Manor Lords

Manor Lords

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Celgaming May 25, 2024 @ 6:51am
Goats don't seem to do anything or is it just me?
I have maybe 10 houses with goats. If they truly give 1 hide a month per family, I'm doing something wrong because I'm constantly short on leather.
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Showing 1-14 of 14 comments
9erRed May 25, 2024 @ 7:03am 
Greetings,

Check your cobblers workshop.
- He goes through leather like they are jellybeans.
- pause him, see if the leather starts appearing.

Also check your not exporting it.

Make sure you have workers in the tannery or hides not made into leather.
Celgaming May 25, 2024 @ 7:07am 
I'm not. My gobbler is a leather gobbler, for sure, but I haven't seen a single goat farm produce anything, as far as I can tell. Every time I check one of the houses I see no hides there.

I saw a YouTube video show a "pasture size" option on the housing. I don't see that at all. Don't tell me I have made my plots too small and now I have to remake everything?

This video: https://www.youtube.com/watch?v=p4LbGKB3ovE

While we are on the subject of animals I get that sheep are for wool, oxen for trunk transport and farm plowing, horses for trade posts but what are lambs for or are sheep and lamb the same thing? Or what are mules for? I started playing like a few days ago.
TheRealMuehle May 25, 2024 @ 7:22am 
- Pasture size is only important for vegetables and apples.
- If you don't get any hides, they're instantly used by the tannery to make leather.
- If you have the perk for sheep-breeding, they'll spawn as lamb and grow over a year or so.
Or you can save a bit of money by buying lambs instead of adult sheeps.
- Mules are for the Pack Station.
9erRed May 25, 2024 @ 7:30am 
Greetings,

From the game Wiki:
Horses
- allow traders to move larger quantities of goods via carts. They are not used for anything else right now.
Mules
- are used by the Pack Station to move goods between regions.
Oxen
- are used to haul around timber, and if you take the right development branch, can be used to plow a field

Don't know what the Lambs are for yet, but mutton was a common meat then. The Lord may use these as higher end food?

Game Wiki:
https://hoodedhorse.com/wiki/Manor_Lords/Beginner%27s_Guide

FAQ:
https://hoodedhorse.com/wiki/Manor_Lords/FAQ

And the Publishers guide:
https://steamcommunity.com/app/1363080/discussions/0/4355620138223514996/

Steam guide, with pictures!
https://steamcommunity.com/sharedfiles/filedetails/?id=3231304407
Fortigan May 25, 2024 @ 8:00am 
Originally posted by Celgaming:
I have maybe 10 houses with goats. If they truly give 1 hide a month per family, I'm doing something wrong because I'm constantly short on leather.
It's not per family, it's per burgage. Same with chicken coops. As such, there is almost no reason to upgrade those burgages or give them housing expansions.

Plot size has no effect on goats or chickens.

Originally posted by 9erRed:
Don't know what the Lambs are for yet, but mutton was a common meat then. The Lord may use these as higher end food?
Lambs are just baby sheep. They take several years to mature and produce nothing till then.
Last edited by Fortigan; May 25, 2024 @ 8:01am
CatPerson May 25, 2024 @ 8:11am 
Like with seemingly everything, leather from goats can simply take a while to pile up surplus, vs. only about enough to cover monthly needs immediately. It's kinda slow to build up, I find. Since I don't typically think too much about min/max numbers re: how many to build vs. population/families, I always seem to build some goats, think it's not going fast enough, build some more goats, and at some point a few game years later I suddenly have way too much leather coming out of ears and may get rid of some goats. Heh.
Last edited by CatPerson; May 25, 2024 @ 8:12am
Fortigan May 25, 2024 @ 8:20am 
Originally posted by CatPerson:
Like with seemingly everything, leather from goats can simply take a while to pile up surplus, vs. only about enough to cover monthly needs immediately. It's kinda slow to build up, I find. Since I don't typically think too much about min/max numbers re: how many to build vs. population/families, I always seem to build some goats, think it's not going fast enough, build some more goats, and at some point a few game years later I suddenly have way too much leather coming out of ears and may get rid of some goats. Heh.
I tend to make 1/3 of my burgages chicken coops, to have enough eggs to provide market variety and 1/4 of my burgages goats.

