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fryxharry

I found it pretty easy to build a small town in a second region with 6-8 houses, living off carrots, meat and berries, that was just mining iron, clay and stone and selling it on the marketplace. I just let it aaccumulate regional wealth and tax it. This little village now provides way more taxes than my original village. If you do this a couple of times you can fill up a couple retinues real quick. You don't need to build up large towns in the other regions.


GasmaskChicken

I think it would be good if the regions are not „cut off“ from one another. Like i want the to seamlessly go between regions on a road. Thats my take or whatever. I just think its a bit tedious to manage two or more cities separately.


Treff

I think with some UI work done, it should be much easier to manage multiple settlements. Being able to easily keep track of building queues and what each region is specialized in would make a big difference.


felix_mateo

In Anno 1800 you can set custom camera points by using CTRL + the F keys. That way you can easily switch between settlements in the blink of an eye rather than needing to scroll to each one or exit to the map screen.


streito

Press T, it goes to your towns center and switches to your other towns centers if you have multiple towns.


rince89

One thing the dev recently posted here is, that the trade post can be used to trade between your own region. You DON'T have to pay the 10g tariff if you import something you export in another region. This works quite well... much better than the pack station.


JBaguioArts

Uhmm.. How do you tax trade?.. I've been trying to change it but it greyed out for me


talknight2

Direct trade tax is not implemented yet. The tax you can use now is a flat monthly rate. The money being taxed is what accumulated from trading.


crispysnails

I love the way people make posts discounting players experience as if they are just misinformed or deliberately and wilfully "ignoring fundamental aspect of the game" and making sweeping assumptions themselves - "its extremely strange to me" (maybe because you are just seeing things from your limited view) Here is how the game currently works with militia recruitment I can see how this might lead to some players having issues. Can you? * I can have 6 militia if I make some decisions on what sort of militia I might want in the future if I create templates for all 6 before I build a manor and get my first retinue. * As soon as I get one retinue then if I decide to disband one militia and create a different one, say I decide that archers are not cutting it so I swap one of my two archers for another spear militia then I find I can no longer do so as the retinue takes up the 6th slot. * I colonise a new region to get an extra retinue. I decide I would like to have this region have a militia unit before I know about the hidden mechanic above. I disband one of my militia from my starting region and can't create a new one with no reason given in game as to why I can't create it, the click just does nothing. We can play this out to the limit. If I build up each region I own to get a retinue then if I ever disband a militia in my list if I want to reassign to another region or switch it then the retinue takes the slot. Eventually when I have 6 retinue there I will no longer be able to create militia with the current mechanic if I do not understand this hidden mechanic. Now once you understand this mechanic then you can work around it fine. However its not intuitive and so many players will stumble into it. When the Barons final battle can be a boat load of units and he sometimes hordes all mercs and mercs are no longer available for hire then not being able to make militia because your retinues are grabbing the slots sounds like an issue to me. As far as your comments around "why don't you silly players just hire mercs?" In my play thru the Baron has not killed any camps at all. I grabbed all of them but he still has recruited all mercs on permanent hire and I have not seen any mercs for hire for 3 years of game time. I would suggest there is an issue there in the game in some way, either a bug or unintended consequence. You are doing exactly the same thing as you are accusing players of doing - making an assumption. Your example does not explain every players experience.


red__dragon

Thank you! These posts are driving me mad. Especially after the first few days of people posting shittalk about other players not discovering features through trial and error, now we have the other side coming in screaming hot takes about how well they understand the mechanics and everyone else just has skill issues. It's a game, people play as they like and should be allowed to make mistakes. Right now the game isn't very forgiving of trial and error unless you keep making new games when you deadend yourself, it's valid to see that as 'broken' unless that's intentional by the developer.


crispysnails

You are welcome. Pleased to be of some use. I find its the same in most game forums unfortunately.


whatproblems

yeah i found out too if i cut a militia while i had retinue my slots get reduced so i had to load an older save


ifoundyourtoad

It’s just this. People play the game for hundreds of hours and are like “how don’t you get this?” That shouldn’t be the bar. It’s early access and we should give feedback and currently the way they have it needs work. That’s kinda it and that’s okay. That’s why it is early access!


