r/ManorLords Apr 26 '24

Please leave a review!

3.0k Upvotes

Hi everyone. This is it.

In just about an hour the game will become available on Steam, GOG, Epic Games Store, Microsoft Store & PC Gamepass, as an early access (or a "Game Preview" how it's called on Gamepass).

I'd like to ask for one thing. You know how youtubers always ask to "like and subscribe" and the simple fact of asking rises their subscriptions? Turns out it happens in game dev as well. Most players don't leave reviews. Or worse, people who had a bug will leave a negative review, while people who just had a great, good or even OK time, won't leave a review. Please leave a review. And I understand it's going to be a mix of positives and negatives especially in that first month. I'm prepared! The game is early access for a reason and I'm very confident that it will only get better. I promise to work hard.

Thank you for all your support throughout the years and hope you enjoy the game!

Small sidenote. You may notice the versions differ slightly across the stores, I decided to push some minor last minute localization fixes to Steam, but really EGS, GOG and Steam are quite identical. Gamepass is a bit behind but updates are already on their way - the process take longer there.


r/ManorLords 5d ago

Patch Notes Major Update #8 is now live for Manor Lords, and it’s a big one.

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1.1k Upvotes

Hi folks!

I'm happy to announce that the latest update for Manor Lords is now live.

There’s a new map, Wide Valley, along with cows and calves, cider and mead, oats, cheese, the new Construction Yard and Advanced Construction system, seasonal assignments, a completely reworked HUD, a lot of AI work, balance changes, bug fixes, crash fixes, and quite a bit more.

While I’ve linked the Steam post, I’ve also included the full changelog below for anyone stuck at work who can’t open Steam right now.

And since a lot of you will be coming back to check out the update, I do want to ask one thing: if you’ve been playing Manor Lords, please consider leaving a Steam review. There are a lot of people here who’ve been following the game for a long time but may never have thought to leave one, and we do read through all the feedback, so however long or short it might be, we're checking it out!

As always, if you run into any issues with the update, you can report bugs and feedback through the Steam forums or Discord.

Patch Notes — Version 0.8.090–0.8.104 (Main)

Major Changes

  • New Map: Wide Valley.
  • New UI: Main HUD has been refactored; a new layout, features and art.
  • Artisan Active Recipes: Instead of the “Production Focus” only allowing Artisans to focus on one Production at a time, Active Recipes allow choosing the priority in which production is executed. Artisans start with no Active Recipes until the player sets them.
  • New Beverage: Cider. Made from Apples 4:1 at the Brewery.
  • New Beverage: Mead. Made from Honey 1:1 at the Brewery.
  • New Pasture Animals: Cows & Calves - Cows may be imported via the Livestock Trader. They provide a passive yield of Milk, and can be butchered for Beef and Hides.
  • New Field Crop: Oats. Shares a fertility with Barley, but is much more resilient. Sheaves are threshed into Oats, which can be consumed directly.
  • New Commodity: Animal Feed. Oats may be crafted into Animal Feed at the Livestock Farm (Formerly named Sheep Farm) at 1:2 ratio.
  • New Mechanic: Hungry Animals. - Pasture Animals (Cows, Calves, Sheep, Lambs) become hungry during Winter and will consume Animal Feed each month (or die without).
  • New Artisan Workshop: Cheesemonger. Unlocked at Burgage Plot Lv3.
  • New Food: Cheese. Crafted from Milk & Salt 1,1:2 at the Cheesemonger.
  • New Building: Construction Yard. Workers will store construction material and distribute to building sites via handcarts to improve logistics. They also build 50% faster when the Construction Yard is properly maintained.
  • Improved Logistics: When assigned to the Construction Yard, Oxen will use the new Ox Cart, which allows transporting Timber in bulk to building sites.
  • New Mechanic: Advanced Construction. Some buildings are considered “Advanced Structures” and require professional builders assigned at the Construction Yard to complete. Unassigned Families still help with transport and basic tasks like flattening the ground for these projects.
  • New Upgrade: Large Stone Church.
  • New Mechanic: Seasonal Assignment. Buildings can be set to automatically cycle your Assigned Families for each Season.
  • New Mechanic: Seasonal Breeding. Pasture Animals now breed according to the season and herd size (Summer for Cows, Autumn for Sheep). Spring is when offspring are produced.
  • New Mechanic: Seasonal Produce. Sheep may only be sheared once per year during Summer. Cows are milked monthly, but not during Winter.

