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Manor Lords
Cheat Codes:
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Submitted by: David K.
How to Build the Manor House:
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Don’t know how to build a Manor House?
* Get to the medium village settlement level (to display this, hover
over your city name in the middle top of the screen).
* Build the bailey wall.
* This is like an enclosure where you put the gates afterwards on.
* Then you can place the manor house inside the wall.
How to Cheat: Infinite Wealth + Influence:
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Interesting exploit to game the bandit camp respawn for essentially infinite wealth.
Very easy to recreate, steps taken:
* Save game just before or after looting a cleared bandit camp (kill the Brigands first).
* Reload that save file.
* A fresh, brand new bandit camp will respawn on the map.
* Rinse, repeat!
* Since 1 unit of Brigands is easily dispatched with a full retinue or a mercenary
company, you can use this to gain a large amount of regional wealth or treasury
in a short amount of time.
* I hope it comes in handy. Wishing you luck!
How to Assign Villagers to Jobs:
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You have at top left Unassigned families and Assigned families
(total population is not important at begining).
Like at start you only have 5 Families. That means you only can have 5 Assigned
jobs. If you dont have any Unassigned Families. Well then you need to wait for
new families to come in. Solang you need to Assigned and Reassigned JOBs in and
out HOW you need them.
For example You need logs only if you wanna build. So you dont need a Assigned
family to LOGcamp if you already build all you want and you just waiting. Or
Forager Hut, if its no Berries there becaus its winter you dont need it aswell.
So you need to manage that a littlebit until you have enough families to cover
everything.
-=Tips=-
* And when you click on Building you have A yellow man icon called IDLE laboures.
That means for example if you assigned a family to hunting and they reach the
max amount of hunting you set in hunting camp , they will go to other building
with IDLE laboures ENABLED and do the work there. So if you need like Firewood
always come in you might let that option at woodcuter lodge always be activated.
* If you wanna build something dont forget to have atleast 1 unsassigned family.
* Dont forget to assigned the hitching post , so a cow will help bring heavy
things like logs around the city.
How to Tax People?:
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When you setup a trading post and sell goods, the money earned is Regional Wealth
you can see this on the top bar on the UI, toward the left.
This is the combined wealth of the people. Everything bought or sold at the traders,
or built on plots of land such as Chicken Coup upgrades or Goat upgrades uses Regional
Wealth.
When you build a Tax Collector, you can only earn tax income if there is regional
wealth to take from the people. 0 regional wealth means 0 taxes. For the sake of
the demo, you do not need to worry about the Church tithe. Influence cannot be spent.
Why tax people? You need to gain Personal Wealth (can be seen in the top right of
the UI) to pay the King. You only need a small amount in this demo. Generally, let
the people keep their regional wealth and upgrade their houses instead as for the
demo, you don’t need personal wealth as there’s no armies to fund.
Tips You May Not Know:
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* Biggest thing is expanding. If you expand too fast, you’re going to kill your
village. One building per season is usually good.
* Logging, resources requiring timber etc is limited by the number of oxen, so
build a livestock trader quickly after creating a trade post so you can move more
logs and be more efficient
* Once you’re at the level, manor house, bailey, etc, they are supremely resource
intensive, be careful
* Always have extra pop for emergency building and farming. It seems counterproductive,
but you can balance a large population especially if you have a good trading post
with extra materials to export and you can import food.
* Worker slots are determined by families, not physical people, keep that in mind as
you expand any kind of building that needs workers
* Early game, don’t spread out too much, it’ll cause logistical nightmares trying to
transport resources over long distances, which can cause workers to not work their
primary jobs causing problems later on down the line
* Long story short, expand slowly. Not the most riveting sure, but it will keep your
village alive. Aside from the tax missions from the king, don’t worry about the
missions guiding you. Build at your pace, at your leisure, you don’t lose anything
from not building those lvl 2 burbages and not completing the mission
* Expansions cost tools. Either set up a trade route for tools if you don’t have the
materials, or create a logistical chain to build them (iron mine, bloomery, smithy)
Also a smithy eats firewood like crazy, turn it off during the winter.
Essential Tips for Challenging Difficulty:
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-=Basic Mechanics=-
* Markets cover unlimited ground, but the nearest burgs snag resources first,
especially if there’s a shortage. Prioritize upgrading burgs closest to the
market to level 3.
* It’s resource allocation per individual. Having half the coal and half the
firewood won’t cut it; it’ll split the supply unevenly among the burgs.
* Just having resources isn’t enough; they need to be in market stalls. If
needs aren’t met, you’ve got a logistics headache. Assign more families to
handle storage, especially those near food sources.
