Manor Lords

Manor Lords

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Abaçı Oct 11, 2022 @ 3:21am
What do Burghers do?
So, the demo is no longer playable(at least for me since I've deleted it) but I've one thing in mind that I wonder, what do Burghers do or don't? What's their difference from peasants in game? Last game of my 27 families, I've made 19 of them burghers(costs 4 wood each to upgrade so didn't wait for 32 more wood for last 8 families). I know in the future there will be artisans which will specialize in a job but besides having a fancy(and I mean really fancy, great job on them!) cape/cloak, what do burghers do?
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Showing 1-13 of 13 comments
upuaut2 Oct 11, 2022 @ 3:24am 
they have fancy houses lol.

i would love to know that as well since is not very clear what they do exactly. they wear red too
If you've inspected the upgraded burgage plots, you'll realise their upgrades are much more various than your peasants': They can become smiths, tailors, and much more. I can't even fathom what artisans would provide then -- but one thing is for certain: You'll need some elite households with their little extra space to create the top of your industrial chain.
Tazmo Oct 11, 2022 @ 8:59am 
Basically it's a status change from peasant to citizen. They provide eggs, vegetables or milk and sometimes an extra worker joins the family. If your trader sold any of those items it was free money.
Abaçı Oct 11, 2022 @ 9:15am 
Originally posted by Tazmo:
Basically it's a status change from peasant to citizen. They provide eggs, vegetables or milk and sometimes an extra worker joins the family. If your trader sold any of those items it was free money.
You get the food from a seperate upgrade.
Cullen's Hound Oct 11, 2022 @ 1:46pm 
this was a very incomplete demo, brilliant though it was. If he handles it like other games they will be needed for more specialized industries, give more taxes, more population per building, and will muster better troops. I don't think any of the specialized buildings for them were in and there also seems to be a class of artisans to that they will upgrade to.
ry0.saeba Oct 11, 2022 @ 1:52pm 
Originally posted by Satsuki Shizuka 五月靜:
If you've inspected the upgraded burgage plots, you'll realise their upgrades are much more various than your peasants': They can become smiths, tailors, and much more. I can't even fathom what artisans would provide then -- but one thing is for certain: You'll need some elite households with their little extra space to create the top of your industrial chain.

Nice I didn't notice this! So if we switch them to a smith, they are not going to do hunting, or they are not going to work anymore at the iron mine maybe.
But I think it said also something like: they are better military, they have requests (requirements?) and you loose approval if they are unsatisfied, so they are also the top of the army.
So a Lv.3-4 might be a noble that doesn't work, with family, and servants! and they want food, and wool, and shoes, and so on.
All the peasants working hard in the fields, in the mines, the artisans, all that storage, transport, trade, markets, not a village but a city.....
to sustain a spoiled brat in chain mail, our top military, if unhappy they revolt.
Even like this would be interesting, but you could even role play it: What if this guy dies and their house full of stuff goes back to Lv.1 empty? All that accumulated wealth puff, gone? I would love something like that.
Last edited by ry0.saeba; Oct 11, 2022 @ 1:53pm
Abaçı Oct 11, 2022 @ 2:07pm 
Originally posted by ry0.saeba:
Originally posted by Satsuki Shizuka 五月靜:
If you've inspected the upgraded burgage plots, you'll realise their upgrades are much more various than your peasants': They can become smiths, tailors, and much more. I can't even fathom what artisans would provide then -- but one thing is for certain: You'll need some elite households with their little extra space to create the top of your industrial chain.

Nice I didn't notice this! So if we switch them to a smith, they are not going to do hunting, or they are not going to work anymore at the iron mine maybe.
But I think it said also something like: they are better military, they have requests (requirements?) and you loose approval if they are unsatisfied, so they are also the top of the army.
So a Lv.3-4 might be a noble that doesn't work, with family, and servants! and they want food, and wool, and shoes, and so on.
All the peasants working hard in the fields, in the mines, the artisans, all that storage, transport, trade, markets, not a village but a city.....
to sustain a spoiled brat in chain mail, our top military, if unhappy they revolt.
Even like this would be interesting, but you could even role play it: What if this guy dies and their house full of stuff goes back to Lv.1 empty? All that accumulated wealth puff, gone? I would love something like that.