Leather has an upfront usage because it provides clothing and is used to make boots. However, families only need one or each clothing item per year, so it can accumulate in that time if you are not rapidly growing your population. I limit my use of leather by disabling boots in my storehouse. This will result in the cobbler stopping production once its own inventory is full. I let them run a market stall and they just make more boots as needed. This lets me consistently provide 2 clothing types without ever having to worry about flax or sheep, unless I want more goods to sell.
Last edited by Fortigan; May 25, 2024 @ 8:21am
CatPerson May 25, 2024 @ 8:26am 
^ Yeah, my cobbler is disabled most of the time, since boots seem to be consumed so slowly. :)

And I also pretty much use only leather/boots - I initially tried all the other options, then realized they were "options" and haven't bothered with them since. Mostly because I always start out with the hunter who gives leather so I just go with that. I'm kind of hoping more things will be required in the future tho - I know the redundancy is to give players multiple options re: fulfilling requirements, but it feels like a bit too much redundancy, eg no real reason to make most things.
Fortigan May 25, 2024 @ 8:32am 
Originally posted by CatPerson:
^ Yeah, my cobbler is disabled most of the time, since boots seem to be consumed so slowly. :)

And I also pretty much use only leather/boots - I initially tried all the other options, then realized they were "options" and haven't bothered with them since. Mostly because I always start out with the hunter who gives leather so I just go with that. I'm kind of hoping more things will be required in the future tho - I know the redundancy is to give players multiple options re: fulfilling requirements, but it feels like a bit too much redundancy, eg no real reason to make most things.
Part of this is for personal style, the other is for market variety. There is a global market and you can impact prices if you flood in a ton of the same product. This allows for product variation so that you can increase your trade income without crashing the market. Sheep are actually a very efficient way to make money. I'm not talking about breeding them, I'm talking about just 30 sheep and one worker producing enough wool to turn into thread you can sell. It's consistent trade income with very little labor involved.
CatPerson May 25, 2024 @ 8:39am 
^ Which reminds me, in this current beta I haven't noticed (single territory) trade prices dropping/rising at all, no matter how much or how long I'm trading a single good.

Does this only affect multi-region trading, now? It used to drop even if you only had your starter region.
Last edited by CatPerson; May 25, 2024 @ 8:40am
Fortigan May 25, 2024 @ 8:41am 
Originally posted by CatPerson:
^ Which reminds me, in this current beta I haven't noticed (single territory) trade prices dropping/rising at all, no matter how much or how long I'm trading a single good.

Does this only affect multi-region trading, now?
The volatility of the global market was greatly nerfed in the beta. You can still tank prices if you mass produce something though. Some say it was toned down too much, but I disagree, because it's a "global" market. Meaning it affects all regions. If you produce weapons in more than one region you will certainly notice price changes.
CatPerson May 25, 2024 @ 8:45am 
Ok, I haven't moved out of starter regions yet in the beta, as I figured out the changes. I tend to focus mostly on city building. I tried it, but not really into the combat/conquest.
adobo May 25, 2024 @ 8:46am 
Cobbler would eat all your leather if you let it keep going. That's why I just bring in sheeps for yarn for the tier 1 clothing needs.
Fortigan May 25, 2024 @ 8:46am 
Originally posted by CatPerson:
Ok, I haven't moved out of starter regions yet in the beta, as I figured out the changes. I tend to focus mostly on city building. I tried it, but not really into the combat/conquest.
That is fair. Only one game mode actually requires you to claim all regions. I prefer the large town victory condition as well.
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Date Posted: May 25, 2024 @ 6:51am
Posts: 14