Minor Changes

Pastures, Livestock & Affinities

  • New Affinity: Herbage. A chance of +1 extra yield for Pasture Animals based on the Meadow Environment.
  • Apiary rework: Apiaries are now seasonal. They accumulate yield over Spring/Summer and are harvested in Autumn. Yield is determined by Wilding Affinity.
  • Wilding Affinity rework: The Meadow Environment determines the strength of Apiary yields and how many Apiaries can be supported.
  • Pasture fences now trigger collisions. Added pasture entrances.
  • Sheep no longer die due to cold at high elevation in autumn.
  • Livestock Farm (Previously Sheep Farm) “Work Area” setting added. Workers will only gather from Pastures within their work area but will walk outside it to retrieve Oats to craft for Animal Feed.
  • [Experimental] Animals on Pastures now favor using Path Points that are within Pasture area when grazing.

Buildings & Logistics

  • Added storage filters to Trading Posts which control which types of goods they stock and import.
  • Exporting Traders will now look for the closest available Trading Post in the chosen Region instead of picking in order of construction.
  • Implemented guide cart loading actions for forest log gathering.
  • Demolishing a Logging Camp will no longer delete Logs lying on the ground felled by that Logging Camp.
  • Increased the default work area for Forester’s Hut.
  • Buildings utilising certain resources and also requiring them for maintenance no longer reserve their inventory. Example: Blacksmith makes Tools and uses them for Maintenance. Now the produced Tools always count as Surplus, even if it means the Blacksmith has to grab them from storage again once Maintenance is due.
  • Demolishing a building now re-evaluates previously blocked road guide points for nearby buildings.

General

  • Beverage drinking logic has been improved. Family members won’t drink a beverage that doesn’t match their distributed drink type. They also won’t drink in taverns that have no assigned workers.
  • [Experimental] Reintroduced randomized distribution preferences for Burgage Plots.
  • Workers and animals are now much more reactive during fighting or escaping fire.
  • Made all conversation tasks avoid locations inside streams.
  • Terrain overlay is now available in road mode.
  • Increased minimum distance to Region border for Fishing Spots in order to remove ambiguity of which Region the Resource Node belongs to.
  • Overwriting a save file that fails no longer corrupts the original save file.

AI

  • Will now select an Origin Perk.
  • Will now build a Construction Yard.
  • Will now select Production Focus for Artisans.
  • Will now build Forester's Hut.
  • Will now build one Forester’s Hut near a Woodcutter’s Lodge.
  • WIll now build two Forester’s Huts near a Logging Camp.
  • Will now relocate its Logging Camp further out after the early game.
  • Will no longer build Apiaries until it reaches Tier 2.
  • Will be less keen on building a non-rich Salt or Clay Mine.
  • Will be going after non-rich food resource nodes even when far away.
  • Will delay some industry buildings to focus on early production and trade.
  • Tweaked to re-calculate its strategy more often in the first 60 days.
  • Tweaked how many residential plots it builds in parallel in the early game.
  • Fixed AI not building its first Marketplace right after Logging Camp and Hitching Posts.
  • Fixed AI manning Churches and Corpse Pits due to unburied Wild Animals.
  • Fixed AI reserving too much firewood for charcoal production when wanting to sell it for early Regional Wealth.
  • Fixed AI spending Regional Wealth on Artisans before getting its first Horse for the Trading Post.
  • Fixed AI not being able to rebuild its Logging Camp when only two logs were available.
  • Fixed buying a Trade Route that relies on goods that aren’t in abundance.
  • Fixed Clay Furnace not being built close to clay Mine.
  • Fixed too much labor focus on Berries/Mushroom resource nodes compared to Fishing.
  • Fixed not setting reserves for Planks on Artisans.
  • Fixed setting Land Tax too early.
  • Fixed setting Tithe not based on food supply.
  • Fixed not correctly calculating building cost when placing multiple plots at once.

