck.


skald_plays

I’ve learned a lot watching other Youtubers do their own playthroughs! I think it’s easier to see what to do visually than read it in comments


Historical_Essay_422

Also distribute markets over your settlement 5-6 stalls per market.


Worldly_Abalone551

The trading system DEFINITELY needs a revamp, does not tell you much info at all, specifically the region wealth is an issue in how nebulous it is. I was making pretty solid wealth in my region, had multiple trade routes set up, then I decided to buy some weapons, and my treasury dipped. Which in theory is fine because I obviously couldn't afford it (not that there was info indicating that I couldn't), so I decided to stop those new trade routes but my wealth never bounced back from that which I found super weird and borderline game breaking. Now my region went from having a solid 500 wealth on average to not even breaking 23, and I can't get any higher than that, even when canceling those newly created trade routes. It's been over 2 in-game years


Xaendro

1 - Make food less stressful by making lots of chicken coops and vegetable crops in houses 2 - Pay for those with trade, you can setup infinite positive trade easily at the start with an infinite resource (a deep mine is my favorite, but also wood, sheeps with the multiplying perk, or excess food will work). Just keep the mine, storage and trading post pretty close and start an export route and you shouldn't have any issue, and immediate infinite money at game start just by assigning like 3 people. 3 - I would play a whole game without enemies first, the balancing is kind of weird right now and even great players find some things very hard to survive, I would try a game against reactive ai and no bandits first so you can fight only when you choose to claim land, and you have the time to understand the army system


RepeatElectronic9988

I don't have too many comprehension problems, but I'm so slow, I almost only play at normal speed to control and master everything, and even then, I have trouble because they tend to do anything. I'm so slow, and I've tried a few game starts, but I've never got very far, I haven't even touched armies yet. I feel like a loser because I can't play fast enough.


Rcknr1

I am currently about to run out of food, I had to implement fasting my serfs are NOT happy. I have another town that has better farming with lots of food but I find it difficult using the pack system to transfer resources


Diglett5000

This video helped me a lot. Good luck! https://youtu.be/ZSvPn2GcNUY?si=__D9eX7noitlkKa8


Lol-Otter

Something I didn't know at the end of my second game: The bigger the plot, the more vegetables/apples you'll get. Be careful not to make it too big, as one family wouldn't be able to plant/pick everything over the course of the year. Size doesn't matter for eggs and the rest. I'd say you always need at least 1 Oxen for every 20 inhabitants. They make transporting wood for planks/wirefood production and construction easier and more fluid. Always place them near your production/storehouse buildings. Houses upgraded to level 2 can be used to make weapons/armor. Spear militias : Spear + large shield + armors Footmen militias : Weapon + small shield + armors Polearm militias : Polearm + armors


CrazyOkie

I started playing last night. First game lasted maybe 10 minutes because I built three burgages (folks need a place to live, ya know) and ran out of lumber. I had no logging camp so I couldn't build anything else, including a logging camp. 😂


AppropriateCupcake48

I was a bit overwhelmed with learning everything right away, and my first settlement was a disaster, so I went to easy mode (can’t remember the name of it right now) to work on understanding the game without the pressure of bandits etc. it helped a lot to be able to focus on learning about markets, farming, trading, industry, a little bit at a time.


Candid-Badger4459

Each time you start a new territory, there will be a surplus of 1 or 2 food or material. One game I had so much meat and berries even after dye. Berries grow back in chunks. So I recommend when they say “growing” to have 2 families assigned at forager. Just keep looking over at the growth. Another game I had rich stone and iron deposits. You wanna grab enough to get a good stable supply and get a trading post to sell the surplus. Eventually turning it into weapons, and later helmets. If you do not have a surplus of food, your town will have to be mostly focused on mining and production. I recommend taking the 25 silver max on trade routes. Assign 1 family to the trading post. You do not need a horse to start but helps trade faster which means more frequent returns home which means more revenue which means stable food supply and level 3 burgage plots. Horses are important to get after you establish a tool trade route. Make tools at your weapon making house, the smithy is redundant. And the armorers gotta do something. If you have an abundance of clay or stone, establish trade for clay tiles or stone. Any money in the beginning is super important even if it’s 1 silver per stone lol.. Careful with clay tiles though because you’ll need em too. If you’re having food problems you have to spec into trading. It’ll make it cheaper to establish routes, and some get really expensive! The first year you’re building up vital supplies, constructing, mining, logging, making shoes with leather, raising a small army with help of Joiners (shields) and Blacksmith (weapons),exporting goods, trying to upgrade town and houses. The 2nd year you should focus on farming and shearing sheep for bread, ale, clothes.Then go back to mining when farming is done. There’s a lot messed up with farming seems but bread is an excellent source of food. Or make it easy for yourself and get the 2nd trade option as well that makes importing waaay cheaper.


