r/ManorLords • u/Pure-Veterinarian979 • 24m ago
r/ManorLords • u/MagicMan1105 • 51m ago
Question Planting Oats in spring.
So first thing - new version is great, lots of new things to play with.
Question: I can plant Oats in spring now & harvest them in Autumn which is a short growth & harvest.
If I leave my farmers alone during Autumn they'll then plant again for harvest in next Autumn - a longer growth period for the same amount of Oats.
Does this just require micro management or is there something Im doing wrong?
r/ManorLords • u/SpeedTop4168 • 1h ago
Suggestions Enemy AI
Please fix Ai its not natural for the map have two other kingdoms and they alternate attacking me every September during harvest. PLEASE. They should at least hold off a year or attack one another sometimes.
The main issue is if I play as is I would have to wipe them off the map before I can even build stone church or castle, as soon as all land taken the very next September during harvest like clockwork they attack. Please adjust..
r/ManorLords • u/Strong-Magician8743 • 2h ago
Tech Issues Visual glitch :(
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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 • u/ProudAd5223 • 2h ago
Town Showcase The new map and new mechanics with aesthetics and working Castle!
r/ManorLords • u/ProudAd5223 • 2h ago
Town Showcase "The 5,000-Kill Zero Casualty Citadel"
r/ManorLords • u/riverSparrow • 2h ago
Bug Reporting Cannot create Burgage plots despite having 150+ timber
r/ManorLords • u/hrubous_ • 3h ago
Discussion Inspiration: Historical village layouts
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:
- 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.
- 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.
- 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.
- 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.
- 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 • u/PigGuy1988 • 3h ago
Question Give me the wisdom to progress quickly please
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 • u/SupermarketSecret445 • 5h ago
Discussion Manor Lords out of bounds
did a small experiment today and reached basically the end of the map
r/ManorLords • u/D3mar_h • 7h ago
Question Farmers not harvesting crops
Hi all, I need some help with my settlement. I have like 12 or 13 farm houses with 8 families each but every harvest season it’s like they start harvesting halfway through. The fields will literally be full of crops to harvest but they don’t. My people are constantly at 2-4 months of food because I can’t get anything from the farmers. I played around with the thrashing and field priorities, but nothing seems to be changing. I have four cities with one of them being the farming town which is where this is happening. Please help…
r/ManorLords • u/Valiant_Storm • 7h 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
- 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
- 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?
- 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.
- Mercenaries are still not reliably available
- 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:
- 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.
- 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.
- Berry Beds that would do the same thing for a berry deposit
- 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.
- 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?
- 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
- 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.
- Farmhouses
need either a bigger "limited work area" field, orthe ability to attach fields to particular Farmhouses.- 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.
- 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.
- 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.
- Stocks damaged by weather. (Field)
- Stocks damaged by weather. (Field)
- Stocks damaged by weather. (Field)
- 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.
- 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.
- 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.
- 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 • u/JReach- • 8h ago
Question How is the game now?
I bought the game a few years ago. Loved it but lost interest about 1 month later. I was thinking about redownloading it and see how it changed over the past 2 years.
r/ManorLords • u/Master-Monk-8690 • 8h ago
Suggestions Hotkeys
I hope the Devs see this and make a change sometime in the future.
I'm an avid RTS gamer. I've been playing them since Starcraft 1, Warcraft 2, and Command and conquer red alert. To control my buildings and army groups, I have always reserved to 1-5 for troop control groups, and 6-0 for buildings.
Unfortunately we cannot create hotkey control groups for buildings. Being able to assign buildings to control groups would go a long way towards managing my cities.
Please devs, let us put buildings into control groups!
Thank you
r/ManorLords • u/Kusstro • 8h ago
Suggestions Evolution of Berlin (Germany) between 1180 and 1780.
r/ManorLords • u/High-Plains-Grifter • 8h ago
Bug Reporting Oxen stuck in a loop with Sawmills
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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 • u/InformalAd2184 • 10h ago
Image Absolute Gem of a game
Alot of potential to make this one of the best city builders out there.
r/ManorLords • u/Fulmetalquiznak • 14h ago
Suggestions I miss fencing fields. Espec with the new livestock update.
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 • u/Vast-Airline4343 • 15h ago
Suggestions Fields affinity for Small Gane
Small and Big Game are one hunting ressource.
While in theory it could Even make Sense to Split them, if you keep them as one hunting ressource it makes Sense to give it a Field affinity.
All these rabbits profiting greatly from beeing able to eat grain dropped during the harvest or due to the wind.
I do think it makes sense for balancing, hunting is by far the worst ressource (atleast After 3 years into the Game)
You might also think about changing perks instead of doubling hunting amount, it just doubles Field and forrest affinity for hunting.
r/ManorLords • u/ClaudiusAetius • 16h ago
Discussion What? A traitor?
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 • u/Late-Button-6559 • 17h ago
Feedback Issue with seasonal employment - farms
I’ve noticed that the game doesn’t ‘save’ my seasonal preferences for worker allocation, if my town evolves after initially setting certain people to work at specific farms in Sept-Nov.
If I create another job outside of harvest season, and use auto-assign to it (just press the add worker icon), it’ll (unannounced) take the people who are currently destined to farm work, if they are the closest people, and they won’t be released from the new job to the farm job.
I hope the game can pop up an alert while assigning the second/third/etc workplaces to let me know what will happen if I proceed.
Or, default to ‘first in first served’ as far as hierarchy of who works where, and when.