Balance

General

  • Settlement Level milestones now grant 100 Influence which scales per level reached.
  • Wooden Church construction now grants 100 Influence.
  • Manor construction Influence lowered from 250 to 100.
  • Fresh pass on construction time for the majority of buildings, overall increasing them.
  • Manor Outer Tower (Lv1) construction cost reduced from 10 logs to 4.
  • Increased Regional Wealth cost for Bakery and Cobbler extensions.
  • Clay Furnace Assigned Families reduced from 5 to 3.
  • Forester Assigned Families increased from 2 to 3.
  • Logging Camp supports 3 Assigned Oxen (was 1).
  • Pastures now have a dynamic Planks construction cost that scales with their size.
  • Pastures require x2.2 the area for the same Pasture Space.
  • Removed Pasture Space from Livestock Trader and Livestock Farm.
  • Sheep produce 2 Wool when sheared. (With a chance for +1 due to Herbage affinity).
  • Lambs and Calves yield half as much as their adult counterparts at the Butcher.
  • Chicken coop yield speed increased 15%.
  • Backyard Extension Pigs time to yield increased +30% (but see below!).
  • Affinity “Pannage” now increases Pig yield speed by a rate proportional to the Woodland Environment. (Previously it was 30% of the Woodland Environment). This results in Woodland Environment having a greater impact on Pig Yields at extreme ends, while maintaining relatively a similar yield to before at the midpoint.
  • Vegetable yields decreased ~30%.
  • Fruit yields decreased ~10%.
  • Fruit costs: Quince (-7%), Apple (+23%), Pear (+11%).
  • Rye yield lowered 12.5%. This results in Wheat being the more efficient choice if Wheat fertility is over ~30%. Otherwise Rye will yield more.
  • Wheat Sheaves, Rye Sheaves removed from Trading Post.
  • Wax value lowered from 6 to 4 at the Trading Post.

Tasks & Behaviour

  • Husbands can now help out getting Fuel if the rest of the Family are busy guiding Oxen.

Cosmetics

  • Added new loading screen art (Building the Church) and refreshed the old one (Knight in the fields).
  • [WIP] Guide loading system: Ox Guides now perform loading actions for Ox Carts.
  • Added a tong holding Blacksmith’s iron rod.
  • Added support for new construction animations, like mixing mortar.
  • [Experimental] Curved locomotion: Animals avoid abrupt turning and compensate with taking more curved paths.
  • Further improvements on Herd movements.
  • [WIP] Added a slow grazing locomotion mode for Cows on Pastures.
  • Added resource model for cart transport: Wheat/Rye Grain & Flour, Oats.
  • Added visual assets for resources in Storehouse, Granary.
  • Added visual assets for resources in the basic supplies dump.
  • Slightly enlarged Quarry footprint in order to avoid clipping issues.

UI & Text

Styling & Text

  • Added Help Pages entry for Pasture Animals detailing seasonal yield amounts, feed consumption rates and breeding timing.
  • Renamed Sheep Farm to Livestock Farm and updated description/references.
  • Tutorial popup added; Pasture Animals, triggers on building a pasture.
  • Updated Help Subjects entries related to Pasture Animals & added Ox Cart entry.
  • Updated tooltips for Butcher Production Focus detailing multi-input recipes.
  • Seasons & Time tooltip updated to give more per season info.
  • Removed references to “Ale” in tooltips and instead used the category “Beverages”.
  • Active Recipe help button/text added to describe how the mechanic works.
  • Added problem banner for no available Ox Guide.
  • Added new “Overlays” panel styling.
  • Updated Time & Seasons widget layout and positioning.
  • Made the UI Scale limit relative to screen resolution to reduce clipping.
  • Improved tooltip positioning on the Game Setup screen.
  • Localization updated.

