r/ManorLords • u/Tencharatron • 8h ago
r/ManorLords • u/InformalAd2184 • 11h ago
Image Absolute Gem of a game
Alot of potential to make this one of the best city builders out there.
r/ManorLords • u/ProudAd5223 • 3h ago
Town Showcase The new map and new mechanics with aesthetics and working Castle!
r/ManorLords • u/hrubous_ • 4h 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/Valiant_Storm • 9h 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/High-Plains-Grifter • 10h 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/Kusstro • 10h ago
Suggestions Evolution of Berlin (Germany) between 1180 and 1780.
r/ManorLords • u/Zygmunt-zen • 19h ago
Discussion Disband Button is bad location...
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 • u/TheRuggedWrangler • 1h ago
Suggestions Dear Greg,
Thanks to you and your team for putting together a great game. The recent updates have brought some exciting new features, and I’m looking forward to more in the future.
Now that we have cows, and specifically because sheep are negatively affected by elevation, could you please add in the ability to designate certain animal pens to certain animals only?
For example I could have an animal pen at high elevation for cattle.
And restrict my sheep to a pen at a lower elevation.
Thanks!
r/ManorLords • u/MagicMan1105 • 2h 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/According_Airport118 • 6m ago
Guide Pro tip
Hey everyone!!
If you’re having trouble with fulfilling the clothing need of your large towns, I have found a brilliant solution.
If you pick the lord of the alps perk (the one that halves clothing consumption) it becomes commercially viable and sustainable to import all raw materials required (wool or flax) at every burgage plot level.
Might save some hassle if the new clothing difficulty is driving you crazy.
I love the cows :3
r/ManorLords • u/ProudAd5223 • 3h ago
Town Showcase "The 5,000-Kill Zero Casualty Citadel"
r/ManorLords • u/Legaladvice420 • 19h ago
Question Loving the new update with one exception - where the f*ck are my clothes going?
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 • u/Fulmetalquiznak • 15h 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/MagisterLivoniae • 1h ago
Question Advanced storage settings in Trade Post
Are the storage settings in Trade Posts only for the goods you want to be brought there to sell? Or do they affect purchasing as well? For example, if I want to buy carps but uncheck them in all my trade posts, will merchants drop them off in the available granaries (where carps are allowed), or they won't buy them at all?
r/ManorLords • u/SupermarketSecret445 • 6h ago
Discussion Manor Lords out of bounds
did a small experiment today and reached basically the end of the map
r/ManorLords • u/ClaudiusAetius • 18h 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/Cobelat • 19h 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)
r/ManorLords • u/vishful_thinking • 1d ago
Image Swipe Right To See The Biggest Army Ever
972 Strong.
r/ManorLords • u/CobainPatocrator • 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.
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 • u/PigGuy1988 • 4h 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?