Manor Lords

Manor Lords

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Fortigan Jun 3, 2024 @ 11:56pm
Vegetable and Chicken Coops Plot Efficiency
https://steamcommunity.com/sharedfiles/filedetails/?id=3260885547

This layout houses 6 families (great for game start), has 4 chicken coops and provides a ton of vegetables. The vegetable garden can be run by just 2 families, so you don't need to Tier 3 it for more labor.

All access is on the same road and walking distance to gather veggies is short, making this very logistically efficient.
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Showing 16-24 of 24 comments
Blackmage Jun 5, 2024 @ 6:19pm 
Originally posted by Fortigan:
Originally posted by Blackmage:
You do get a nice shape, but... it's not optimal, I think.

It's better to keep chickens far away from the vegetables due to how the market distributes resources and which houses you should upgrade to T3.

I always improve my vegetable and orchard houses to T3 first for the extra storage space. This means I want my vegetable and orchard homes to be as close to the market as possible. Every chicken house I have nearby is space I could have dedicated to another vegetable garden - and taking resources from my T3 homes.

I'm not going to T3 my chicken houses unless I absolutely need to, so it's better to build them the farthest away from your market - which will not be near your vegetables.

If the market distributed by tier first, then distance second, I'd probably feel more inclined to build however.

3 things to note
  • 1) you don't have to make those chicken coops, they can be artisans.
  • 2) that vegetable garden does not need to be Tier 3 for maximum output. It only needs 2 families.
  • 3) Tier 2 still increases storage and with the current update granary workers now collect vegetables from burgages.
This nullifies your concerns about resource use. Besides, if you have enough resources to meet 100% needs, then location is irrelevant. Since your market stocks an amount of each good = to your burgage count, if you have a few T1 burgages at the edge of town if resolves most supply issues. They only need 2 food types but their existence increases the market cap on all food types.

1) the OP clearly intended for them to be chickens. Yes, you can change them later, but that is beside the point. Intent was made clear.
2+3) I wasn't talking about output, only storage space - but the extra manpower is nice to have - I would rather get 4 laborers than 2 artisans when I T3 a home.
I have the game on GOG, so I had to deal with the storage space problems a lot longer than people on Steam. It's the style of play I had to adopt to move forward in the game.

I often find myself with more than enough resource but still can't always get 100% for each resource. I find myself somewhere around 3-5% short (95-97%) for at least one of them. I can't figure out why. My storage and granaries are adjacent to my markets. Until I can resolve this problem, location absolutely remains relevant.
Last edited by Blackmage; Jun 5, 2024 @ 6:21pm
Nellvan Jun 5, 2024 @ 6:41pm 
Dude that guy IS the OP, but let me go out on a limb here and assume things regarding his intent: It's to show a layout that has space for 4 small backyards on top of the 2 family-sized veggie garden.

What you put there is utterly irrelevant to the design. Maybe you don't need more eggs but are lacking leather? Goats it is.

Speaking of which, the veggie garden could also be an apple orchard, right? Are those as efficient as veggies or could (should if min/maxing?) they be a bit bigger?
Last edited by Nellvan; Jun 5, 2024 @ 6:44pm
Fortigan Jun 5, 2024 @ 6:59pm 
Originally posted by Blackmage:
Originally posted by Fortigan:

3 things to note
  • 1) you don't have to make those chicken coops, they can be artisans.
  • 2) that vegetable garden does not need to be Tier 3 for maximum output. It only needs 2 families.
  • 3) Tier 2 still increases storage and with the current update granary workers now collect vegetables from burgages.
This nullifies your concerns about resource use. Besides, if you have enough resources to meet 100% needs, then location is irrelevant. Since your market stocks an amount of each good = to your burgage count, if you have a few T1 burgages at the edge of town if resolves most supply issues. They only need 2 food types but their existence increases the market cap on all food types.

1) the OP clearly intended for them to be chickens. Yes, you can change them later, but that is beside the point. Intent was made clear.
I am the OP and it was an example. Use case is everything. Each situation and playstyle will have different needs.
Originally posted by Blackmage:
2+3) I wasn't talking about output, only storage space - but the extra manpower is nice to have - I would rather get 4 laborers than 2 artisans when I T3 a home.
I have the game on GOG, so I had to deal with the storage space problems a lot longer than people on Steam. It's the style of play I had to adopt to move forward in the game.
As I said, the storage space is not a concern in the current game version. As for labor, you get that whether it's a vegetable garden, goat herder, or chicken coop.
Originally posted by Blackmage:
I often find myself with more than enough resource but still can't always get 100% for each resource. I find myself somewhere around 3-5% short (95-97%) for at least one of them. I can't figure out why. My storage and granaries are adjacent to my markets. Until I can resolve this problem, location absolutely remains relevant.
The reason location doesn't matter is that the range of the marketplace is infinite. The only good physically taken out of the market and delivered to the burgages is fuel. This happens by 1 individual, no matter how many live there, and only once a month. The marketplace has nothing to do with consumption. They will consume food and fuel even if you don't have a marketplace. The marketplace is a visualization of a happiness mechanic.

