Manor Lords

Manor Lords

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Elvenkind May 18, 2024 @ 8:00am
Best size for burgage?
I've settled on quite large plots, from watching various videos I really liked the idea of an extra house on each burgage plot, and I'm using a size of about 0.5 morgen on each plot. I'm unsure though, if this really is needed when it come to goats and chicken plot in the backyard, or do I get more eggs, skins and meat just like I intuitively think I'll get more vegetables on larger plots? Also since I could get much more burgages if I dropped the extra house on the plots, and just made thinner and more burgages, I question the real use of the extra house option on each plot. What I mean is that it seem that I get more houses, if I don't prioritize plots with the extra home option.

I'm not sure if anyone made a post about this yet, but I'd very much like to hear from those of you that have lots of hours of gametime and what works best for you in size.
Originally posted by sleepygamer:
As stated double plots cause a problem for markets stalls early game as your market wont store enough to feed your town, later game when you have an abundance of choice in food it doesn't matter.
The way I work it is every thing single plot just big enough to have a backyard plot except where I want veggies or orchards, which i will make double with large back yards but NOT add the extra family room till make later in the game, it really is not a problem if they don't work the whole yard from the beginning your town is small.
Proximity to the market stalls does not matter you just need to know that nearest gets first, pop some houses you are not reliant upon further away so they are the ones that suffer if anyone does.
Artisan plots really don't benefit from being level 3 as it just adds an extra family to that job and it is normally overpowered with one, I don't upgrade these to 3 till last if at all.
Also be aware just because a house doesn't require the extra goods, it will still take them if supplied. ie: a level 1 plot near the market that doesn't need second clothes or third food will still take it over a level 2 plot a bit further away that does, keep the house you want to upgrade the most nearest your stalls.
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Showing 1-15 of 19 comments
Kedryn May 18, 2024 @ 8:29am 
Veggies and apples, you get more. Chickens and goats, not really.
PurpleFluffyBunny May 18, 2024 @ 8:35am 
As Kedryn says, only veggies and apples benefit from larger plot size in any meaningful way with the present build. One thing I would pay attention too, though, are multi family plots. I've been only turning single family plots into, say, bakers or whatever.
Flacido Domingo May 18, 2024 @ 8:41am 
0,5 morgen seems like a good all-round size to keep things managable when it comes to all kinds of agriculture. I've heard some youtuber use "corpse pits" as a unit of measurement, as in - two corpse pits, good orchard/veggie plot size that'll have you swimming in produce.
I also believe you should use two-family plots for this, because it has enough people to tend to the plot.

When it comes to going extra family size or not, going single-family is useful if you want a finer control over your artisans which is relevant to me since they permanently eat up a worker slot.
adobo May 18, 2024 @ 8:44am 
The extra homes are good for veggies and apples so there's more hands doing the farming. Kinda ok for workshops too if you want to have one workshop instead of having multiples, The only reason you want to do this is for easier tracking.
paulbierley May 18, 2024 @ 9:12am 
The footprint of two corpse pits has been recommended for a duplex veg plot. Three for an orchard for eggs and goats you only need it just big enough to have a back yard. Not my working out I found it on you tube but it seems to work. The key seems to be the optimal point between going big vs how far they need to walk to harvest. Going bigger can lead to a smaller harvest for a given time spent harvesting so a veg plot of two corpse pit size provides a greater yield than a three corpse pit size.
Tekel1959 May 18, 2024 @ 9:13am 
IMO one of the QoL weaknesses of the game is grid friendly sizing and layout.

I have been using 2x corpse pits to size my Veggie farms, but I am starting to think it is just a bit much. Far too often harvests swamps the pantry and granaries can not keep up.

1 corpse pit is good for 2 burgs of 2 families +backyard, good if you need inexpensive labor at the cost of some passive production.

1 corpse pit is too small for 3 single family +backyard burgs, but two adjoining lots of this size, with the road between removed, will give you 6 1 family burgs +backyard. Max passive production, per family. These have been gridding nicely with my veggie farms but,,, again I am thinking this is a bit large for the two families.

My first delve into orchards I used the same size lot for one 2 family orchard burg, then I used the same lot size for two burgs, both 2 families + backyard. Half the workload, less production per family, but I am thinking still about the same per morgen, maybe more efficient and less stressful on logistics, we will see.

I have 3 years to wait to see how the orchards go, but I will probably try this size on my next veggie farm,

Granaries seem to be broke in both directions though. A large veggie and egg only granary with 6 workers. can not keep up with two of my veggie farms and a dozen chicken coops, even though it looks like all the egg stalls are managed by the burgs, I have never seen eggs in my granary. On the other end, they can not keep 20-30 veggies posted to stalls, and adding 3 new burgs takes a month or two for things to settle back down. This with hundreds of surplus stock already stored.

Dedicated firewood large storage with max workers seems to be the same bottleneck, with surpluses that no longer fit in a small... it "works" but net well. It is sluggish and can not keep up with even moderate growth without falling behind.

Not playing beta. Sorry, I digress
/shrug
Last edited by Tekel1959; May 18, 2024 @ 9:14am
Tekel1959 May 18, 2024 @ 10:50am 
Originally posted by Tekel1959:
IMO one of the QoL weaknesses of the game is grid friendly sizing and layout.

I have been using 2x corpse pits to size my Veggie farms, but I am starting to think it is just a bit much. Far too often harvests swamps the pantry and granaries can not keep up.