Ukraine_69

Not all feedback should be considered. Especially from people who call a game "broken" after giving up in 15 hours or less.


turin___

I did not know this mechanic existed. Thank you.


DCTom

Not to mention you delete militia units by simply right-clicking on them, with no confirmation. Not great!


pddkr1

Had to start a second play through because of this lol


Ok_IThrowaway

I can completely understand why these mechanics are confusing to many. However, they come here and post saying that the mechanics are scuffed and non-functional… here, on the subreddit, where all the info they could ever need on said mechanics exists. They’re not screaming into the void- this post was meant to be a resource. I ran into the militia unit cap in my first game myself and lost one of my six to it. I did not make the same mistake again because I looked up how the mechanic worked afterwards, so perhaps it’s just me but I can’t imagine someone losing all six of their militia units that way.


Most-Presence-1350

by the time im ready to battle, the dude already conquered all territories lmao


ComfortableWage

This is my issue. I thought this was a city-building simulation game... why does it feel like I need to rush my army to fight a broken af enemy? Not saying don't have challenges like that in the game, but give us some balance. I also don't like how bandits can just somehow randomly steal shit without you being able to do anything.


Bobboy5

The baron is being rebalanced slightly in the upcoming patch, but if you don't want to have to rush a functional militia you can try playing without the baron or setting initial camps and camp capacity lower so there are fewer bandits on the map early on and the baron's influence gain from killing bandits is slightly slower and delayed.


ComfortableWage

My thing is I like to play games the way the developer intended. The baron is clearly meant to be a part of it. I'm not afraid of the challenge, I'm just annoyed at how quickly it develops. The game is gorgeous. Combined with the soundtrack it is an absolute joy and relaxing experience to play. But I don't like how quickly the enemy NPC makes its rounds. That said, I understand it's in early access and a passion project by one dude. I know that patches are coming. I think he's so far done a phenomenal job and hope to see it get even better.


Ukraine_69

>Not saying don't have challenges like that in the game, **but** balance Just play on easy mode.


serrimo

Yes you need to optimize your build and be way faster. The whole early game is bandit whack amole vs the baron. You should aim to clear 100% of the bandits, otherwise the baron will claim all regions very fast.


Davakar_Taceen

You don't have to take those camps by yourself, follow his army around until they engage with the bandits, get a few whacks in and you will get the influence, then send your troops to the empty bandit camp (the spearmen are normally faster and can make it there before him.) and pick up the loot for yourself.


dotamonkey24

In my experience, it’s not that hard to conquer them back though, a well developed town in you first region is enough to develop a strong militia and 24 fully equipped retinue. If you hire even 1 set of mercs you can win the territory. March there before you declare a claim on the territory, so you can be first to the battlefield and rest your soldiers before the fight. Have you found this or are you finding it hard to reconquer them?


In_der_Welt_Seiendes

You know that you can claim his territory as well? Just costs more influence.


666lukas666

Problem when you switch with three cities from archers to swordsmen you will loose three slots due to the retinue counting towards the six slots which seems to be a bug currently?


-yolewpaniaq

Or just play on "growth" like me and chill.


Ok_IThrowaway

Frfr, growth has completely different vibes. No more rushing to try and take bandit camps, trying to min-max to get the armament shipment as soon as possible. My city on growth is so much better planned and it shows.


lions2lambs

This was my original strategy and it doesn’t work, he has 27 units to your 9-12. The best strategy is a single town, deny deny deny, full mercenary assault.


Patient-Reindeer6311

Problem is that usually the Baron takes up all the mercenary forces except for our beloved Wayword Sons, which are, unfortunately, just two units of archers


Ok_IThrowaway

I’ve found the trick is to hire the mercenaries before you make the claim


Granthor1984

That's how I did it.


laxen123

I can only have 1 mercenary?