When something is consumed, if it is available on the marketplace, it is taken from there first. This causes your % to drop below 100% until it is restocked. This is resolved for fuel by having charcoal. It results in a double supply in the marketplace, so your % never changes. You are overstocked. You can simulate this for food by having extra T1 burgages. You get a food buffer = to the number of those T1s on the edge of town. Your market supplies the closest burgages first, and each of those extra burgages increases the amount of each food that can be on the market. So imagine you have 100 burgages and 4 food types. That would result in stocking 100 of each of those 4 foods. The T1 burgages on the edge of town will only need 2 food types to be happy. You would have to consume a number of each food type greater than your number of T1 burgages in order for the % to drop below 100% needs filled.

So, if you actually have the needed foods and the granary staff to stock them before your established buffer runs out, you will maintain 100%, regardless of how far away they are.

I hope this better explains how market logistics works. I've written a guide on the subject and spoken with the developer about how it all works. There was recently a vote on his discord for options to improve the ability to supply the marketplace.
Last edited by Fortigan; Jun 5, 2024 @ 7:01pm
Blackmage Jun 5, 2024 @ 7:45pm 
Jesus ♥♥♥♥♥♥♥ christ guys, I'm just trying to have a discussion. No need to be so damn hostile. Excuse me if it was a mistake to have an opinion. I'll just leave, clearly this community isn't welcoming to misunderstandings.
Fortigan Jun 5, 2024 @ 7:49pm 
Originally posted by Blackmage:
Jesus ♥♥♥♥♥♥♥ christ guys, I'm just trying to have a discussion. No need to be so damn hostile. Excuse me if it was a mistake to have an opinion. I'll just leave, clearly this community isn't welcoming to misunderstandings.
I believe I was being cordial and informative without holding any judgement at all. I was just sharing information to provide better understanding of game mechanics. There is no reason to be upset. I'm always happy to discuss the game and share ideas.
Jabberwocky Jun 5, 2024 @ 11:29pm 
Originally posted by Nellvan:
Dude that guy IS the OP, but let me go out on a limb here and assume things regarding his intent: It's to show a layout that has space for 4 small backyards on top of the 2 family-sized veggie garden.

What you put there is utterly irrelevant to the design. Maybe you don't need more eggs but are lacking leather? Goats it is.

Speaking of which, the veggie garden could also be an apple orchard, right? Are those as efficient as veggies or could (should if min/maxing?) they be a bit bigger?

They need to be bigger to be equally efficient.
Jabberwocky Jun 5, 2024 @ 11:33pm 
Originally posted by Blackmage:
Jesus ♥♥♥♥♥♥♥ christ guys, I'm just trying to have a discussion. No need to be so damn hostile. Excuse me if it was a mistake to have an opinion. I'll just leave, clearly this community isn't welcoming to misunderstandings.

Can you point out the words or phrases that were used in hostile intent towards you? Because I looked real hard and couldn't find anybody trying to offend you. Only to correct your misunderstandings.
Jabberwocky Jun 5, 2024 @ 11:37pm 
Originally posted by jaegerdude:
Originally posted by Jabberwocky:

You absolutely do not have to. You can just build double burgage plots with a backyard garden three or four times the length of the house, and that will be fine if you build enough of them. It will also have the added benefit of looking basically historically accurate, for the most part. Unlike these other designs I have presented. Those are designed for cost efficiency ONLY.

You CAN use them if you need your plots to be as efficient as possible regardless of aesthetics. If you don't, build your burgages however you like.

Did you reply with this because you felt that you had to?

I dont see any value in what you have posted and I have read this spaff from you elsewhere.

What's with the unwarranted hostility? You could just a well simply have ignored my advice, if you felt it was unwelcome. I was simply intent on offering some help.
jaegerdude Jun 6, 2024 @ 4:58am 
Some very precious people in this 'game' chat! wow
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Date Posted: Jun 3, 2024 @ 11:56pm
Posts: 24