Bugfixes

General

  • Fixed bug where Rye both drained and gained fertility.
  • Fixed completed quest generating quest messages under some circumstances on game load.

Logistics

  • Fixed Marketplace sometimes not stocking correctly in order to reach full supply.
  • Fixed Pack Station workers not always aborting tasks, returning goods, or bringing back mules when being reassigned.
  • Fixed Granary workers not picking up overflowing Wheat and Rye Sheaves from farms.
  • Fixed farmers bringing crops to a farmhouse before it's been constructed.
  • Fixed farmers bringing crops to a farmhouse that has no available storage space unless absolutely needed.
  • Fixed Oxen endlessly trying to plow during the Winter if they don’t make it in time.
  • Fixed exporting traders taking unconstructed trading posts / livestock trading posts into account when picking targets.
  • Fixed exporting traders not recalculating nearest target trading point correctly.
  • Fixed leftover goods in buildings being permanently reserved when the last worker family abandons the building, instead of being treated as surplus.

Pathfinding

  • Fixed two “long” characters getting stuck together when their target locations overlap at certain angles.
  • Fixed an instance of workers staying stuck because they try to have conversation in the same exact spot as another pair of workers.
  • Fixed workers pushing an animal away when trying to pet it (WIP: they still sometimes push it when they go away).
  • Fixed Hunters limping if they pathfind towards their target through any buildings.
  • Fixed missing pathfinding data for the Trading Post.
  • Fixed an instance of a horse guide getting stuck.
  • Fixed units stuck not moving after switching to raiding mode.

Save/Load

  • Fixed issue where problems wouldn’t appear unless a day passes after loading from save.
  • Fixed issue where unburied bodies problem banner wouldn’t reappear for 10 days after loading from save.
  • Fixed issue where unfinished Manor construction would look finished when loading from save.

Text/UI

  • Fixed bug where clicking a problem banner for characters did not take you to their location.
  • Fixed problem banners not working properly when the camera is outside the owned region.
  • Fixed Current Settlement Level not working properly when the camera is outside the owned region.
  • Fixed Residential Requirements tooltips flickering.
  • Fixed missing descriptions from certain tooltips after hovering over the rebuild button of rubble.
  • Fixed family member tooltips not displaying properly in the People Tab.
  • Fixed some text on the Help Pages displaying broken formatting for clickable links.
  • Fixed a typo in the Well Upgrade text.
  • Fixed water and entertainment supply overlay behaving incorrectly when the title is not paused.
  • Fixed inconsistency in displaying deposit icons while the option “always display deposit icons” is turned off.
  • Fixed the paper map being visible in Visit Mode sometimes.

Cosmetic/Visuals

  • Fixed levitating Extension clutter.
  • Fixed clutter (e.g. the Tavern benches) and felled trees not always aligning to ground correctly.
  • Fixed the garrison spot being in the center of the Large Tavern area rather than inside the building itself.
  • Fixed Milk Bucket missing when carried by hand.
  • Fixed background image in certain sections of Main Menu may be inconsistent

Crashfixes

  • Fixed potential crash after re-loading into a different save.
  • Fixed crash on placing Castle Tower near a wall in a specific way.
  • Fixed crash that could occur when calculating transform for static good visualization.
  • Fixed a potential crash due to missing resource visualization meshes on Farmhouse Ox Plow.