G0_ofy

Armies are kinda bugged I think. If you spawn a retinue before you recruit 6 units, then the retinue is considered as one unit


Rurik880

The mercenaries appear and get snapped up too soon in the game, in the first year or two. It would be good if there was a more steady flow of mercs after year two.


Upbeat-Adeptness8738

My current game is bugged for mercs. I can only ever hjgher the archers


Theodin_King

No thanks. there's a max limit on troops and micro managing multiple cities with a broken inter-trade/bartering system is a nightmare unless you want to trade a single unit of iron for 5000 planks. Until this connection between regions is fixed its pretty painful.


Fyaal

Check the post from the dev, inter city trade works via your normal trade hub, packhouses are only needed for specific trades. Additionally pack houses work with 20 out, 1 in. So you’ll want one in both locations if you’re trying to get lots of goods in each. It’s a little finicky to figure out how it works, but it does work.


Theodin_King

That's interesting. Thanks for the info, it's a shame this isn't a bit clearer anywhere. I knew about the bartering being one in each (still broken) but didn't know the trade was inter-region too.


Fyaal

Here’s the post from the dev: [https://www.reddit.com/r/ManorLords/s/SUTJgTkw3S](https://www.reddit.com/r/ManorLords/s/SUTJgTkw3S) hope that helps


Theodin_King

Yeh cheers that's really helpful. Should make it clearer on the trade station though I think


Fyaal

Yeah I was surprised as well. I didn’t think it works that way either.


OnlyHereForComments1

Yeah, trade is useful to cut tariffs on stuff. You'll still want the trade tree for your first town but once you've got it going you can build up claimed but not settled regions for ridiculous bucks, using your first city + pack mules to send them necessary goods to build up rapidly.


Laxxboy20

It says so right in the description of the building


do-wr-mem

You can run multiple villages separately for army building easily, just have to get them big enough to supply their own food and fuel effectively. Other than that, every region has wood and a deposit of iron that you can use to get a basic militia set up and you can stand up a retinue with a manor


Ok_IThrowaway

There’s not a max limit on troops, there’s a max limit on the number of militia units you can create. You don’t need a sprawling metropolis in order to take advantage of the extra region, you just need to build another manor there. Also, it sounds like your bartering is broken. Mine gives balanced trades, and gives a preview of how much of one good will trade for the other. I believe it’s just based on the base trade price, so if that’s the issue you’re having, you might want to consider using different trade goods.


Theodin_King

So there is a max limit on troops? Like I said. You get 1 retinue per region but are limited at 6 militia for the game. You can hire mercenaries but that's it. I am aware of the bartering proportional balancing between items but you can't create smaller settlements such as dedicated mining villages and retaining a large central base without having to flood the smaller village with goods the town doesn't need. That's ridiculous.in medieval History there were towns which specialized in certain trades and were able to trade appropriately (with money) with neighbouring regions. You simply can't replicate this in Manor Lords without making huge towns all over the place which would be a nightmare to micromanage.


Luckies_Bleu

I don't get these people defending this game from valid criticisms. If I have enough equipment and men to form a militia in a new region after establishing a village there, then I should be allowed to do that. It makes no sense for the hard cap limit that applies in general. Sure, if you want to place a cap, place a cap limit of militia that we are allowed to recruit PER REGION. I don't want to rally my militia from my first village and have them walk all the way to the other side of the map to defend against a raid that is going to happen in another region. I would like to raise the militia in that region instead.


Ok_IThrowaway

I definitely think this is the way forward for the game. A per region cap makes way more sense and incentivizes building multiple cities.


Radiant_Incident4718

You don't need to march a militia unit across the map. If you've hit the cap and need militia somewhere far away, just delete some existing militia units and create new ones where you need them. As long as you have the bodies and the gear available it'll be fine. Creating/deleting militia units is free & instant and there's no cooldown. Found out the hard way when trying to defend from raiders. Still agree that the cap needs to be worked on but in the meantime this might help.