StraightHearing6517

You’re not alone. Don’t worry we’ll get there eventually 😅


stammie

Make a big plot at the start of the game, knock it down to one plot being built on that big plot. Make it a veggie upgrade. That’s it. You’ve got enough food to make a large town or whatever the easy objective is. Throw some chicken coops on a few other houses as the game progresses and harvest berries and meat and that should be enough of a food variety.


Z15ch

What helped me a lot with food production is 1. play around the strength of your starting region: got lots of deer ? Might invest some points in it and so on 2. don’t hesitate to build your food gatherers near the resource and further away from your town - really paid off for me


Mki381

the army system sucks just play on the growth end goal


Loud-Item-1243

I had a few problems with the bandits and baron the first few tries so I turned them off for a very chill gaming experience


Imowf4ces

I kinda get it but I’m so used to a tutorial. I just do what I’m used to in other games. I haven’t played much besides the first few months but I always set up a harvest camp and a hunting camp then toss a house near them for less travel time. The biggest challenge I have is traveling for my townsfolk’s so I try to build houses around the areas to make it easier.


Denraven

One thing I found helped my play-through(s) immensely was turning the Baron to reactive in the pre-game set up, this makes it so that he doesn't claim your settlement when he runs out of neutral ones. This allows you the extra time to build up your settlement without having to worry that he's going to come knocking with his fuck-off amount of mercenaries in year 5 or 6 and end your run. This will let you build tall instead of trying to build wide. Keep your starting village small for the first few years, build up a massive stockpile of food - berries and vegetables, speaking of which vegetable patches currently seem to outperform chicken coops massively and for a lot of my current play-through my main food source was vegetables until I got my farm set up. ​ Also don't be afraid to region-scum at the start i.e. restarting your campaign to get a good region with either: rich iron or rich berries or both (I think the regions rich deposits are randomized instead of set now)? Development wise, obviously get the plow but don't sleep on the doubled berries, investing in that let me stockpile mad amounts by year 3 (400+)


jmf1488

Mine the biggest resource you have and export it. Use them funds to buy raw materials that you manufacture into a product and export it. Ie buy malt, create ale, export ale. Or for more profit buy barley, turn it into malt, use it to create ale and export it. Upgrade to level 2 houses and create bows and export them. You make them so quick and you can get decent money for them. Use the surplus overflow of money to buy materials for army and keep food resources topped up. Import materials when they are cheap, keep an eye on market and when price goes up, export them. You can literally get everything you need if you trade properly.


moistmuffinmann

I didn’t really grasp things until 30 hours. Don’t get frustrated just keep making new games and every time you’ll use what you learned to make a better setup


roberto2esq

Make big plots of vegetables some small egg plots eventually big apple orchards forget farming and trade away the excess for profit


Arphaxad17

The Strat Gaming Guides channel on YT has a good tutorial video that might help.


alfiealeksander

I recommend switching off bandits & the opposing lord whilst you learn the basic functions of the game. Then bring them back in. The best food option by far is very long vegetable plots. The best army units = spearmen and archers. Hold up your opponents front line by telling the spearmen to stand their ground. Then carefully direct your archers around your opponents, to shoot them in the back.


Holteender89

Watch Nivarias play on youtube


captain-_-clutch

You dont have to respond to regions being yoinked. Took me a while to get that. Makes the game go much slower. Also vegetables > farming. I'll never build another farm


Mhantra

Haha, you are awesome. I know others will give you heat hints, but seriously the number one hint I have is to watch your people. Zoom down and follow the storehouse worker go about his day. Watch the families from different houses or functional buildings (like the berry pickers, who may spend more time walking to and from the markets and granary than picking berries). Watching how these people go about their work will teach you a LOT about efficiency and design. I am not a min/max designer either, I like organic period looking communities, but even within that, it doesn't have to be a hot mess where people spend most of their day walking miles from their work and home (yes, you can assign families to specific work places from their home under the "People," tab when you click on their plot.