* If needs persist, build specialized granaries for specific resources. Each
50+ burgs require an extra family to manage.
* Keep coal separate from firewood for easier distribution.
* Food consumption follows a hierarchy, starting with berries, unless a market
doesn’t have access to them.
* Stockpile berries early for a food variety buffer.
* If you’re selling crucial resources, maintain a surplus to meet needs.
Increase as your population grows.
* Keep non-upgradable burgs away from the market to avoid resource hogging.
Except for veggie gardens—they benefit from extra families and storage.
* Don’t rush upgrading burgs; it’ll spike needs and plummet happiness.
Prioritize upgrading the brewery for instant entertainment satisfaction.
Hold off until you’re well-stocked on barley and have enough population
for various tasks.
* Remember, if you need weapons early, hit up the trader.
-=Bonus Tips=-
* You can rush two burgs to tier 2 to snag development points, then trash
them after picking “Better Deals.” This unlocks crucial trade options
without upping happiness needs—a game-changer.
* Hold off on building your first burgs until basic needs are sorted
(church, firewood, market, well, food). Housing is the only immediate
need. Rushing burgs triggers other needs, tanking happiness—deadly in
challenging mode.
* Efficient Large Town Logistic Market Layout
* Centralize your market and plan for its future expansion.
* Place granaries closest to food sources and storehouses on the opposite
side. Dedicate granaries to your top four food types for efficient need
fulfillment.
* Set up large vegetable plots near granaries, with veggie burgage families
working in them.
* Position the tavern adjacent to the market, with extended housing nearby.
Convert this housing into a brewery with a malthouse in the rear.
* Arrange production facilities behind storehouses, specializing each
storehouse to maximize quantity for meeting needs. Focus on what you
produce the most.
* Position chicken coops and goat burgages furthest from the market, manned
by workers from other facilities. Opt for single-family burgages for maximum
yield.
* If you unlock Orchardry Development, create a large orchard burgage on the
market’s final side. Assign families to granaries for efficient management.
* Remember, adapt this layout to suit your playstyle and circumstances – it’s
all about efficiency!
How to Gain Wealth Early On?:
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You can make money from your level 2 and 3 homes. More upgraded homes mean more
money each month. But better families need more stuff.
You don’t need a trade route to start trading. Trade routes are for special
traders who only buy and sell one thing. You can trade with regular traders for
free. Just pick what you want to buy or sell next to the resource name. Choose
how much you need.
To get personal money, tax your people through your manor. It’s a percentage
taken from the money your town makes. If your town has 1000 gold, a 10% tax
takes 100 gold and puts it in your account.
Trading without a big trade route isn’t obvious. You can make small trades from
the left side menu. It won’t be a lot, but it’s enough to get spears for your
first unit before bandits come. Picking berries each season isn’t clear either.
The number shown is the max, but pickers get way more as they grow. Your first
10 houses can live off berries all year.
Don’t buy plot upgrades until you have money coming in. You’ll need money for
a spear trade route. Later, upgrade a house to a Joiner for shields. He needs
a Cobbler too. It’s good for your leather from hunting. Then plan what you want
your town to focus on.
Take bandit camps with your first unit and a group from building. That’s how
you keep up with the duke. Block with spears, attack from the sides with knights.
In medieval times, you made extra stuff for your people and the king, not just
for money. Your job is to make the land good for the king.
How to Solve The Mid-Game Food Crisis:
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Food Sources:
* Honey: Don’t bother, you can only have 2 apiaries and it’s not worth the
development points.
* Apples: Not great. Takes 3 years for trees to mature and it’s costly in terms
of development and regional wealth. They also don’t work well in the game.
* Eggs: Slow, but good for adding variety to the market. Worth investing in a
couple of chicken coops.
* Berries: Free and useful all year except winter. Always gather berries when
available.
* Meat: Best early to mid-game. Start with a hunting camp to also collect hides,
which can be sold for extra wealth.
* Bread: Too much effort. Requires a lot of time and resources and is only viable
if you’re really into farming.
* Vegetables: Good option if you can manage space efficiently.
Focus on managing your resources wisely and expanding at a pace your village
can sustain.
-=Solution=-
The best upgrade to pick is always Foreign Markets. It’s amazing because it
automatically turns every 4 regional wealth into 1 bread.
If you’re out of food options and people are starving, switch your village’s
focus to exporting goods. For example, have cobblers make shoes to sell, or
trade surplus resources like iron ore and clay. If your village earns 200 regional
wealth a month and needs 50 food, you can use the wealth to get 50 breads from
foreign markets.
-=TLDR=-
Most food sources aren’t great. Rely on foreign markets for an endless supply of
bread. Focus on trading and keep gathering meat and berries.
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