Luckies_Bleu

>You don't need to march a militia unit across the map. If you've hit the cap and need militia somewhere far away, just delete some existing militia units and create new ones where you need them. Militia gains experience from fighting. Deleting and raising new ones make the point of the unit getting experience redundant. If this game is about sticking to the theme of medieval as close as possible, then it should remove a map wide total unit cap and implement a region based unit cap instead.


Radiant_Incident4718

Yep, not disagreeing at all with that. The cap is annoying. But for the specific problem of dealing with raiders (and none of the available mercs being able to spawn close enough) I found that being more flexible with the militia units works. They don't really need the XP for fighting raiders anyway, it's more about having enough bodies.


crispysnails

Here is how the current mechanic works: * I can have 6 militia if I make some decisions on what sort of militia I might want in the future if I create templates for all 6 before I build a manor and get my first retinue. * As soon as I get one retinue then if I decide to disband one militia and create a different one, say I decide that archers are not cutting it so I swap one of my two archers for another spear militia then I find I can no longer do so as the retinue takes up the 6th slot. * I colonise a new region to get an extra retinue. I decide I would like to have this region have a militia unit before I know about the hidden mechanic above. I disband one of my militia from my starting region and can't create a new one with no reason given in game as to why I can't create it, the click just does nothing. So your post >You don't need to march a militia unit across the map. If you've hit the cap and need militia somewhere far away, just delete some existing militia units and create new ones where you need them. As long as you have the bodies and the gear available it'll be fine. Creating/deleting militia units is free & instant and there's no cooldown. above only works if I have no retinue at all. Are you telling me that this is intended? If it is then fine but its certainly not transparent or obvious to the player that this is how it will work until they trip over it. We can play this out to the limit. If I build up each region I own to get a retinue then if I ever disband a militia in my list if I want to reassign to another region or switch it then the retinue takes the slot. Eventually when I have 6 retinue there I will no longer be able to create/swap out militia with the current mechanic.


rince89

I have retinues permanently rallied at the frequently raided borders. They don't draw from your working population AFAIK


Ok_IThrowaway

You can do a proportional barter to export your specialized goods, and use a trade post to sell whatever you import from your main town. Then you can just set up a land tax in your manor and let the treasury funds roll in. This keeps the price of your main town’s good higher as well, which also means more tax money in the long run. Proportional barter definitely serves a purpose.


Pasza_Dem

I'm doing towns in every region and it's pretty easy to defend yourself from baron.


Fun-Honey-7927

If you buy the largest settlement camp you can build a self sustaining city with manor house in less then 20 minutes. And if you think its too stressful to manage multiple cities, then your cities are ass. I have all Regions settled and a 300 Pop main city. I don't need to move a single worker. and I have 4 Full farmhouses in one for the entire year 10% Tax on each and happiness is 80%+ The other towns are t2 max. You need literally nothing. I take just the berry and the trap upgrade and they are swimming in food (I even export it) Just build 3 Houses with garden plots and 3 Houses with chickens and 4 Houses as you wish. Easy. Done. Next area. Main City brings the money, the rest the retinue.


KoSR92

This is exactly what I do too. It takes a few months of construction to get everything you need and then you never need to touch that town ever again it'll be self sufficient. No idea why you're getting downvoted lol


Fun-Honey-7927

dont know. I just play it like this. My cities can run for ever without touching. why growin larger if i have my army full. Buildorder for settlement is: -Storehouse -Granery -Marketplace -Hunter -Berries -Logging camp -8 houses + extensions -wood cutter -Saw mill -Church -Manor house -Tower -T2 upgrade -one worker for each building Diet law and upgrades on Deer and Berries. This towns can even export a lot of over porduction and get really wealthy. Then i buy the retinue +all upgrades and go for the next region. Takes not even 2-3 hours to settle the map. Easy.


Ok_IThrowaway

Yep! Seems like most folks think it’s all or nothing, that they either have to create an insanely huge city and split their focus or just not settle any other regions.