1 corpse pit is good for 2 burgs of 2 families +backyard, good if you need inexpensive labor at the cost of some passive production.

1 corpse pit is too small for 3 single family +backyard burgs, but two adjoining lots of this size, with the road between removed, will give you 6 1 family burgs +backyard. Max passive production, per family. These have been gridding nicely with my veggie farms but,,, again I am thinking this is a bit large for the two families.

My first delve into orchards I used the same size lot for one 2 family orchard burg, then I used the same lot size for two burgs, both 2 families + backyard. Half the workload, less production per family, but I am thinking still about the same per morgen, maybe more efficient and less stressful on logistics, we will see.

I have 3 years to wait to see how the orchards go, but I will probably try this size on my next veggie farm,

Granaries seem to be broke in both directions though. A large veggie and egg only granary with 6 workers. can not keep up with two of my veggie farms and a dozen chicken coops, even though it looks like all the egg stalls are managed by the burgs, I have never seen eggs in my granary. On the other end, they can not keep 20-30 veggies posted to stalls, and adding 3 new burgs takes a month or two for things to settle back down. This with hundreds of surplus stock already stored.

Dedicated firewood large storage with max workers seems to be the same bottleneck, with surpluses that no longer fit in a small... it "works" but net well. It is sluggish and can not keep up with even moderate growth without falling behind.

Not playing beta. Sorry, I digress
/shrug
First fall harvest of apples - two lots sized 2x corpse pits each. One orchard burg in one, two orchard burgs in the other. All three with 2 families. Unassigned all at harvest start. the lot containing two orchards had 17/37 and 17/37 all said and done. The other larger lot was 27/37. I imagine it will be problematic next year, the smaller ones maybe not until year 3. First impression points out that the pantry is a major bottle neck for the large veggie and orchard farms.

Also I strongly advocate that apple/veggie farmers be exempt from the assignable labor pool in the same way artisans are. It allows them to be efficient or even functional without sucking at any assigned moonlight jobs, and it is a fair trade off for such a powerful food source. Farming IS the job, and it is not passive. Maybe these seasonal workers could be available for tasks normally performed by the unassigned, IF FREE, without being assigned or assignable.
Last edited by Tekel1959; May 18, 2024 @ 10:56am
Serpent May 18, 2024 @ 11:49am 
i don't know if this still legit after update but after watch video i think for veggie is 2 corpse pit. and apple is 3 corpse pit.
Jabberwocky May 18, 2024 @ 11:53am 
Originally posted by Serpent:
i don't know if this still legit after update but after watch video i think for veggie is 2 corpse pit. and apple is 3 corpse pit.

Only if you want both plots to have kind of the same amount of produce come harvesting season. A 2 corpse pit sized burgage plot for veggies will harvest roughly the same amount of produce as a 3 corpse pit sized burgage plot for apples.

You can, however, just make more apple orchards than veggie farms and keep them all 2 corpse pit sized instead.

I advise against upgrading the houses beyond level 2, but I strongly recommend using level 2 double housing plots for this, as they will have the ideal pantry size. Not too small, not too big for the amount harvested.
Tekel1959 May 18, 2024 @ 6:29pm 
Nice, I had never noticed the bump in storage/pantry when leveling up, and had been leaving my farms at 1. This will help a LOT.
白猫咪星人 May 18, 2024 @ 6:37pm 
No need to worry that much, veggie and apple seems will always overproduced due to the current market system how people consume food.
Jaunitta 🌸 May 18, 2024 @ 8:05pm 
They alos create markets.
adding
Lvl 2 and 3 pay coin once a month to the treasury, lvl 2 is 1 coin per family lvlv 3 is 2 coins per family per month. It will bring in lots of coin. The church rings the bell each mionth when its paid.
https://www.ign.com/wikis/manor-lords/How_to_Upgrade_Burgage_Plots
gusgblaw May 18, 2024 @ 10:22pm 
bigger gardens require more labor, families who are tending large plots can be unavailable to do other task for long spans of time, for 15 coins each you can eyeball it imo.
I do roughly 2/3 garden to house ratio, also if theyre too deep they have to walk back and forth a lot when they harvest.
Metalllik May 19, 2024 @ 7:23am 
Originally posted by Elvenkind:
I've settled on quite large plots, from watching various videos I really liked the idea of an extra house on each burgage plot, and I'm using a size of about 0.5 morgen on each plot. I'm unsure though, if this really is needed when it come to goats and chicken plot in the backyard, or do I get more eggs, skins and meat just like I intuitively think I'll get more vegetables on larger plots? Also since I could get much more burgages if I dropped the extra house on the plots, and just made thinner and more burgages, I question the real use of the extra house option on each plot. What I mean is that it seem that I get more houses, if I don't prioritize plots with the extra home option.

I'm not sure if anyone made a post about this yet, but I'd very much like to hear from those of you that have lots of hours of gametime and what works best for you in size.
i tried lots of sizes and i still make lots of veggies, apples and eggs. i adjust the size just for design purpose
kebabsoup May 19, 2024 @ 8:59am 
I tried playing a game with only larger plots with two houses on them, it was a disaster. The food market stalls keep a certain inventory depending on the number of plots. But plots with two houses consume more food. So it was a constant struggle to keep the peasants happy and fed, despite having plenty of food in the granary. It was a struggle to distribute it.

Now I only use double plots for the vegi farms, the orchards, and maybe the brewer and the baker.
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Date Posted: May 18, 2024 @ 8:00am
Posts: 19