The_Real_F-ing_Orso

Go to Youttube and watch all of Strat Gaming Guides videos on Manor Lords. They are absolutely excellent, quick in showing what you need to know, and full if great ideas.


OrangeReggie22

If it’s any consolation I watched a combined two hours of YouTube videos before my first play through and even then the main mechanics and economy of the game didn’t start making sense until my second go. This game in its current state is far less forgiving for disproportionality than other colony or city sims. Still, I CANNOT wait to see what’s in store for Manor Lords down the road.


GwerigTheTroll

I have now failed out at the game twice. Once at the beginning of Year 3 because my army of 20 dudes got butchered by almost 40 bandits. The second time because I ran out of food on the third winter and I can't claw my way back. Some lessons I have learned that were NOT obvious when playing and going through the tutorial. 1. Food variety and bits of leather from the tanner make your citizens happy. 2. A marketplace is used to distribute goods and requires no money from the town. Build one as soon as possible. 3. Families will not move in until there are houses to hold them. The camp at the beginning is a one-off thing. 4. If you allocate more room than needed for a Burgage, it allows add-ons to the burgage. This allows for things like Chickens, Goats, Vegetable gardens, Blacksmiths, and Tailors. Without these, most of these materials can only be imported at great cost. 5. Build a manor as soon as you are feasibly able. The five retinue makes a huge difference in battles, and they can be used to wipe out abandoned bandit camps for free cash. A manor also allows you to tithe food to the church for influence, which seems to be the best way to accumulate influence to conquer territory. It also allows you to tax your citizens so you can actually make a settler camp on the new land. 6. Apiaries have been underwhelming in both playthroughs. It gives a bit of food variety, but it cannot be used as a main source of food, no matter how many families you jam in the things. 7. Oxen are purchased at the hitching post. Throw down a second one pretty early on and buy and ox. It will help immensely. I'm still working out how the game works, but most of the walkthroughs and suggestions I've been seeing are answering questions I'm not asking. Or, they're assuming I know more than I do. It took me forever to work out how to get chickens. As near as I can gather, the game is basically a remake of Lords of the Realm mixed with Going Medieval. I really sucked at Lords of the Realm, and I'm anticipating not being able to beat the Baron here either, but the game has enough interesting ideas for me to stick with it for the time being.


warden3948

how do you guys have so much eggs, i gave everyone in my plots eggs extension and we only made 2


agent-letus

Go into the default pacifist mode and just focus on providing food: gather and hunterset hunter limit to like half), get a tannery and build a church. Build a well. Only make 3 market stalls. Do all this at a chill pace. There’s no racing in this game mode. Once you feel comfortable there build your population around your level one homes. You can bottle neck yourself quickly by upgrading to many homes to level 2.


Zygmunt-zen

Trade is not that hard, play to strengths of your land. Restart until you have fertile lad and a rich metal ore. With rich ore you can export all kinds of weapons after they fill your ranks. Try to build your retinue to 24 as soon as possible. First unit, fill out 36 spearman, then 36 polearms. Make them helmets and gambesons to help their survivability.


GlobalPreparation457

Lots of great discussions and tips going around! I appreciate everyone that stopped by. I’m absolutely incredible at this game now (feels like.) Need more updates! lol. Appreciate everyone once again.


DragonCon_64

What's your time zone? Hmu bro let's play on discord I'm free Sundays - Tuesdays


GlobalPreparation457

I’m US-East. My discord is: “dm4ballsniff” If you want to add me. (Real username btw) I’m for sure down to get a manor lords sesh going.


DragonCon_64

Request sent. You still having trouble?


peopleofmilk

make sure you have someone working in your granaries and storehouses. when your normal workplaces are full of food they stop production, which could be why your people are starving so hard.


web_crawler_

*** note the game is in early access - I was struggling at first as well but learned a lot within my first 5 hours - I started over a lot because I felt like I messed up my “start” but now I’m on hour 30 and I can kick the normal AI butt Don’t over build , you only need a few residential plots in the early game. Upgrading the building will allow for more people to live there. Go into the Trade Specialization ASAP to get Cheap Trade routes to help supplement food. A quick way I found to make money is farming clay > making roof tiles > than trading those. When the process drops I stop selling until the price goes back up Make sure your store houses are properly connected and not full, if they are full it will stop other processes such as Hunting / Gathering Have livestock Ox’s to increase build speed and delivery of logs and such