Optimization

  • Optimized Sheep Herder Tasks.
  • Optimized Family Approval calculations.
  • Further optimized UI updates.

r/ManorLords 8h ago

Image Absolute Gem of a game

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663 Upvotes

Alot of potential to make this one of the best city builders out there.


r/ManorLords 1h ago

Discussion Inspiration: Historical village layouts

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During the High Medieval Colonization of Moravia (12th-14th centuries), village foundations followed several well-defined settlement morphologies that shaped both the built environment and the surrounding agricultural landscape. Since Manor Lords is set in this same period of Central European and HRE history, these documented examples offer valuable insight into how medieval settlements were actually planned and organized. The maps below illustrate some of the most common village types found in Moravia, along with their associated field systems and land-use patterns.

Here are five common village types that can serve as inspiration for more historically authentic settlements:

  1. Roadside Villages – Built along a single main road, often with long medieval strip fields behind each farmstead. These settlements could stretch for hundreds of meters while remaining only a few plots deep.
  2. Roadside Villages with a Green – Roadside settlements centered around a small village green used for trade and community life. The road remains the main axis, while the green provides a market and gathering space.
  3. Street Villages – Compact settlements developed along a side street branching from an important route. Houses and farmsteads are aligned along a single internal street rather than directly on the main road.
  4. Green Villages – Villages focused on a central green or square that acts as the heart of the community. Churches, taverns, and other important buildings are often located around this open communal space.
  5. Row Villages – Elongated valley settlements following streams or natural corridors through the landscape. Houses form a continuous row along the valley floor or top, while fields spread outward across the surrounding plateau or slopes.

I have attached several pictures with short captions of historical examples of types above (and one high altitude type of dispersed farmstead) from Moravia, ranging from early medieval settlements to later colonization villages. These examples are well-suited for non-main regions with 10-40 houses.

Hope this help anyone who aims for more historical settlements :) If you have any questions, Im open to answering them as much as I can (as professional landscape urbanist with passion in history).

Sorry if these types of villages have another names in academic english, Im not natural speaker and this was kinda freestyle translation :)

Source of pictures: Historical map layouts of Czech/Moravian villages by geographer Karel Láznička, published in the monograph Zeměpis Československa (Geography of Czechoslovakia), Academia, 1960


r/ManorLords 5h ago

Image Welcome to your level 4 home!

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211 Upvotes

r/ManorLords 1h ago

Town Showcase The new map and new mechanics with aesthetics and working Castle!

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r/ManorLords 7h ago

Bug Reporting Oxen stuck in a loop with Sawmills

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115 Upvotes

My oxen have started fighting each other for resources - sometimes just a pair like shown, other times in trios, one collects wood, places it in sawmill, then another removes it and places it in the second sawmill, then another takes it elsewhere. All building had come to a halt until I actually demolished the sawmills, which I noticed had a maximum storage of logs of 100 (the rebuilt ones went back to 5). In this video, the right hand sawmill is actually disabled.

I jad to caredully manage my resource limits to force the oxen to stop sending ALL the logs to the sawmills.


r/ManorLords 6h ago

Discussion I want to express how much I appreciate the addition of Cows and Oats, however I have nevertheless nailed my demands to the church doors below