Yeah I'd definitely not want something like that. I remember playing civ city rome, your plebs needed and needed, they'd upgrade several tiers but should something happen, puff maxed out villa gone. It wasn't easy either since buildings had a certain area that your peasant was able to fulfill his needs. I remember moving houses from place to place just so they can fulfill their needs and desires.
ry0.saeba Oct 11, 2022 @ 2:52pm 
Originally posted by Abaçı:
Originally posted by ry0.saeba:

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Yeah I'd definitely not want something like that. I remember playing civ city rome, your plebs needed and needed, they'd upgrade several tiers but should something happen, puff maxed out villa gone. It wasn't easy either since buildings had a certain area that your peasant was able to fulfill his needs. I remember moving houses from place to place just so they can fulfill their needs and desires.

Never played civ city rome but I understand what you say. Was Caesar III similar, that your houses (if I remember good?) developed as they gain access to new stuff automatically, so very easy to collapse badly?
Here (from a demo eh), seems you need to consider better when and who to 'gear up', but yes I see what you say, a granary guy that get stuck half a second, and your nobles revolt because they didn't get their 1 shoe on time would be pretty frustrating, or your iron economy collapsing because somebody punched down the mines.
I like the base idea behind it though, regardless of Manor Lords, if it's fun and the gameplay holds.
Linatan Oct 11, 2022 @ 3:22pm 
I think the main reason is war and possibly diplomacy. They should pay more taxes per family, and a wealthier population will supply better-equipped militias.
Taxes from a bunch of peasants, even from a large bunch, are hardly enough for a decent army. And there must be some kind of diplomatic interaction with money to other lords and the king.
Marvymarvin Oct 11, 2022 @ 6:14pm 
Can i get my Burghers with cheese?
Metadragon Oct 11, 2022 @ 6:21pm 
They can become skilled laborers and maybe they will pay taxes per capita like in real life
kenandteena Oct 11, 2022 @ 10:03pm 
have tried not bad but getting a good sup of food is the trick hunting runs slow in winter so hard to feed people
Abaçı Oct 12, 2022 @ 9:30am 
Originally posted by ry0.saeba:

Never played civ city rome but I understand what you say. Was Caesar III similar, that your houses (if I remember good?) developed as they gain access to new stuff automatically, so very easy to collapse badly?
Here (from a demo eh), seems you need to consider better when and who to 'gear up', but yes I see what you say, a granary guy that get stuck half a second, and your nobles revolt because they didn't get their 1 shoe on time would be pretty frustrating, or your iron economy collapsing because somebody punched down the mines.
I like the base idea behind it though, regardless of Manor Lords, if it's fun and the gameplay holds.
Hahhahha! Never played Caesar III. It was something like this, your houses would have a "circle" around it, representing the area within it's dweller's reach. This area would increase as the house was upgraded which was done through fulfilling different needs that were added with each new upgrade. For you to fulfill the needs, however, the need must be in the circle and it's dweller must go there. These "needs" all had bars next to them which would slowly decline, and your house may downgrade a level if it hasn't progressed to the next "class" of houses. First class would start with 4x4 square (length x width) tent which would upgrade up to a large stone hut/whatever, while still in this category your house could, in theory, downgrade to from the large stone hut to tent. From Large hut, you could upgrade it to next class, something like an apartment, 4x2 which you could place on top of shops. It could upgrade from a 1 story apartment(excluding shop) up to 3 story. From 3 story apartment it could downgrade as low as 1 story apartment, it wouldn't downgrade further. Once you fulfilled all it's needs, you could upgrade it to next "class" and make it a villa, which would never downgrade to an apartment.

https://www.youtube.com/watch?v=rggHIPazi58

around 1:10 you can see the "sphere area", couldn't find any videos that shows the needs with their bars and the classes though. edit: you can see the needs with their bars in 22:08, in 24:20 you can see the transition from large stone hovel to insula(apartment) and 24:36 from apartment to villas.
Last edited by Abaçı; Oct 12, 2022 @ 9:42am
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Date Posted: Oct 11, 2022 @ 3:21am
Posts: 13