89 Upvotes
  1. Troops should not spawn at a run. Any time they need to travel a relevant amount of distance, it burns all their stamina and they arrive useless. 95% of the time it's just a annoying busywork button you get punished for forgetting
  2. Troops should be able to disband anywhere. Walking them to their home regions manually just wastes time. Can demobilized troops not pathfind outside their home regions?
  3. Ambush spawns shouldn't happen. Bandits spawning into a populated Region should drop a maker and then spawn there a week or so later, so you don't have new settlements just get torched automatically.
  4. Mercenaries are still not reliably available
  5. In particular, food resources become very irrelevant once a settlement is largely developed as they don't scale at all (and possibly get worse as you raise the urban and worthless Agricultural and Rural affinities?) Some possibilities for expensive upgrades that might provide an additional vent for materials; I'd picture all of these being built from hotspots on the resource deposit, like the OSRS construction skill:
    1. Fish weirs for Fish/Eel deposits - in a perfect world, these would use lots of mortar and dressed stone to build and a trickle for upkeep, and then allow fish to continue breeding in the Summer with a reduced impact from Droughts. Could be a two level thing, adding extra breeding months and then increased size, or something like that. Having the fish season be longer would, either way, make them much less of a pain to use.
    2. Mushroom Houses? Caves? Workshops? Would use Dressed Stone, Mortar, and Roof Tiles (as per above) to raise the size (and thus monthly regen) of a Mushroom deposit.
    3. Berry Beds that would do the same thing for a berry deposit
  6. Animal feed is still wonky. I THINK this is because you can never force prioritize the work of making new animal feed over other tasks, so it often gets passed over in favor of milking or whatever, but I could be wrong.
  7. Peasants are awful at maintaining their workplaces, even with ample tools. Maybe they should have a 'tool reserve' (et. all) the same as fuel buildings have a Fuel Reserve button?
  8. The number of Beehives in a Region should be visible to the player, so you know if you go over the dynamic limit imposed by the Wilding affinity
  9. Additionally, Orchards and Pasture should add to Wilding affinity. This game seems to be approximately late medieval, so it's well after the ~1000 AD domestication of clover for enriching grazing land.
  10. Farmhouses need either a bigger "limited work area" field, or the ability to attach fields to particular Farmhouses.
    1. EDIT: You can change the size of the works area with Shift + Mousewheel. The more you know! However, I'm still not a fan of how this locks those farmers from helping other fields once the limited work area fields are done.
  11. The existing "limited work area" for farmhouses involves a lot of strange behavior where all farmers will try to harvest the one field in where the center point of the selection circle is, then just run off somewhere. Given that they can still ox-plow all fields the selection circle touches, I have no idea what's going on.
  12. As per the above, farming efficiency falls off a cliff beyond a particular region development. I have a harder time guessing what's going on here, because it looks like there's a lot of peasants wasting a large fraction of the harvest season running past fields which badly need to be harvested so they can go harvest fields somewhere else.
  13. Stocks damaged by weather. (Field)
  14. Stocks damaged by weather. (Field)
  15. Stocks damaged by weather. (Field)
  16. If you told me that weather is bugged and it always rains in September to damage your crops, I'd believe you. In fact, I think that's probably the case right now.
  17. Farming is fiddly and weird enough compared to set-and-forget gardens that I don't think it needs the extra drawbacks of having crops destroyed by weather.
  18. Upgraded roads that cost construction resources to slightly boost movement speed, if this is possible in the game code. It would provide a good dump for rubble stone (first tier) and then dressed stone (second tier), and having ways to improve movement speed would ease a lot of the issues with more populated/dispersed regions.
  19. Something, probably a regional development perk, that lowers the impact of trades (esp. exports) on global market prices. It's currently far too easy to crash the market for things, even stuff like tools which should probably see fairly elastic demand.

r/ManorLords 17h ago

Discussion Disband Button is bad location...

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409 Upvotes

Trying to complete Mercernary Captain achievement, mercenaries in position to deal with incoming bandits raid (2 x 18). Try to put spearmen in Shield Wall formation to absorb initial charge. Mistakenly click Disband button right beside Shield Wall button. FML, village burns while replacement mercenaries jog over to mop up the scum. Dear beloved Lord Gregorius and Dev Team, please move the Disband button to far right.... pretty please. My villagers would be most pleased. Thank you


r/ManorLords 7h ago

Suggestions Evolution of Berlin (Germany) between 1180 and 1780.

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66 Upvotes

r/ManorLords 53m ago

Town Showcase Wide Valley

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r/ManorLords 16h ago

Question Loving the new update with one exception - where the f*ck are my clothes going?

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75 Upvotes

At this point I've produced ~50 clothes, based on how much flax I've imported, turned into linen, and imported again. The linen has been made into clothes. I see them enter the commodities section in pairs or individually, and then they're gone. And yet, not a single one of my many level 2 houses has garments. I would love to have some level 3 houses going by now, but I for the life of me cannot figure out what's going on.


r/ManorLords 12h ago

Suggestions I miss fencing fields. Espec with the new livestock update.

34 Upvotes

What title says. When i started playing we were able to fence in fields / farmland into pasture in exchange for the space and the fertilizer bonus, but its since been removed. I cant be the only one who wishes it came with this update.


r/ManorLords 1h ago

Town Showcase "The 5,000-Kill Zero Casualty Citadel"

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r/ManorLords 4h ago

Discussion Manor Lords out of bounds

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6 Upvotes

did a small experiment today and reached basically the end of the map


r/ManorLords 4h ago

Image Trying to cut the tree with their mind.

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7 Upvotes

r/ManorLords 15h ago

Discussion What? A traitor?

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35 Upvotes

This guy betrayed his former Lord and MY Lord got him? What the heck? My Lord need a professional manager to review these kind of hirings STAT! 😄


r/ManorLords 1d ago

Image Swipe Right To See The Biggest Army Ever

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331 Upvotes

972 Strong.


r/ManorLords 1d ago

Discussion The whining is getting ridiculous; part of the game is learning how to optimize your play session by studying the systems in place.

324 Upvotes

Every game has limitations--that's what makes it a game. I can understand frustrations while learning the game's rules (written and unwritten), but my God, the whinging insufferable.

If you're here to ask questions and learn, great! That's what the sub is for! If your post is just to bitch and moan because you couldn't spend a little bit of time exploring what how the trade post works, then I have no time for you. So many of the systems in the game can be figured out with a web search. Someone on this sub or elsewhere has explained how to make the farms work. Crop rotation in-game literally uses the historical term, so searching for "crop rotation" (you don't even have to type 'Manor Lords') will get you a 20-second summary of the concept.

Half of the posts in here are people complaining that the game isn't catering to their preferences, without having put any effort into learning the systems the game was actually built around. Spend some time experimenting. Try a new strategy. Troubleshoot. Figuring it out is part of the challenge. Play! The! Game!


r/ManorLords 16h ago

Meme Me introducing each and every single one of my Retinue with great detail to my friends (I accidentally get them all killed since they ran to the battlefield at 20% Fatigue)

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31 Upvotes

r/ManorLords 2h ago

Question Give me the wisdom to progress quickly please

2 Upvotes

Please, lords of the manor share your wisdom

Every time I play against the AI these mfs got a giant settlement in no time flat, meanwhile I'm like half their size. Any tips?


r/ManorLords 23h ago

Image Today I learned a valuable lesson in making sure you've actually assigned people to work harvests before October 1st. We may not last.

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81 Upvotes

Whoops.


r/ManorLords 57m ago

Tech Issues Visual glitch :(

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Upvotes

Is anyone else experiencing this? I've been tweaking the graphics settings but havent found a solution yet. Help would be greatly appreciated :)


r/ManorLords 1h ago

Bug Reporting Cannot create Burgage plots despite having 150+ timber

Upvotes

I'm trying to create more burgages but the game is not letting me. I have turned off all other buildings that require timber but it's still not working.


r/ManorLords 17h ago

Suggestions A simple change that would improve the game's combat

19 Upvotes

When claiming a region, instead of having a pre-determined battlefield area, the entire region map should be eligible. This way, the army that arrived at the location first could choose the battlefield. Upon seeing a rival lord moving their troops, another lord could anticipate a declaration of war and move their own troops there as well. From a defensive standpoint, the castle and walls would actually make sense. (Perhaps a "capture the tower" mechanic involving the manor house would be interesting.)

In my opinion, this single change would improve the game's combat by 100%.